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2 of 2 people found the following review helpful:
Custom engine uses sound-based puzzles to good effect, November 2, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

This review was moved from the authors' forum, where the author helpfully pointed out some oversights: most notably, hints are written into the game text, and I missed some places to mine credits. But I want it up here so people will have an idea how to approach a worthwhile game that may feel intimidating. The TLDR is, even if you miss some of its neat features, it's still a smooth, rewarding effort.

Cygnet Committee is a big download at 140MB, and I admit I was intimidated by the size and 2-hour playtime suggestion, which was accurate, but I’m glad I pushed through with it in the end. The concept is intriguing: infiltrate a cult that worships Joan of Arc’s AI and destroy it. There’s a good deal of backstory here, which is shown as you get further into the base, where you reach save-points that give you small videos. You learn why Joan of Arc is so appealing and why she rose to prominence. You have a map at the game’s main screen, which is useful to show you how far you’ve gotten. It’s tidy and well-organized and purposeful.

The map’s not intimidatingly big, and the main mechanic is this: you move your mouse to detect sounds. There are four ranges on the screen, and one of them gives the right sound, and the others give the wrong one. Sometimes it’s no sound that’s right, as when you’re crossing a minefield or rotted bridge, and sometimes you want a sound, when you’re fighting a drone or guiding your helicopter. Other times, you’ll start with the same sound, but it changes at the end–punching in a keycode, for instance, or listening for a robot patarol. And in some cases, the same sound in all four sectors means you probably need to solve a puzzle so things quiet down.

This is something that isn’t nearly as dramatic with text. Any sort of typing would drag things out. It’s a neat streamlined way to give you a feel for the game and the mechanics without having instructions, which is handy, because having to remember controls and such would get in the way of the big-picture instructions as you weave your way through the base. Overall, the tension worked well, though I’m not sure if it was fatigue or anticipation that had me anxious at the end. I do think the timed puzzles were ultimately a good idea, though I wish the game had started with 20-second intervals to make 7 successive moves instead of starting at 15 and moving up. I was immersed enough that, on the one-minute puzzle, I faced a drone, and its voice made me think “Ah, I’m surrounded? Not really! But I bet I would’ve been, if I’d tried to make a break for (that one protected area.)” Then when I figured how I goofed, I was a bit scared to do the puzzle. But I had no choice. Similarly I liked the ending–it felt appropriately dramatic. I won in plenty of time. I realized, looking back, the game had more of a sense of humor than I gave it credit for.

So in the big picture, it’s a very strong game. I ran into a few pitfalls here and there, and looking at the long list below, they don’t cancel out the positives above, but they may help people push through bits that seem rough.

In one place, I thought I made a mistake, but a trap was unavoidable, and I took the wrong branch to find healing the first time. The purpose of the trap was to direct you to (Spoiler - click to show)a small cabin off to the side with information and supplies, and once I realized that, it was okay–but since I hadn’t saved in a while, I panicked.

On winning, I was notified I could only replay hard mode if I got 500 credits, which is a lot, because random combats give you 14 or so credits for each win, and while you find some credits, it’s just way too fun to disable cameras or electric fields or whatever so you can skip over the sound-tracking parts. It was a steady enough process–I never expected to mess up, and I was sort of curious what happened if I did, but too often I was a bit worried because I forgot when I’d last saved. Instead of hard mode, I’d have preferred some notes on how to get to the final map area, (Spoiler - click to show)past the waterfall and on top of a cliff, where the sound barriers were the same in all four areas. Or maybe how to fight drones more quickly, so it took less time to unlock hard mode. I couldn’t seem to get the in-game temporary for-x-moves hints (also a neat idea) too work. (I’d also like the option to skip videos–especially the ending one once you’ve escaped–the second time through. I mean, the second time you see them in-game, you can skip, but I’m just impatient like that. It’s a case of, get me to the next good stuff.)

Still I hope to come back and see about all the possible deaths and places I missed and gadgets I couldn’t quite afford–gadgets that let you bypass sound-puzzles you’ve mastered. I admit a walkthrough would help motivate me to revisit the game, with all the others I want to see in IFComp. And I think, sadly, the file size and potential system requirements will leave Cygnet Committee underplayed and undervoted-on in the comp. Which is too bad. On finishing this, I was reminded I did not finish Dr. Sourpuss, the author’s first offering, and I probably proceeded too cautiously with it. I started that way as well with Cygnet Committee, but once I jumped in, time flew–and I still got done in under just two hours.

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