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I Be Bailing, Matey, I Be Bailing!, January 4, 2024
Related reviews: IFComp 2023

Adapted from an IFCOMP23 Review

One room IF has a special place in my heart. The authorial challenge of stuffing multiple arcane, challenging puzzles into a single location, and have them be thematic and natural is a kind of uniquely interesting one. Extra points if it doesn’t feel blatantly Escape-room-y. As a player it can be distracting because part of me is so busy admiring the accomplishment, the story may not get my full attention. TSIAS seems to recognize that tension and plays along with just enough story to set expectations and ground rules, then sits back and lets you flail. Adrift on a sinking boat, throw everything overboard against the wishes of your oblivious captain. GO!

Part of the scene setting, arguably its strongest facet, was the language, especially dialogue. It is all stilted early 18th century (not Victorian, no!) pirate talk, very well rendered, playful and amusing, and consistent throughout. Commitment to the bit is not a problem for TSIAS. The language peppers everything with wry humor, which is a time-tested method to generate Engagement.

The central mechanic of a sinking boat was also clever, a sink timer that requires periodic bailing to keep from going under. The counter starts at 10 turns! You have my attention, game! It was the perfect scenario spice to really put you in the story. Yes, it kind of broke the central premise, as conceivably one could bail indefinitely rather than throw anything overboard, but ooh look away! I easily forgave this with ‘need to row to shore’ head canon.

So you’ve got a great premise, some really effective mechanical chrome, terrific use of language and humor. All that’s left is puzzle play! I liked the weird mix of booty that needed manipulating, not the least of which being an aggressive carnivorous plant. I was particularly delighted by the "steampunk" (Spoiler - click to show)exploding dye pack. The game did a reasonable job of presenting different kinds of ‘get this overboard’ challenges. It just felt to me there were enough burrs in implementation and design to flicker me in and out of Puzzle Solving Flow.

For one I found the noun and verb space very fussy - unimplemented synonyms, weird verb constructs, there were enough of these that I often struggled to accomplish what I wanted, and what the game needed me to do. Not so much that I got blocked, but enough that things felt harder than they needed to be. A few times the physical descriptions let me down - one key puzzle traded on spatial knowledge that the text did not firmly establish, or if it did, did it so subtly that it escaped me and was not confirmed through repeat observation. Another traded on counter-intuitive object examination. While I certainly should be expected to eye my boat companion’s clothing, it is unclear I should be able to (Spoiler - click to show)look in his pockets from across the boat! Text could have clued me in there, but didn’t. This didn’t torpedo my Engagement in the game, but it cropped up consistently enough to call it Notable. Thankfully, both a robust progressive Hint system and Walkthrough are provided, the former well designed when I needed it to push me forward.

As good as the writing was, there was a point of friction for me there too. Through the course of the game, your relationship with the Captain gets increasingly prickly in a very amusing way. However, when bailing the incidental text quickly gets repetitious and largely reflects the relationship state at the beginning of the game, nevermind all the growing tension! Look, dialogue repetition is an unavoidable artifact of IF NPCs (I guess until AI rears its ugly head). It is easily forgiven, and can be artfully accommodated. Here though, the contradictory relationship context jarred. It was a rare narrative off note for me.

It seems I have a probably not-uncommon problem of dwelling on the negative, at least when measured in word count. Don’t make too much of it. Notwithstanding occasional frictions, this was an Engaging work, bubbling with wry humor. Full commitment to the bit, terrific use of language and a nice puzzle set spiced with prodigious small, immersive gameplay touches. I be on board Cap’n!

Played: 10/25/23
Playtime: 1.75hrs, finished after dying once
Artistic/Technical ratings: Engaging, Notable gameplay frictions
Would Play After Comp?: No, but will def track down other entries

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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