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The Woodcutter's Quest

by Garry Francis profile

(based on 5 ratings)
Estimated play time: 1 hour (based on 3 votes)
Members voted for the following times for this game:
3 reviews7 members have played this game. It's on 1 wishlist.

About the Story

Your name is John. You're a simple woodcutter from the small village of Cessnock. The weather is usually bright and sunny, and your fellow villagers are usually happy with their lot. Until recently, that is, when rumours started circulating that an evil wizard had taken over the derelict castle across the valley to the east.

The village elder tried to calm any fears that their simple existence was in peril and, so far, the village has been ignored by the wizard.

Today, you were out chopping wood in the forest when you heard distant screams. At first, you thought nothing of it, then you saw plumes of smoke rising from the village. You feared the worst. You need to head back to the village to see what's happened.

Awards

6th Place - ParserComp 2026

Ratings and Reviews

5 star:
(1)
4 star:
(0)
3 star:
(4)
2 star:
(0)
1 star:
(0)
Average Rating: based on 5 ratings
Number of Reviews Written by IFDB Members: 3
2 of 2 people found the following review helpful:
Parser issues, July 4, 2026

We played this game (Release 1, 260628) at the SF Bay IF Meetup; we had to consult the walkthrough to win, due to parser issues.

Except for the parser issues, the puzzles were decent, and the game has its charms.

(Spoiler - click to show)

  • Rope: If you try to climb the rope, it says, "You awkwardly start to climb the rope, but it swings about like a pendulum and you start to feel giddy, so you jump back down." This sounds like you're supposed to secure the bottom, loose end of the rope, e.g. with the anchor you find in the same room, but if you try to "tie anchor to rope" when the rope is still attached to the mast, it says, "If you want to tie the rope to anything, you’ll have to untie it from the top of the mast first." But, that's not how ropes should work… you can tie two different ends to things. We did eventually figure out to chop the mast with the axe, but it was a frustrating experience. I think it should let you tie the rope to the anchor before detaching it from the mast, and even let you climb the rope, but it should say that there's nothing at the top of the rope. Describing the rope + anchor as a grappling hook will make it clear that you need to take the rope away.
  • Bees: You're supposed to smoke the bees out, but if you bring wood to the bees and light it with the candle, the game says, "Fortunately for the bees, the wood is dry and there’s no smoke." (It says this even for rotten wood found in a boat covered with moss, which seems implausible.) You can bring water to the beehive in a jug, but if you try to "put water on wood" before lighting the fire, it will say "You can't put things on top of that"; if you "pour water on wood" it will say "When you turn the jug upside down, the water soaks into the ground." You're supposed to use water only after the fire is lit, with "put/pour water on fire", but we had to reach for the walkthrough to solve this; it seems like that should extinguish the flames, rather than creating smoky fire.
  • Goat: The goat refuses to eat the honeycomb with the message, "They say that a goat will eat anything, but it won’t eat a chunk of honeycomb." Goats absolutely will eat honeycomb. The game really wants you to give grass to the goat, but I think there should be a better excuse not to give honeycomb to the goat, even just "Honeycomb is too precious to give to a goat" or something like that.
  • Grass: You can only get grass in the goat path, but there's nothing special about grass; you can't cut the bushes or other plants that a goat might reasonably munch on anywhere else.
  • Books: You can't read the books, but one book "seems out of place." But there's no way to directly refer to that book, pick it up, or do anything with it. "get book" always just says "You pick a book at random and it somehow slides back onto the shelf," as if to say "you didn't specify the specific book that matters" but, in fact, no book matters, and there's nothing to do here at all. It would be clearer if the game didn't mention a "random book", and if books and scrolls did the same "tingle" effect.
  • Doors: The game never auto-opens doors, like the back/front door of your shack, which is annoying.

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1 of 1 people found the following review helpful:
Middling, August 8, 2026
Related reviews: ParserComp 2026

Background image is wooden logs. Alright. Nothing much storywise. The writing's standard. Puzzles are all simple on paper but some are easily missed and I needed help from Garry Francis himself (thank you, Garry Francis). I'd say this was more my fault and the Help and some thild should be enough for you. Instead, I'd have liked some more timber endingwise and in the last 2 NPCs (the others were wonderful). A right middley game.

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A fistfull of wood, August 7, 2026
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2026

It sounds like the very definition of damning with faint praise to say that my favorite thing about The Woodcutter’s Quest is the wood. But actually I quite enjoyed my time with the game! It’s just that it’s intentionally rather straightforward, an implementation of a pedagogical example used in a how-to-design-adventure-games book – a book entitled, in fact, How to Design Adventure Games (by Shaun McClure) just to be clear how straightforward we’re being here. It’s charmingly simple to my taste, boasting Classic Text Adventure Premise #17: a wizard has kidnapped the rest of your village, so it’s up to you to journey through the forest to his castle and save them. There are several puzzles that involve giving food to animals, the descriptions are terse but communicative, and provide solid clues about to overcome obstacles, and the implementation is of the high standard I’ve come to expect from the author. And per the ABOUT text, there are even some bonus puzzles and extra bells and whistles belted onto McClure’s chassis.

All that makes for a solid game but one with few surprises, so like I said, the wood-forward nature of the adventure really stood out. I mean, sure, it’s right there on the tin, but I figured the whole “you’re a woodcutter” thing was just an excuse for having you be out in the forest when the wizard comes calling, and maybe start you off with an axe already in your inventory. But actually said axe can be used to chop a surprisingly large number of objects into kindling – sometimes usefully, sometimes just for stress-relief – there are plentiful opportunities to search around in wooden objects or furniture, a key early puzzle revolves around making a fire from wood… heck, the background of the game’s itch.io page is even a tessellated mosaic of sawn-through logs! It’s commitment to the bit, and also makes the game feel more simulationist without making any of its puzzles too complex, since one bit of wood can generally be substituted for another. So yeah, I was a fan of the wood.

As for things I wasn’t as much a fan of, well, that’s a shorter list. I was sad not to have found an alternate way past the goblin, though there might well be one and I was jut too thick to notice. Beyond that, I had to look up the full answer to the puzzle I mentioned above involving fire, because it relies on some pyrodynamic assumptions that I think aren’t right (Spoiler - click to show) (surely in most cases throwing a jugfull of water on a moderately-sized fire will just produce some steam and maybe put out the fire, rather than producing smoke? For smoke you need wet wood, but burning the rotten wood didn’t get me smoke, and despite wrestling with the parser for quite a while I couldn’t convince it that I wanted to put any of my large pile of wood into the easily-accessible river to get it damp).

The fact that I just spent so much time quibbling about one small aspect of a puzzle is an indication of just how tight the game is overall – it’s a textbook example of the small-fantasy-text-adventure genre, and if along with praise for the effectiveness of the execution, that also suggests a cap on how exciting it can be, well, so it goes. I was more than happy to enjoy Woodcutter’s Quest for what it is – but also because if I squint at it, I can see the outline of a much weirder game that really goes whole hog on the woodworking angle. Maybe some newcomer turned onto IF by this game, or the book it’s riffing on, will take up the gauntlet? Stranger things have happened.

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New walkthroughs for July 2026 by David Welbourn
On Wednesday, July 29, 2026, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works...

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