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Brief branching city exploration with intrigue and instadeaths, January 2, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Recon, the author's entry last year, had a lot of moving parts and a backstory that took a few playthroughs to put together. HbT is similar–it's a lot smaller, but it feels more organized, and it's still fantastical, though the fantasy veers toward general abstract stuff more than sci-fi. I think it's a technical step up, but there were a few design choices that made it hard for me to say what I wanted, as quickly as I wanted. I'm not surprised a few reviews rolled in late. There's an unexpected hard break just when it seems things are starting, and people may wonder what's up. Sure, we see the "end" in small print below a separator, but it's not clear how or why until we've played through several times. I thought I'd just walked into a death trap, and I didn't see what I did wrong.

Once I realized that there was a sort of timer where you make so many moves and then just die, things picked up. I was able to plan out relatively modest goals, deciding what part of the city to explore, and how. This is hampered slightly by being unable to reload, at least on Firefox, even with a complete refresh. Fortunately HbT isn't huge.

It starts with a cute puzzle, the sort I felt was the strength of Recon. You are told to choose the shortest stick, and you get a sneak peak, with several different spellings of "stick." These sorts of HTML tricks seem very easy until you have to think of one yourself, and if and when you guess right, you get one of three items. Each is specifically useful at some point in the city, and it's fun to find that point and then do things with or without that item and compare and contrast. I'd consider finding all six such states to complete HbT, such as it is.

There's definitely weirdness about, and for the most part, it works, but I was frustrated that the turn-limit cap along with options such as "turn right/turn left" that didn't give me enough information to work with. So it was a matter of more weird detail, please! You want to feel helpless, but not too helpless. I think some sort of timer can and should be integrated in a post-comp release, and I'd also have liked the cut-outs not to interrupt a choice I made beyond traveling somewhere new. Surely there's a way to incorporate a game flag and also to say, okay, the story won't end just before you get to talk to someone. As-is, it was a bit jarring. It seems like a forgivable oversight, but it's also a high priority when it comes to revision.

I think these issues impacted the replayability the author wanted to give the player and which, with the game text, seemed even more rewarding with a smoother gameplay experience. I might even suggest a small bonus to people who keep replaying, as payback for their faith. Note the timer, not with just a number but with narrative cues, and also maybe fill in details of paths they have already seen. It's tricky, but I think that would combine the whole "you can't explore everything at once" aesthetic with "you don't want to repeat yourself too much." Perhaps I'm greedy, too, but the ability to constantly restart as with Let Them Eat Cake might open the way for a grander vision once you've hit all the six states I mentioned above. UNDO might be a bridge too far, but I'd also like to get greedy and maybe track which branches have been fully explored and which haven't. This is nontrivial coding, but it seems worthwhile.

I was glad to see reviews pour in late for HbT, because it deserved them, but I'd also have liked it to be less forbidding, and the forced game-over probably intimidated people. So I'd be very glad indeed if my main questions became obsolete! How much you should push the player back is tough to judge, but it's not clear to me right away why things should stop completely, and I think people legitimately had trouble figuring things out. Here's where my great enemy timed text would be quite welcome, before a "restart?" link popped up. It would be an appropriate penalty for a player's inattention. There are other solutions, too. Unrolling everything too quickly here wuld probably ruin the author's vision, but I think a compromise would be welcome.

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