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Short parody of Zork in a technical showcase wrapper, September 4, 2025

On first starting this game, I was strongly reminded of Rover's Day Out, due to the split-level reality of the action taking place. However, as play continued my thoughts turned more to the early chapters of Homestuck.

The minimal challenge to be found in Moon Logic comes primarily from dealing with the "helpful" automation that attempts to interpret what the player means to do based purely on the chosen verb and the object context. As one might guess, this is only sometimes what the player actually wants to do. Soon enough, anyone playing this will be learning how the automation thinks and trying to anticipate its foibles to accomplish one's objective.

The main action involves exploring the immediate environs of Zork's classic white house. It's an impressive bit of work, both looking and feeling like you are interacting with a world model engine as complex as would be found in a typical parser game. (There's even nested inventory!) I find myself very curious about the technical underpinnings of this work and hope that author Onno Brouwer will provide some details in a post-mortem after the competition.

The player familiar with the original on which this spoof is based will recognize the NPCs and locations, often modified from their inspiration. Although the setting and emulated display strongly encourage the sense of playing the original, actual gameplay frequently diverges from expectations. Perhaps the greatest feat accomplished by Brouwer in this work is creating something fresh that is also a parody of Infocom's first game.

Along with the main progression of plot action, there is a second progression involving the UI itself. Billed as featuring the latest in "artificial incompetence," the simulated game proceeds to live up to that moniker by imposing visual effects over the basic text window. At first, these are fun and amusing, but by the time it gets to the point where (Spoiler - click to show)the text orientation rotates every few seconds, I was looking for the off button. (Fortunately, Brouwer has provided one.)

At the end, the game delivers a ranking in the old school style -- one based not on points but on turn count. Presumably, fewer moves results in better rankings; if not, then the ranking I received (Spoiler - click to show)("'Me, too' adventurer") is a bit of metacommentary. Achievements are also tracked, pegged to turn count instead of point value, making me wonder whether there may be more to be found than I saw in a single playthrough.

This isn't a deep game, but it is a fun short experience that mixes a bit of potential nostalgia with a demonstration that much more is possible in today's technical environment. It's well worth the time to play.

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