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Gum E. Bear lies dead in a pool of his own liquid centre, and only Bubble Gumshoe - private eye extraordinaire - can deliver sweet justice on the rain-sticky streets of Sugar City. Explore the area, seek out clues, interview suspects, and finally ACCUSE the murderer. But be careful: you only have one shot...
Thanks to G. Deyke for playtesting!
Contains violence, sex and drug use, all involving colourful candy characters.
35th Place - 28th Annual Interactive Fiction Competition (2022)
| Average Rating: Number of Reviews Written by IFDB Members: 8 |
You are Bubble Gumshoe, a private eye tasked in solving the murder of Gum E. Bear in Sugar City.
Gameplay
The game begins at the crime scene. Gum E. Bear's corpse is in the alley. Officer Donut is nearby. From here, the city is at your disposal.
While the game has a smaller map than I expected it contains engaging scenery. This would be a good choice if you want a mystery game without tons of rooms. Much of the gameplay is geared towards talking to other characters but some snooping is encouraged. The game utilizes the smell and taste command for specific objects which not only assists in your investigation but pairs nicely with the fact that everything is made of candy. And in case you get stuck there are pointers at the top of the screen.
The humor in the gameplay comes from the candy-themed interpretation of a modern-day world. Experience the grunge and exotic nightlife of Sugar City. Adult bookstore? Not what you think. (Spoiler - click to show)
>x books
You weren't aware that toffee could bend that way.
Jawbreaker projects a gob of syrup into a nearby spittoon.
Despite the bizarreness of a candy constructed world, the game takes Bear’s death quite seriously. In clinical detail it provides a forensic overview of the crime scene:
Gum E Bear lies face-up on the floor, a gelatinous crater in his chest. A faint trickle of his liquid centre flows from it, pooling on the ground. A scattering of gummy chunks lie nearby, projected from the exit wound.
The fact that the victim is made of candy adds a comic effect to an otherwise gruesome scene. It is a new take on a murder mystery and draws the player in.
Story
Without a doubt the story is a creative premise. I was into the story and characters right from the beginning. Imagine taking your Halloween candy and transforming them into anthropomorphized characters. It was fun to visualize. But things did not turn out like I expected. Not necessarily the content of the plot but its structure.
At one point I desperately needed hints beyond the in-game pointers which I could not find. The game uses the “Accuse” command to make the accusation and end the game. Eventually, I decided to use it randomly to see if I could stumble across the winning ending or at least bits of information to point me in the right direction. And I did. (Spoiler - click to show) I regretted it, actually.
The following has extreme spoilers. I want to discuss the outcome of the mystery because I feel strongly about it, but it will ruin the game for you if you do. Please play the game first.
(Spoiler - click to show)
Unfortunately, I learned that most of the gameplay is irrelevant to solving the case. It made me wonder if I did in fact exhaust every puzzle. Perhaps there would be no more hints to give even if they were available. This saddened me because it meant that most of the content that I thought of as important turned out to be more or less a red herring.
This is a detective murder mystery story. The start of the game tantalizes the player by saying, “Explore the area, gather evidence, conduct interviews, and ACCUSE the culprit once you've determined...” which sets the stage for some investigative gameplay. But it turns out that the investigative theme is quite shallow.
I am giving you one more spoiler warning. Turn back if you have not tried attempted to play the game.
(Spoiler - click to show)
What frustrated me was the flimsiness of the evidence used to nail the murderer, Officer Donut. Gum E. Bear was shot by a handgun which can be found in the dumpster. Apparently, Officer Donut is the murderer because he has fingers to pull the trigger of a gun while everyone else lacks the necessary digits to do the same. Sure, Candy Kane, Jawbreaker, Don Toblerone, and Big Hunk do not have fingers. But what about everyone else in Sugar City? We see people (candy people, I guess) everywhere. Do they all lack fingers? I thought that the game would make you work to solve the murder, to find the evidence. Instead, you do not even need to leave the alley to win the game. You just accuse him, and the game does the rest. That saddened me.
I was surprised that the handgun was the only evidence used to solve the murder. There were so many clues that I was trying to investigate. The main “puzzle” I was trying to solve was about the red liquorice candy woman in the bathroom stall. If you open the stall, you see that she is consuming sherbet, which is an addictive substance. It is also the same substance found on Bear’s face. The subject of addictive substances is present throughout Sugar City. A theme for the story, maybe?
Big Hunk, the club bouncer, says, “’The streets are swimming in nose sweetener. Twenty bucks there's someone doing it in the toilets right now. I'd stop it if I could but I've got my hands full out here.’" I thought there was a potential puzzle here. If I managed to get the patrons to leave, Big Hunk could investigate. Perhaps then, and this is where I started to speculate, the player could share their findings about the broken bathroom sink.
The sink has remnants of a strawberry flavored (remember when I said this game uses the taste and smell verbs? yuck) liquid that is present in Bear’s body. Sure, that would just confirm that Bear did in fact trash the bathroom which we knew from Candy Kane. But then maybe that would lead the game in a new direction. I was excited about the possibilities although I probably got ahead of myself.
I am going to wrap up this spoiler-intensive ramble with some questions. I did enjoy this game and will be eager to give it another go if it turns out that I missed things. And I hope I did. If anyone has answers, I would love to hear them.
1: Is there any goal that you have when you talk to Don Toblerone? If yes, is it conversation related or is it solely for acquiring a pack of candy cigarettes?
2: Is there a use for the candy cigarettes?
3: Is it possible to unlock the door/gain access to the VIP lounge?
4: Is it possible to acquire a quarter to buy a newspaper from the newspaper box?
5: Is there any content involving the taffy factory?
6: Or are all these red herrings?
Characters
I did not realize this at first, but Bubble Gumshoe is a female character. We do not have much in terms of backstory, but I loved the character description that says, “You're a street-smart broad with a hard sugar shell but a soft centre.”
The characters, both main NPCs and background characters, are cleverly named with humorous personas. The only downside is that character dialog is limited. Often you are unable to ask a broad range of questions about the murder. Or even their own work or themselves. But they are still fun and interesting to interact with.
Final thoughts
As I started to play the game the experience was going at a solid four stars, but this slid as the (Spoiler - click to show) weak implementation of the player’s investigative choices began to emerge. This did not just affect the gameplay’s depth, but it also dragged the story down. Made it less dynamic. But the humor and creative premise makes it worth a try. In fact, the humor still makes me laugh. And with a protagonist named Bubble Gumshoe, well, you have got to play it.
Please excuse this analogy, but I say this earnestly: Playing this game conjures the idea of planning elaborate, decorative cookies. Stay with me. You have the frosting, and sprinkles, and whatnot planned but you run out of time and only complete the basics without the extras making it into the final product. I am not suggesting that the roughness in the game was because the author ran out of time. Instead, it merely seemed like a well thought out piece that lacked the finish that would have made it a fantastic piece. But kudos for a fun game, nonetheless.
My dad use to run a video game company, and one idea he always had was to make an incredibly bloody and vicious fighting game with entrails and gore, etc. but with all characters made of chocolate, so that it would technically pass Nintendo rules.
He never got around to making it, but this game reminds me of that concept. It's a hardboiled detective story with candy version of murder, gore, hardcore pornography (alluded to only), a strip club, etc. All of it is bowdlerized through the candy medium.
The author of this game has made quite a few interesting and/or bizarre experimental Twine pieces (and one using an RPG making software, I think), so I associate him with creativity and innovation in a choice medium.
In this move to the parser medium, he's brought the creativity and the amusement. One thing I think is lacking though is dealing with 'bad' parser responses. Due to the parser medium allowing theoretically infinite possibilities, a large part of parser craft is nudging players gently (or not) towards commands that actually do something. So more custom parser responses, implementation of basically every noun in every description (or turning them into synonyms of other nouns), etc. This can often take up a huge part of programming time, but it also represents a huge part of player time, since often half or more of a player's commands will result in an error, as they try out whatever they think of in the moment.
That, coupled with some capitalization problems in room names, makes me feel like what this needs more than anything is some more time in the oven. I've found that the best way to get this part of the game nailed down is to have a bunch of testers send transcripts and then implement a response for everything they try (or redirect it to a pre-existing response).
Overall, a clever concept.
Adapted from an IFCOMP22 Review
So right out of the gate, I knew I wanted good things for this game. After the legally mandated Noir-first-sentence-about-rain, and before anything else, it called me a “Bubble Gumshoe.” The noise I made in the privacy of my own home you have no choice but to call laughter because you didn’t hear it. This entry committed to the bit without question. If you have a low sugar or pun tolerance, this is not the game for you.
Gameplay itself is infrequently searching 6 or 7 locations for clues, but mostly interviewing 4 maybe 5 NPCs depending on how you score it. Then trying to piece together additional things to ask others based on the answers. Cycle through NPCs until ready to Accuse. The dialogue and character business is bizarre and fun, like the Toblerone who smokes candy cigarettes without arms. Because, y’know, no arm candy. (badoom-CH) It was fun for a while poking at characters to see what they could answer and how, and often rewarding to do so.
But then there was a turn. When the topic pool started to dry up, you would cycle through, hear the same things again and get nothing new. Then, the fact that all NPCs use the same, generic, “is no reply” when you ask something they don’t know starts to grate. Searching for clues in unimplemented nouns starts to grate. Asking the owner of a candy strip club about their VIP Lounge and having them say “I wouldn’t know about that” is just lolwut? I mean if not you, who WOULD know? Asking a character about the wedding they JUST TOLD YOU ABOUT and having them give no answer… you get it. I got stuck and I redirected my humiliation to anger at the NPCs.
Mystery IF has a big issue to address, what do you do with insufficiently clever players? Tonight, I will be playing the part of the Insufficiently Clever. Y’know, strictly as a public service. If the mystery hinges on the player asking one specific thing to one specific NPC, you have to at least give a thought to your humble servant who just won’t think of it. The tried and true brute force solution is a hint system, either metagame or in-story (Donut could have admirably served this purpose.) Walkthroughs are even MORE brute force, also established technologies. More elegantly, I recently read some insanely well-thought-out RPG advice that proposed always leaving three clues to every mystery story chokepoint. If you want to get super fancy, design multiple paths with intersecting information chokepoints, each with their own trio of entries! The idea being much harder to miss 3 clues than just one. It seems like there could even be some kind of ‘player not making progress’ algorithm out there, just waiting to be discovered.
This is relevant because there is no conceit so amusing, no joke so funny, that it can survive the self-hating stench of player failure. I’m going to head off what you probably all see coming as a deep digression into “what is a game, and can there be success without failure?” Instead let me pivot to advocating for the Insufficiently Clever who are totally not me. Humans forget nothing so quickly as kind service rendered to them. For players that don’t need the hints, they never need encounter them and can enjoy your game as designed. For the IC, your timely help will quickly fade into the delusion of ‘oh yeah, I’da got that’ and they will end up appreciating it as well! Its really win-win for you, the game author.
So yeah, Sparks of Joy right from the start. And while a not a bug, spinning with no way out was an intrusive break into the experience. Speaking for a friend. Ok, review over, the rest of you can go. Author, can you hang on for a sec?
…
Hey, if you did plant 3 clues and I missed all of them, can we not tell the others? Please?
Played: 11/1/22
Playtime: 1hr, randomly accused wrong candy, failed. Allegedly.
Artistic/Technical rankings: Sparks of Joy/Intrusively Unhelpful
Would Play Again? Maybe with a hint system?
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
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