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