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1 of 1 people found the following review helpful:
Sorcerous Psychotherapy, November 23, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

As an IF setting, "mind palaces" and dreams carry a lot of the same advantages: ability to lean into IF limitations as features, ability to ignore real-world logic, full-on integration of symbology and metaphor. In a way they're kind of the same thing. I mean its not like dreams occur somewhere else.

I liked the central conceit of this one: two (Spoiler - click to show)(or is it one??) witches trapped in one of their mind palaces due to some kind of unnamed real world threat and needing to escape by passing through replayed key events of the host’s life. Escape by solving puzzles! Sure, I’m in.

In practice, I had unanswered questions about the implementation. For example, it seems like the host is at most a middle-aged adult, yet there was an encounter from old age they hadn’t lived yet. There was an encounter as a baby which doesn’t seem like it could be remembered. And in one encounter, it seemed you could effect the past in the ‘real world.’ It is possible, I suppose, that the mind palace incorporated time portals and those were not memories but ‘real.’ There was nothing in the text to imply this, and the unreal nature of the puzzle solving ((Spoiler - click to show)at one point a tiny hand reaches out of a cat’s ear) suggest otherwise. This game doesn’t owe me anything, it has every right to be what it is without my permission. But I felt those choices traded away some of the power of the setting without getting enough in return, dramatically speaking.

Gameplay is mostly puzzle solving, the exploring aspect is pretty limited, maybe 8 rooms. I liked that there were often multiple ways to solve puzzles, that tracked to whether you wanted to be ‘good’ or ‘evil’. The puzzles themselves were a mixed bag. Generally, the text didn’t provide a lot of nudging or feedback on your choices, so solving felt a bit arbitrary. The solutions did not come with that ‘oh, that’s why that worked!’ feeling. I got the sense that either I got lucky a lot, or the puzzles had multiple solutions. Even that is not terrible if the solutions had some kind of thematic through line to draw them together. I did not detect such.

I did like what the final escape implied about the physical fate of the witches, and really liked how understated it was. There was some nice ambiguity about the true nature of the dual protagonists, but the finale only hinted at resolving it which was maybe TOO understated. All in all I think the setting is a strong foundation that would support much tighter thematic construction and payoff. If I awarded points for ‘potential Sparks of Joy’ this would deserve it. Unfortunately, I typically do not.


Played: 10/27/22
Playtime: 30min, finished
Artistic/Technical rankings: Mechanical/Mostly Seamless
Would Play Again? No, experience seems complete

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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