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(based on 45 ratings) About the StoryHotsy-totsy! It's 1928 and you're madcap flapper Hazel Greene, tottering around the city's finest hotel with a gullet full of giggle juice...until a gaggle of ghosts shows up to spoil the fun by turning every drop in the place into lousy, undrinkable WATER. Explore the beautiful Poseidon Grand Hotel, meet Barnaby Mooch the Magnificent Pooch, and get splifficated on a snootful of ectoplasm in this paranormal puzzle comedy. Game Details |
Winner - Tie, Best Game; Nominee, Best Writing; Nominee, Best Story; Winner, Best Puzzles; Winner, Best NPCs; Nominee - Helping Madame Ping Ping with the séance, Best Individual Puzzle; Winner - Inspiring the artist, Best Individual Puzzle; Winner - Hazel Greene, Best Individual PC - 2019 XYZZY Awards
1st Place overall; 2nd Place, Miss Congeniality - 25th Annual Interactive Fiction Competition (2019)
Stephen Granade
Let's Play Zozzled!
Let's play Steph Cherrywell's text adventure "Zozzled!", which won the 2019 Interactive Fiction Competition.
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| Average Rating: Number of Reviews: 6 Write a review |
This game is the kind of thing Steph Cherrywell is known for: smooth humor, a large, easily navigable map, genre tropes pursued to their logical end, plenty of polish, and vivid characters.
I found this game's puzzles more logical than some other Cherrywell games, though I had trouble with one particular artist. Looking back, I ignored many, many, hints.
You play as a flapper (with all the 20's lingo) who's desperate for a drink. But it's all been soaked up by ghosts, so you have to hunt them down one by one!
I really enjoyed this game, and I think that it has a great chance of wining this year's comp.
I enjoyed playing this game through and found the best thing about it was the writing. The puzzles were not too hard and the challenges all manageable. The hardest thing was the transition between choice mode (e.g. 1 - do this 2 - do that) to the standard parser mode.
Overall a great story, very funny and quirky. Thoroughly enjoyed it.
I played this game with a few friends (over Zoom) over two evenings. We enjoyed the breezy humor and several of the puzzles. Barnaby Mooch was definitely a memorable part of the game, as were several of the rooms in the hotel. We found it distracting to switch between command mode and interaction mode.
After we solved all the puzzles we were presented with a long non-interactive outro which resolved the story plots but we were no longer engaged and were just clicking through to finish. Perhaps if that section were expanded into an epilogue with more interaction it would have more emotional impact.
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