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The Wand

by Arthur DiBianca profile

(based on 64 ratings)
Estimated play time: 6 hours (based on 1 vote)
Members voted for the following times for this game:
  • 6 hours: "Final ending" — Zape
8 reviews81 members have played this game. It's on 77 wishlists.

About the Story

Explore the wizard Bartholloco's castle with the help of a versatile magic wand. Can you overcome his challenge? Can you levitate a rock? Can you slice a baltavakia?

(Puzzle-oriented and family friendly.)

Awards

Winner, Best Puzzles; Nominee - Learning the Cycle, Best Individual Puzzle; Nominee - Discovering the rest of the game, Best Individual Puzzle - 2017 XYZZY Awards

11th Place - 23rd Annual Interactive Fiction Competition (2017)

36th Place - Interactive Fiction Top 50 of All Time (2019 edition)

28th Place - Interactive Fiction Top 50 of All Time (2023 edition)

Ratings and Reviews

5 star:
(25)
4 star:
(29)
3 star:
(10)
2 star:
(0)
1 star:
(0)
Average Rating: based on 64 ratings
Number of Reviews Written by IFDB Members: 8

3 Most Helpful Member Reviews

10 of 10 people found the following review helpful:
Two games in one, November 16, 2017
by Denk
Related reviews: inform

This was my favorite 2017 Ifcomp game. I don't see how to make a meaningful review of this one, without touching on the hidden content, which is more than half the game. If you cannot find the hidden content, check out David Welbourn's excellent walkthrough.

The Wand is a very polished puzzle-based text adventure, where the player seeks out a challenge at Bartholloco's secluded castle. The player is not allowed to touch anything in the castle, except from the wand, he/she is given at the beginning of the game. Luckily the wand is magical and can be set to 1000 different color combinations. The wand has different abilities depending on the chosen color combination. Unfortunately you do not know which combinations are useful, but clues to this are placed around the castle.

The apparent challenge of the game has a very nice level of difficulty and can be completed in approximately 2 hours. However, (Spoiler - click to show)if you restart and approach the game with your knowledge from your first play-through, you may find a much deeper and more involved challenge.

It is during this deeper challenge you will come to realize how well thought out the magic system actually is. Also, the ending of this deeper challenge is much better than that of the first challenge.


I don't think a pure puzzle game comes much better than this.

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7 of 7 people found the following review helpful:
Whimsical, rock-solid puzzle game with a stripped-down Enchanter mechanic, October 5, 2017*
by prevtenet (Texas)

It's become something of an IFComp tradition: the rock-solid puzzlefest by Arthur DiBianca, with a cleverly stripped-down parser and only the barest veneer of a story. Art's first entry was the unique but tepidly received Excelsior, followed by Grandma Bethlinda's Variety Box, which earned positive reviews and attracted so much traffic it nearly crashed the IFComp server. 2016's entry, Inside the Facility, was a novel movement-only game that won the Miss Congeniality award and received two XYZZY nods (Best Puzzles and Best Individual Puzzle).

So what did Arthur DiBianca put forward in 2017? The Wand, and it's pretty good. The Wand revisits Excelsior's seemingly bland milieu - "a wizard sets up puzzles in a tower" - but this time with far better results.

One of Excelsior's problems was that it wasn't always clear what the "use" verb would actually do. ("use statue"?) The Wand adopts the Enchanter mechanic, where you progressively learn spells that interact in interesting ways, but strips it down to *just* the spells with no other verbs except for movement. This creates a very effective experience where it's always clear what you're attempting to do, but the consequences of your actions can be unexpected.

Another of Excelsior's problems was the lack of a story or any real context for the puzzles; I kept wondering "why is this here?", and the ending felt like a disappointing afterthought. The Wand avoids this by being entirely upfront about its concept. I'm reminded of Emily Short's "Action and Interaction": "I’ve come to think that one of the jobs of a work of IF is to teach its player - constantly, in every kind of feedback - what sorts of interactions are appropriate to the game." This idea permeates The Wand, from how the concept is presented to how puzzles are hinted. The game continually and progressively teaches you what to expect, while offering some little surprises along the way. (Case in point: the brilliant way the game handles the "use" verb.)

In many ways this is the driving idea of the limited-parser movement, of which DiBianca is a vanguard: people are quite happy to play by the rules of the game you establish, but when there's a mismatch between their own idea of the rules and the game's idea of the rules, they can be disappointed. Thus, stripping down the parser and saying upfront "yeah, don't expect a story" can actually increase immersion. (Indeed, going into the game with no expectation of context or story made those elements pleasantly surprise me where they did appear.)

I must admit I am not a full convert to the minimalist school. The call of the verb is strong. But there is much of value in this way of thinking, and The Wand does it well.

Other strengths: DiBianca's writing is terse, but whimsical and evocative. (What is a baltavakia, and how do you slice one? I'm still not really sure I know, but the mental images that section conjured were fantastic.) Puzzle design is strong, mostly of the satisfying "oh! now I can do *that*!" variety. Puzzles are often "themed" and make sense within the context of their environment, which is small enough to keep everything nearby but large enough to offer a few different avenues to explore if you get stuck. Hinting is strong, with a mix of obvious solutions and head-scratchers - although I did have to check the walkthrough to realize I could (Spoiler - click to show)just walk past the dragon. The adorable, adorable dragon.

I do have a few minor critiques, e.g. I'm not sure about the wand mechanic. Spells take two turns to input, and wand settings are hard to remember without writing them down, especially since the color abbreviations can be unexpected. I do wonder if Enchanter-style magic words would work better, but as a mental concept, "one wand and two verbs" has its perks.

IMHO, what would have made this game even better is 1) deeper spell interaction, and 2) deeper worldbuilding. You can levitate rocks; what if you could levitate *anything*? The wizard has a pet kimpert; why? But I acknowledge that these thoughts are driven more by my personal affinity for games like Counterfeit Monkey than by any practical considerations.

Note: This game has hidden content that is not mentioned in the walkthrough.

* This review was last edited on October 6, 2017
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3 of 3 people found the following review helpful:
Very in-depth puzzler, June 4, 2024*
by Lance Cirone (Backwater, Vermont)

The Wand revolves around a single core mechanic that the game never runs out of creative ways to use. You have a wand with three colored sections you can set to different combinations. Each combination has a different effect, like one puts out fires while another acts as a magnifying glass. You have to find these different combinations and use them to solve puzzles and reach the castle's tower. Not all of the combinations are spelled out for you: some require piecing together multiple clues. Figuring out one and seeing what it did always feels rewarding, especially when you know exactly what you can use it on.

Another important aspect of the game is that you can't touch anything in the rooms, so the wand is the only item you're allowed to handle. It helps streamline the game and makes your thought process always involve figuring out what to do with the spells you have, or figuring out where to find new ones. The final puzzle really brings everything together.

You might have picked up on there being more to this game than it seems. (Spoiler - click to show)Replaying it and using one of the endgame skills opens up a much more difficult extra quest, which is awesome, since it pushes the wand mechanic even further while letting you use all the knowledge you gained on your first run. The game deserves all of its praise, and if you want a fair puzzler to sit down with and take notes on, this is a great choice.

* This review was last edited on July 27, 2024
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4 Off-Site Reviews

Dhakajack
The title says it all. This story is about the wand, figuring out how to use it and then doing so. There’s minimal setup and character development and almost no dialogue, but it’s a darn good puzzle game.
See the full review

Renga in Blue
As one might expect with a wand, this is generic fantasy: you’re supposed to make your way through obstacles in a castle and gather enough new spells (things like “levitate” and “fire”) to escape. In a way, the presence of spells makes this the most expansive verb list Arthur DiBianca has ever used, since each spell is a verb of sorts. The lack of ability to TAKE things means even the simplest of activities gets turned into a spell-related puzzle.
See the full review

The Breakfast Review
The puzzles start off easy and straightforward, getting more complex towards the end. They're just hard enough, I think, to elicit that all-important sense of achievement that puzzle-solving has to evoke without crossing the line into being frustrating.
See the full review

Doug's World
Although the wand can be programmed to cast a variety of useful spells, the player only acquires knowledge of these spells incrementally. The pacing is appropriate to this type of game: the player acquires a new spell, finds a need to use it immediately, and then has to apply it elsewhere in a less obvious situation. With increasing power of knowledge, the puzzles also become more challenging. By mid-game often a whole series of spells must be cast to solve a problem. The final challenge is delightfully and absurdly complex, requiring the player to invoke nearly every spell they've learned in a carefully timed sequence.
See the full review

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Game Details

Language: English (en)
First Publication Date: October 1, 2017
Current Version: 2
License: Freeware
Development System: Inform 7
IFID: 12BC8883-FC23-4680-94CC-999165CF8D5A
TUID: 2jil5vbxmbv8riv1

Inspired the game Dessert Island Adventure, by Nils Fagerburg

The Wand on IFDB

Recommended Lists

The Wand appears in the following Recommended Lists:

TBR by Ms. Woods
To be replayed.

Favorite IF Authors (represented by games) by Denk
This list does not include authors, where I have only played one of their games. Thus great games such as Anchorhead and Blue Lacuna are currently not included.

Find-all-the-rooms games by mg51
Usually short and contained, not particularly heavy on plot. But they definitely scratch a certain itch.

See all lists mentioning this game

Polls

The following polls include votes for The Wand:

For your consideration: XYZZY-eligible individual puzzles of 2017 by MathBrush
This is for suggesting games released in 2017 which you think might be worth considering for Best individual Puzzle in the XYZZY awards. This is not a zeroth-round nomination. The category will still be text-entry, and games not...

games with cooking by jlvp1998
I'm looking for games with cooking. ever since I have played gourmet and, gourmet version1, wich is the same, I have also played you got a stew going. does anyone have any recommendations other than these on wich I have just mentioned?

Games Centered Around Devices/Machines by Amanda Walker
I'm looking for games that heavily feature learning how to use a device or machine. For instance, the machine in Emily Short's Savoir-Faire, Art DiBianca's devices in the Grandma Bethlinda games, or the box in Paul Michael Winters's The...

See all polls with votes for this game

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