INTRODUCTION
A Matter of Heist Urgency, or AMoHU as it was quickly termed by its reviewers, began as a sequel to a series of stories written for a little girl who had never played IF before. This explains why it takes its setting for granted, why its implementation is so detailed and why it presents itself as a cutesy pony story. All of these things have proven to be beneficial. During its initial development in 2021, I had never dreamed it would go beyond its intended audience of one person.
When I submitted this significantly expanded version to IFComp 2022, I was surprised at how neatly the reviews divided into two camps: those who enjoyed the game as a short action-fest with comic overtones (like Viv Dunstan, Phil Riley, Rovarsson and Victor), and those who were disappointed that it was just a llama kicking simulator. Below I will explain what I think causes this divide, and elaborate on which parts succeeded and which didn’t.
FEEDBACK
Every review I got agreed that the setting was fun and the game was highly polished, with most of them mentioning that they’d like a sequel. Many (especially the more “hardcore” parser fans like Mike Russo and MathBrush) lamented the game’s lack of substance or said that there could be more about Anastasia’s unexplained backstory and power set. All of these criticisms are valid.
One of the game’s deep problems is the fact that it lends itself to a feedback loop of disengagement: a player who is not engaged at the beginning of the game may never discover some of the depth to the fight scenes, giving them nothing that piques their interest. Some reviewers (and online players) went into the game engaged and excited, and discovered many of Part 3’s action stunts and Part 2’s coconut antics. But others (like Encorm and JJ McC) simply played through, saying “>KICK LLAMA” over and over. While it’s certainly possible to win by kicking llamas and doing nothing else, that’s not the intended experience - but if you do, nothing hints at the fact that there’s more to the fights.
Near the very end of the development period, I added the final ranking system, which gives you two ranks based on how many “action stunts” you discovered and how well you did in the Part 2 fight. This was intended to encourage players who never knew the action stunts existed to replay the game and seek them out. Nobody did this. I clearly overestimated players’ willingness to restart the game, short as it is. So much work went into creating the Getaway Ship’s position and line-of-sight system, its tremendous text variety depending on combatants’ positions and how damaged the ship is, and its gradual hinting at the action stunts, that I was disappointed when I saw players standing on the deck and typing “>KICK LLAMA. G. G.”
Another problem, uncovered more in the online play transcripts than the reviews, is the fact that the game’s pacing suffers between Part 2 and 3. A huge number of transcripts quit at the very beginning of the Getaway Ship battle. My theory is that players were uninterested in immediately starting another battle which seemed no different from the first. I alleviated this problem somewhat by making a few incredibly minor prose changes at the end of Part 2, but the essential issue still remains.
Since the game relies so heavily on standard tropes, the high-quality execution of those tropes is critical to maintain the engagement of the player. The quick-moving writing praised by reviewers, the painstaking implementation of synonyms and alternate actions, and even its short duration all worked in its favor. Nobody mentioned it being buggy or stupid, although some players mistakenly associated it with My Little Pony. (Reviewers presumably familiar with My Little Pony did not make this comparison.) Its humor (which reviews mentioned less often than I expected) has two equally important levels: on the one hand, the game provides the childlike glee of playing a kung-fu “Power Pony”, and on the other hand, Anastasia’s characterization as a jaded cynic who understands what’s really going on allows a much broader range of subtle jokes that appeal to adult players. The fact that the battles were deemed “hyperactive” by Rovarsson is a sign that I succeeded in my main goal: to overcome the limitations of conventionally methodical and slow text-based IF in order to create exciting and varied action scenes.
Despite the many comments mentioning a desire for more backstory, I’m not sure that substantial exposition would improve the game. Anastasia’s origin is irrelevant to AMoHU’s story and gameplay. This is one thing that I’ll leave to be gradually hinted at in future Power Pony games. Many reviewers also wanted a listing of Anastasia’s superpowers. Since some of these are revealed in the final choice-based boss fight, I hoped that players would restart the game and try using some of their (fully implemented) abilities earlier. This design decision clearly didn’t quite work.
There are three main takeaways from all of this. First off, polish, writing and humor are absolutely essential; I’ve set a high bar for sequels in this regard. Secondly, the pacing must be improved. Between the combat scenes, there needs to be “more”; more humor, more characterization, more dialogue, more puzzly sections. And thirdly, the depth in the action sequences (which the game’s pseudo-marketing implies to be a staple of the Power Pony series) has to be communicated clearly. Players need to know what makes this fight unique, and what they can do beyond kicking llamas. I’ll try to rectify these issues somewhat in this game’s post-comp release, but I’ll also keep these in mind from the beginning if I ever create a sequel.
POST-COMP RELEASE AND FINAL NOTES
So, all that said, how can I alleviate the situation right now? I have plans to release a significantly updated and changed post-comp release which should address these fundamental issues. Anyone who enjoyed the original game might also enjoy the improved version when it is released, but I won’t go into detail here about what exactly I plan to do with it. There might be a few surprises for old and new players alike.
Thank you to everyone who reviewed, rated, or played A Matter of Heist Urgency. None of the criticism that I received was unfair, with the possible exception of My Little Pony comparisons, and I appreciate it all. Participating in IFComp has been a fun and valuable learning experience for me.
Also, everyone should know that you can give the coconut to Ponyheart during the first fight.