The past 2 years I submitted games to ParserComp, and this year I didn’t, so I am free to play games without my usual high level of anxiety interfering. I don’t know if I’ll get to them all, but I’ll try them in the order Itch lists them for me.
I’ll try not to spoilerize too much.
The very first one was Moon-house Technician by @Outgrabe, and it required me to download some kind of new interpreter, which I generally don’t do. So with apologies to the author, I’m going to put this on the back burner and think about getting back to it later. I just have an aversion to installing a bunch of different interpreter-thingies just to play one game with them, and in no way, shape, or form should the author take this personally.
So the first game I played was Alphabet City by @Jgesq, which says it is the “Parser Edition.” I see from the author’s Itch page that they have lots of “Alphabet City” games, which appear to be choice games although in a format I don’t recognize. The author says they’re new to Inform, and I sympathize with the intense wrangling it takes to make a working parser game in Inform.
That said, this game could have used several rounds of play testing, as it’s a bit of a mess. Things not implemented, obvious synonyms not implemented, being able to take things that you should not be able to take, the game telling you to do things you can’t do, etc. All very standard new parser author problems (I have committed all these booboos and more). But play testers would have found these problems and allowed the author to smooth them out. As it is it’s difficult to play.
The story is that your girlfriend has disappeared into addiction and the seamy underworld of the city, and you have to rescue her, even though you’re in a somewhat fragile state yourself with a month of sobriety under your belt. You have to rescue her before you hit 100 points, which provides some urgency to the gameplay, although I’m not entirely sure why that rule is there. And getting/losing points feels kind of arbitrary; for instance, eating one thing giveth points, and eating another thing taketh points away. There’s also at least one un-signposted instadeath.
The good news is that the sense of place and of addiction and alarm feels very real, and there’s a gritty feel to this world which is very appropriate. I didn’t finish it because although I found Jayne, I couldn’t figure out anything to do with her. There are a lot of objects and places and people, but very few of them yield any useful information, and fighting with the parser got tiring, so I called it quits.
This could be a great game with some serious testing and editing, and I really hope the author takes it to the next level, as I would like to play a streamlined version of this. Ask for testers here and you’ll get them! You can also PM me directly and I’ll send you a transcript of my play. Don’t be discouraged by this review! Making a parser game is really, really hard. Getting help is a snap here, though.
Also, there are no content warnings on this game, and it needs them: substance abuse, addiction, implied threat of abuse and overdose (which might turn actual although I did not find out).