I was expecting to post this in a few days. But I’ve quickly brainstormed, and might as well post it now!
I’d last entered IFComp in 2018, and SpringThing in 2020. But with a worsening progressive neurological disease I was very doubtful that I could complete a game for an IF competition again. But I had the idea for another game, originally developed in a RPG scenario writing workshop. And, though small, I thought I could aim it at IFComp.
I started developing circa Christmas 2023 / New Year 2024. Early, but I was extremely ill, with little good time each week or even month, and long patches where I couldn’t work on it at all. I had the game ready for playtesting in May 2024, with a second round of playtesting in July 2024. I am so phenomenally grateful to my wonderful set of playtesters. Most of whom I found through a forum post here asking for volunteers. I owe them all so very much, and am endlessly grateful to them for the care and kindness with which they helped to improve my game.
I was invited to take part in the inter game mystery/puzzle, but declined. My game was already finished at that point, and extremely ill me didn’t want to work on it any more.
I submitted the game at the end of July. Then agonised rather over the cover art! In the end I produced a self designed chalk board style piece of art, which suited the setting. I was very happy when @SomeOne2 described it as “uncanny” and seemingly smudged by finger!
The competition launched on 1st September. I was very nervous early on. I have generalised anxiety disorder, which really doesn’t help. But feedback from reviewers was constructive and fair. And I found the authors’ private section of the forum a real support throughout. The IFComp community all around has been an absolute blessing for me this year, and I’ve found nothing but kindness in people’s responses to my game. Which I really appreciated.
Re some specific points of the game, the relative simpleness of the game and its shortness was a common critique, and I fully accept that as fair comment. It was a result of the original design, and working to a scope that I could implement in the time available. I had some suggestions mid comp re adding a few extra hurdles in places, which I think would be a good thing to have done, especially adding a few more small puzzles. But ultimately it was designed as a small and simple game.
I was pleased to see some relative newcomers to parsers trying the game and getting on ok. Though I know that as a parser game it might still be tricky for some to play.
Some people praised the writing style, with one reviewer even describing it as “literary”. I find writing prose really hard work! So I’m glad that a number of people liked the writing. It’s also tricky in a parser to judge the length to write to. You don’t want to write too sparse text, and equally you don’t want to hit people with too much.
Several people questioned the issue of a time paradox happening as a result of changes from you playing in the past. This honestly hadn’t occurred to me as I was writing, and it really should have! Equally though I’m quite happy at this distance to wave my hand and say things worked out as they did cos of, erm, reasons! But yes, very fair point.
I loved it when people praised the pub atmosphere, and those beer names (thanks to my husband for Stinky Ferret!). Though I’m British (Scottish), I haven’t spent as much time as I’d like to in pubs, so this was quite an effort to get authentic. But it was really nice when people felt it was authentic.
My biggest mistake was giving an inaccurate playtime estimate on the competition listing. I had playtesters reporting playing for 30-60 minutes, so I went for an hour estimate. But 30 minutes would have been a more accurate guide. It’s not so much a case of giving an up to time, but more an average time. I suspect that this may have lowered my final vote a teeny little bit, as people were given expectations by the blurb and advertised playtime, then found it ended much more quickly, and some were understandably disappointed.
The thing I’m most pleased about coding wise was a late minute addition (my idea) to allow players to replay part of the game, using a post-game PAST command to jump back into the game. Several reviewers mentioned how much they appreciated having this facility available, as well as other players who have contacted me since.
The above coding addition was the only thing I was worried about bug wise during the competition. But I was relieved not to have had to submit a revised version mid comp. I certainly didn’t want to otherwise polish or improve the game.
Overall I’m really pleased that I managed to finish and enter this game. And happy with my final placing when the competition results were announced last night. I improved my average score substantially from last time I entered IFComp. And improved my ranking, both absolute and relative, in a year with a very high standard of games entered.
What’s next? Firstly there will be no post competition release of Bad Beer. Though I am carefully reading and learning from all the kind feedback from reviewers and judges. I am currently focusing energies on a new game, which I hope to enter in IFComp 2025. Much longer, more ambitious. Parser again. Watch this space …
Thanks everyone