This is my first IF comp as an active IF player/creator. I’m not a participant in this comp, though (we made that call three days before deadline), so I can really cut loose with my reviews, get REAL and RAW and really tell it like it is. Just kidding, this’ll be a lot like my other review threads: subjective responses to the works I engage with during the comp.
I wanted to say “games I play during the comp” just then, but reviewing Spring Thing entries earlier this year got me thinking about the degree to which some works were games and some really weren’t. I like that a single If event can have 23 Minutes (not a game) alongside Missing City Council (almost purely game, to its detriment). I started thinking about how IF works are all different mixtures of interactivity, fiction, and gamification. Just for fun, with my reviews I’m going to include a chart that roughly measures the degree to which those three qualities are present in a work. The chart doesn’t measure the success or the quality of each attribute, just the degree to which it’s present in/central to the work. It’s a rough, gut-check measurement, not a judgment.
Below are my definitions of the three elements (the three humors?) of IF, and some example charts using Spring Thing '26 games.
Interactive
I understand interactivity as the degree to which the player can change the game state. This can include the classic picking up/using objects, earning and spending currency, making choices that lead to one of several possible endings, or changing the text of a work in a way that affects the meaning (link cycling, e.g.).
Fiction
I understand fiction as the degree to which a narrative requires, justifies, or contextualizes gameplay. How central is the fiction to the experience? Could the gameplay happen without the story? Does the narrative inform or require the actions taken to solve any puzzles?
Game
I understand game to be the degree to which the experience has a set goal, the friction put in the way of progress, and the ability to succeed or fail.
For Example...
23 Minutes was a game (sorry, work, see, it’s hard to break that habit) in which you clicked the screen to view the next paragraph or verse of text. It was described by the author as an interactive poem. I quite liked it; other reviews were mixed. I think 23 Minutes’s chart would look like this:
Here the narrative is central to the experience. It’s all there is, really. There was no game (no goal, no ability to fail or succeed to varying degrees), and the only interactivity was clicking to progress the text, which doesn’t really count.
Enigmart was a series of puzzles presented in a light story, made in Twine, and a lot of people liked it. I don’t love puzzles, but I admire what the game was doing and the medium it used to do it. I think Enigmart’s chart would look like this:
The narrative in Enigmart was not central to the gameplay experience. Those puzzles could exist in isolation. Similarly, the interactivity was low; you didn’t directly alter the game state to a great extent. The puzzles, though, were very “high game.” There was a clear goal, and it was possible that a player was unable to solve them (at least without some hints).
Missing City Council was a very rough parser that gave the player absolutely no hints or narrative justification for its strange, highly specific puzzles. It was, understandably, not well reviewed. (I’ve come to think of it as accidentally incisive art that says a lot about parser game design, but this isn’t the place for my ‘MCC should’ve won Spring Thing’ rant.)
MCC would have very high game, fairly high interactivity, and very low fiction. Things happen, but there’s no no coherent narrative and no clear connection between the actions you take to solve the puzzles and the world or story in which those actions take place. It has high game, but that game was objectively bad because the goal wasn’t clearly stated, and that lack of connection between story and solution made the solutions feel arbitrary.
I hope this clarifies that this charts aren’t measuring quality and aren’t a rating, just a way to think about and visualize certain characteristics. Like a humoral chart, it’s not scientific.
Games reviewed:
Thirst for Blood, by Zeno Pillan
Quackpond, by Quackpond Admins
Necromanceers, by C.E.J. Pacian
Skeletrom Crew on the Loose!, by Kai Stewart
Black Thumb, by Bridget Hoang







