Billy Mays Reviews the IFComp 2016

Thank you for your insight!

I imagine that many of my reviews put me in danger of becoming persona non grata on this forum, but my original intention was to score the entire competition, and give reviews regarding my impression of all of the games. I decided to not selectively write about only those games that I enjoyed. Some games inspired me to write longer reviews, some reviews are just my first impression that I plan on going back to explore before the competition is over, and some reviews just sum up a completely abysmal experience for me. Most of the short reviews, including Evermore, fall into that second category.

While I appreciate your kind words regarding some of my reviews, I can not emphasize enough that all I am doing is expressing my own personal experience of each story, I am no more right on anything than anyone else, this is because I view creative writing as a form of art. I am an adamant believer that an author’s single role is to introduce a story, once that occurs: the story now belongs to anyone who has experienced it, the author has no more right to determine what any of it means to anyone outside of themselves than that of each of the individuals who experienced it*. Taking this idea to an extreme: if somebody released a game that just had thousands of commas on the screen and the only game mechanic was clicking on a box at the bottom that depicted just a lonely period, I would imagine that just about everyone would consider that the worst game in history, and nothing more than trolling. However, if one person in the entire world, the author or players, honestly believed that it meant to them the meaning of the universe, then their opinion would be no less valid than everyone else’s.

Evermore is second on my list of games to go over, re-evaluate, and possibly improve the score if I feel such action is merited, and write a longer review on. I seriously need to recharge my batteries with another “10” before doing that . My main initial critique, to which I will be evaluating in a more thorough review after replaying it, is that it just didn’t feel like Poe…at all. I will go over this more in depth at a later time in the section reserved for the game, but I can not emphasize this enough to everyone who is getting hammered in my reviews: You made a game, which is more than I contributed, I am sure plenty of other people enjoyed it or will be enjoying it, and that is really cool of you, Thank You!

  • In hindsight, I am pretty sure that my mind is just pulling this last line from either “Dead Poets Society”, or some really hack Ben Affleck movie, I can’t be sure to be honest.

A suggestion perhaps for the future:

Since this is kind of a theme, why don’t you make it a feature; “Comp Reviews in Three Words or Less by Billy Mays”? That way it’s a fun thing and expectations are set?

I know you can do what you want and although you feel there are a lot of games not worth your time, to many people an abrupt 1-3 word drive-by slap in the face is worse than no review at all. If you give every game a micro review, it’s not so unexpected.

You could still circle back and talk more about the games that you enjoyed later if you felt you wanted to discuss them.

My original plan was simply trying to write down my experiences with the games. Sometimes I am moved to write a lot, sometimes I am not, and sometimes I go back and flesh out those reviews as the inspiration hits me. That was my original plan, but your criticism points out the one thing I clearly missed in that plan, and that is the most important thing of all:

That this experience is a communal one, and many of my reviews do not help the authors, or the other players. I have to agree with you on this point, and will work to address that issue…

How does time restrictions work for editing on this forum? Does it start from the moment of your first post, the last edited, or are they suspended temporarily for comp discussion until it concludes?

I want to change all of the short reviews to a

“[review pending] and the score.”

Until I can come up with a better review that involves more constructive criticism, but am worried about getting locked out and having to start another one up making this more of a convoluted mess?

Thank you.

This would be a terrific blurb to have on any dust jacket! XD

I don’t think there’s a limit at all–I just added a couple of spaces to my first (?) post on the forum to check. If you edit after someone replies to your comment then the comment will get a message about the last time you edited, as you can see there, but that seems like it should be OK.

No, thank you for being so open to comments, and for understanding that constructive criticism is the only way that we can write better games for you! I’m hearing positive feedback about how hardworking a beta tester you’ve been for for some of the Comp authors. We want and need your feedback and your impressions and your suggestions, so I’m glad you understand that detailed thoughtful review is almost more valuable than the actual score! :smiley:

I insisted that they lie about me before I agreed to test anything.

Here is a list I am making of the pending reviews that I have completed so that anybody can quickly see what I have written without having to comb through anything.

List of completed [pending review] reviews

  1. Fair
  2. Evermore
  3. Fallen 落葉 Leaves
  4. Black Rock City
  5. Cinnamon Tea
  6. Letters
  7. SCREW YOU, BEAR DAD!
  8. Rite of Passage
  9. The Shoe Dept.
  10. Riot
  11. The Mouse
  12. Pogoman GO!
  13. Moonland
  14. How to Win at Rock Paper Scissors
  15. Not Another Hero
  16. Hill Ridge Lost & Found
  17. Quest for the Traitor Saint
  18. Toiletworld

Sigil Reader (Field)

[spoiler]6

My biggest complaint with this game is that it was too short, I felt as though it was an intro to a much larger project, and I would like to play that larger project, but I need to vote on what was presented.

I got the gist of what the big reveal was going to be fairly early on, and then the game just ended as soon as it felt like it should have opened up.

I found it annoying that the author inserted “I should talk to her.” after encountering the ghost, and telling me that I can read stuff that I just examined. I know I can do those things, and informing me of that is disruptive to the story.

I thought “DRIP” was a silly acronym or name for an agency, it just sounds really silly.

I felt the writing was a bit static and dry, it wasn’t bad, but it wasn’t amazing at the same time. If the point of that was because you are a ghost, then give me something else instead, ghosts are pretty cool. Here was one of my least favorite lines in the game:

“A reception desk took centre stage, a bastion of sense against whatever the public had to offer.” Mainly I don’t like “centre stage” and “bastion” in this sentence, they are overused so much in writing that it’s very unpleasant to read unless they are used to describe the actual center of a stage or in relation to a physical fortification.

This sentence felt clunky: “This room was built not to have weaknesses.” Also, no rooms are built to have weaknesses, rooms are built to have purposes. It is also awkward since that area of the game was actually riddled with weaknesses (from a designing a quarantine perspective).

The rest of the writing was ok for the most part. I enjoyed this line the most:

“But where the lines of the sigil were to be straight, they were curved. Sharp angles became soft. All this, even though they were carved into the wood of the reception desk!”

This was nice. I didn’t like the exclamation mark at the end, I felt a period would have been better here since the mood is more confusion than surprise.

The “remember Gladys” part was a bit anticlimactic.

The story of how the super murderer killed me when I was alive just sounded like everyone there was really careless, not that he was anything special.

I liked what little of the game there was, the sigil idea is interesting, the main reason for the score is how short it was, and it didn’t really leave me with any lasting impressions.[/spoiler]

The Skull Embroidery

[spoiler]9

I love RPGs, and the author made one, it is really as simple as that. I then deducted 1 points from the maximum score because the author implemented a hunger system, and hunger systems are really lame.

I felt the writing and story were really enjoyable in a beer and pizza sort of way.

I would have liked it better if combat dialogue was a bit more streamlined so you didn’t have to keep hitting the space bar so many times after declaring an action.

From my experience roaming the world, and reading the provided documentation, the game is really well thought out on a gameplay and mechanics standpoint. Action points, dice rolls, stats, levels, crafting, it was all very nice.[/spoiler]

The Skyscraper and the Scar

[spoiler]A zombie apocalypse game centered around a community built up inside a skyscraper. In this game I chose the path of being a total bast@^# to people and then allowing myself to become a zombie at the end because why not? The writing was ok at best, and there was probably a deeper message somewhere hidden in this game, but I couldn’t be too excited to look for it because in these scenarios while you can suspend your disbelief on the zombies, the problem is everything else. You wouldn’t have to worry about the zombies directly because if government agencies aren’t able to quickly take control of the situation then that means you have a total collapse of society, and within a few weeks without sanitation, the water company, agriculture, communications, transportation infrastructure, a failed electrical grid, hospitals, law and order, etc, etc, the whole of humanity would be reduced to fossils for the next species to discover 65 million years from now. Even the people who are clever enough to live off of the land would quickly die off from the environmental repercussions. That being said, I can not look at this game as anything more than just going around and blowing away zombies, and sometimes that alone is good enough.

6

*****update: my original review did not discuss what the authors could have done to improve their game. Based on my experience, the game could have been significantly improved by implementing a ton more zombies to blow away as long as they could avoid making this tediously repetitive.[/spoiler]

Snake’s Game

[spoiler]Nailed it.

10

This game exemplifies perfection on every conceivable level. My initial impression was that while the writing demonstrated the work of a master storyteller, the actual interactivity of the game left much to be desired, and then the author seamlessly and appropriately broke the fourth wall within the body of the game before dropping the mic in a display of confidence that mocked any doubts I originally had about this game. I then voraciously consumed additional stories that are part of the same story but are not at the same time, intertwined but not, building up into an experience that is hard for me to properly put into words right now.[/spoiler]

most recent update: some 10s may get turned into 9s, they won’t drop below that. Some games I scored too high, and many games I scored too low. most of the low games will get raised a little bit, and very few of the high games will get lowered a bit. I need to do this to maintain consistency in my scoring. Sorry…

Well…

When I posted this I hadn’t got to the part where the flying carpet takes you way up into the clouds, but it seemed to me that that was a dream sequence.

Steam and Sacrilege

[spoiler]6

The author opened up with both barrels in the opening sequence of the game, this is what I like to see, hit the player with everything you’ve got early, get them hooked, and then proceed from there with how you want to pace the game. This could mean a lot of different things, in this situation the author set the backdrop of the hotel in its prime, a building of wonders that showcased humanity’s greatest technical achievements in this alternative steampunk universe, the fire of creativity coinciding with the passions of the couple.

Now for the bad. The author nailed the pacing out of the gate, and then it stalled fast, and never really returned. Many, many words and synonyms were not implemented which made the experience very clunky for me. Here is one example after the mechanical bellhop was introduced:

">give suitcase to mechanical bellhop
You can only do that to something animate.

give suitcase to bellhop
You give the suitcase to the bellhop."

And then you flash forward to a kitchen scene where you are introduced to the actual protagonist of the game. It’s a breakfast scene, you have to wait for you don’t know what, your husband doesn’t sound too talkative, so you try asking him about your business:

“>ask derek about paper paradise
Derek is humming to himself, likely composing some new melody in his head like he does. You can talk to him later.”

So now that even your spouse is blowing you off, you try to leave to go to work and are told that you haven’t had your caffeine yet, so you drink the coffee, try and go to work, and you get:

">e
Not so fast. You can’t start the day without the proper dose of caffeine.

drink coffee
There is no coffee left."

Well, now you just have to wait around for whatever reason you don’t know with captain talkative until some mysterious stranger you weren’t even expecting knocks on your door to drop off a pamphlet.

Hooray you can finally leave your house and go to work!

You go to work and have to wait around because I guess as the owner of a business you don’t have any other responsibilities while waiting for customers. One arrives, you are in the process of selling her a wreath and then you see this:

“…glimpse of Derek walking to work. As he passes by the ally across the street you see him stop. An old homeless man stumbles to his feet and talks to him. Derek rummages for some change. Then there’s a blur of motion. Derek stumbles and falls out of sight. You lean to look, but your customer shifts and blocks your view.”

Oh my! I hope my spouse is OK I think to myself, so as a player I:

“>e
But you just got here. You should probably put in a little time in the store before gallivanting off.”

Forget making sure my spouse isn’t hurt, gotta make that sale first I suppose.

Then you call the police, to which they say you need to wait 24 hours before filing a missing persons report.

Really?

This is just completely absurd.

First, it is your spouse, not a friend you haven’t talked to in a long time. The fact that it is your spouse makes it an elevated level of concern for the police. So the first logical question they would ask you is “What is your full name?” followed by “What is your husband’s full name?” and then “What did you see?”, to which you would respond something like: “I was working at the shop I own, I saw my husband walking to work, there was some sort of confrontation that I didn’t quite see, it was all so fast, like a blur, I ran out as fast as I could to check on him, and he was gone! He was on foot, and he was just GONE! Officer, I am so worried, I haven’t heard from him, and I don’t know what to do!”. To which the officer would probably respond with something like “Did you try calling his job to see if anybody saw him come in today, or if he mentioned something about having to leave work early, or if he was going somewhere?”. To which the wife would respond “No, I haven’t tried that yet”, and the officer would say “Why don’t we start there then”, and then it would progress to either some reasonable explanation for where the husband is at, or there would be a serious concern on the part of law enforcement to investigate things right now and in the immediate, starting with first calling into dispatch to see if a report was filed by the husband, and then a drive over to the last place the person was seen, which is right in front of that hotel, followed by some serious police work. Instead you get a nonchalant promise to drive by the hotel, no big deal, whatever answer from the police.

So the police just blow you off for no reason like your husband did at the breakfast table. So you go to investigate yourself, and what do you find?

You find some locked room where your husband is unconscious and hooked up to a bunch of machines. So you wander around the hotel trying to figure out some way of freeing him. One of the rooms I tried going through a door to the south and got some message along the lines of you can’t leave now because your husband is in danger, and the police would just think you are nuts if you tried explaining the situation to them…?

No.

You tell the police you found your husband, the man you tried filing a missing persons report on earlier, locked up in a room in that abandoned hotel, he is unconscious, you believe him to be drugged, you can’t seem to get to him, and then watch how quickly the police station erupts into a flurry of footsteps, bright flashing lights, and loud sirens.

An author has a tremendous amount of freedom to craft the story however they want, but in doing so there are many rules that need to be followed, and when these rules start getting broken: It disrupts the player’s experience unless also presented are some graceful subtleties to regain their trust in the narrative.

For example, figures of authority not believing you when you are in a helpless and grave situation is a common theme that runs through most of Hitchcock’s films. One of the things that Hitchcock did was implant certain subtleties, maybe a camera technique, an abnormality shown in the eyes, a facial gesture, a word, or line, or absence there of, or bit of sound, something discreet to cue the audience in to the fact that something is just not right here, and this strengthens your bond with the protagonist because you are now in this together with them. In this game you just need to take it on the chin that nobody is going to help you for no good reason.

You make it the caretaker, ask him a bunch of questions, get a bunch of silly answers about how the hotel is some sort of prison or something for the angel of death somehow, and it needs a caretaker for some reason, and it’s the current caretaker’s job to shanghai unsuspecting future caretakers, it was all really bad honestly. And then I tried asking some logical questions that weren’t implemented, and then I get zapped with a needle, and wake up zip tied to a wheelchair. I then broke one of the zip ties with a burr which pretty much never exist on wheelchairs because you don’t want to further injure people who already are unable to walk. I couldn’t get the other zip ties freed despite having a ton of stuff that could easily work through a zip tie, and I got stuck, and I was getting close to running out of time, so I resorted to the walkthrough which told me I need some scissors which I didn’t have, couldn’t find, maybe I forgot to bring them? I don’t know, this game had lost me by this point anyways.

My experience with this game in how it was presented is a 6. It wasn’t the worst thing I ever read, and there was quite a bit going on, there was many locations that were all different and interesting, the hotel design was really cool in particular, and I liked the classical grab a bunch of items and solve some puzzles parser feel to the game. If the author cleans up some sloppy mechanics, and straightens out the story a good bit, this could be a really good game. If the author did that, and added a lot more puzzles it would be an outstanding game.[/spoiler]

Toiletworld

[spoiler]not a game

1

Is my review so far…But I can’t help but wonder if the author made this terrible game as a lighting rod to attract criticism away from the other entries. So that this game is the meaning of a 1 so that other games could at least get a 2? But that would be pretty magnanimous of the author to do that, and that would make this game better than a 1, which would make the other games better than a two…I have to mull this one over for a bit…or not…I am not sure yet.[/spoiler]

Stone Harbor

[spoiler]5

I enjoyed how the game opened up, it was pretty amusing being a boardwalk psychic swindling tourists out of their money, and the author managed to achieve this in a very lighthearted way which was nice, and then you unlock some real psychic powers, that was pretty cool. The detective shows up, the mechanic of reading the psychic energy off of items surrounding a murder case was a pretty interesting idea, and I also enjoyed tapping into the items to remote view a point in time from the past that they were linked to. I was pretty entertained for the first few chapters or so. Then the writing kind of seemed to dry up, it was just going from one point to another, connecting the dots, the tarot cards was a neat thing to throw in, but by this time I was really not engaged in the story very much. I felt like working with the detective was a silly thing to do early on, and that thought just kept dragging through the entire game. Essentially everything I was doing would be inadmissible in court, would get the detective locked up, and any guilty parties let go. I kept playing, there was some sort of conclusion, but I had lost interest long before. Basically my problem is with how far I am willing to suspend my disbelief. I found a fake psychic developing real powers more believable than a detective seeking the assistance of a psychic in the first place, and then letting that psychic contaminate evidence, confront suspects, question witnesses, I just couldn’t get past it. It would be like a game where you are a surgeon and you develop actual magical powers that you use to heal or bring your patients back to life, that would make sense because it is in the surgeon’s nature to do so. But if that same surgeon decided to allow an accountant to operate on one of their trauma patients just on a hunch, this would be infinitely less believable than the prior example even though it could actually happen where the other one couldn’t. Absurdity is fine, but you either have to set the stage for it in being a comedy, or you have a lot of work to do in justifying it to the player, and I don’t feel that was done here with just the ‘I promised somebody I cared about a long time ago’ explanation.

It would have worked if the detective was the one with the actual psychic powers because it could just be explained away as having a keen instinct, and who in a court would dare make the argument that the reason the detective was so thorough is because of psychic powers? They’d get disbarred. This premise has been done a lot though…

Another major complaint of mine was how linear the story was.

I also didn’t like the chapter breaks, they work well in a book, but were very distracting here. I didn’t take any points away for this because it wasn’t that big of a deal.

The pictures were a nice transitional element.[/spoiler]

I have been pretty harsh in some of my reviews. Going back to reexamine them, with my remaining time, I feel my initial impression was the correct one in many cases. Sometimes it hasn’t been, so I add or subtract a point to fix the score. And in an ever fewer amount of cases, in the spirit to fairness, I feel it necessary to tip my hat and place your game on the list of:

Games That Made Billy Mays Eat Crow

  1. Black Rock City
  2. Letters
  3. The Shoe Dept.

Stuff and Nonsense

[spoiler]7

The author demonstrated exceptional writing in this game. The thing I enjoyed the most is how accurately the author captured the steampunk genre. It is critical in good steampunk that the lines between fantasy and history are blurred, that it is difficult to determine if something is just the result of the author’s wild imagination or it it really did exist, did occur. This was done perfectly, and I really enjoyed how the author set up the story by listing a series of ridiculous things that could never of happened in the past…except they did. That was a really nice touch.

I also liked the alchemy system created where different metals enhance you with different magical properties that you could leverage to your advantage.

My only complaint about this game is that it was too short. You have multiple decisions to make, and five different characters to play, but they are all on the same side so it seemed like it was pretty much the same story just told from a slightly different perspective. I don’t think I noticed anything really ground breaking from the different perspectives.

You meet up with your companions, commit an act of disobedience and the Crown, and then you escape. I really wish there was more of this game to play, but what little there was, I was very impressed with.[/spoiler]