DemonApologist's IFComp 2024 Responses

43 | A FEW HOURS LATER IN THE DAY OF THE EGOCENTRIC

43 | A FEW HOURS LATER IN THE DAY OF THE EGOCENTRIC
by: Ola Hansson

Progress:

  • After restarting a few times to learn key information and experiment with timing, I was able to reach the end of this game in around 13 minutes.

Things I Appreciated:

  • The most ingenious thing about this game is its presentation as an interactive comic strip. This is such a cool idea on its face, and it’s an interesting perspective to be able to slide between the different panels and affect what is happening in the comic. It feels like a lot could be done with this type of intuitive interface.

  • The puzzles were very intuitive and straightforward. Even though I ran out of turns and had to restart multiple times, the stakes of doing so are low as it doesn’t set you back that much, and the information that you’ve gained stays with you. The stylish comic art by Daniel Ahlgren does a good job cuing you with clues of what to do, so I feel like it’s hard to be stuck for long if you are attentive to what you are being shown.

  • I enjoyed reading the egocentric’s quippy dialogue and thoughts, and how you have to work around his behavior to get anything done. Part of the joy of the randomized game order is unexpected connections—I played two games in a row (Sidekick and this one) where you play as a “secondary” character having to manage a more oafish main character, and I found the coincidence of this charming.

Feedback/Recommendations/Questions:

  • The main issue I have with this game is the lack of context. Based on the information in the game, it appears that this is a sequel to a previous game in the same format. I’m not sure if the story stands up on its own, because while I am able to get a sense of Mikael’s character and what the general plot is, playing this game out of context makes it hard to feel a strong sense of purpose while playing. I’d imagine that, if played in a sequence with the other comic-games starting from the beginning, I would’ve been a lot more invested in the stakes of what was happening. But I am being asked to consider this as a standalone game/narrative, and as a standalone I’m not sure if I got much beyond a character sketch of Mikael.

  • The game left me curious about the in-universe mechanics of the detective-observer. In order to complete the game, unless you read the walkthrough (which the in-universe character wouldn’t have access to), the detective can only proceed properly with knowledge that they have yet to gain from a failed attempt. The cop also has access to Mikael’s inner thought bubbles, which crosses narrative boundaries to supernaturally provide that information to the in-universe character. Ultimately I am not overly worried about the time loop mechanics given the tone and scope of the game, but I thought it was worth making a note of.

What I learned about IF writing/game design:

  • This game is an invitation to think creatively about the medium. A comic strip as an interactive puzzle game is a unique idea, and it also implies a narrow scope (assuming a four-panel strip) which is a great frame for short-form work like this. It raises exciting possibilities for what else could be made interactive. For instance: one could have a 2-3 minute audio clip that plays on a loop, and enter commands that affect that content of the loop and change what is being heard, and you have to listen to find the right time to do something. I don’t think I would personally make that game, but I respect the idea of testing the boundaries of what can be made into interactive fiction.

  • I liked the simple elegance of the phone number mechanic. You expect it to be used to call numbers, so your attention as a player is directed to looking for the codes. But the second time has a twist—it’s less important for you to learn the number, and more important instead for you to realize that you need to call from a different phone. I liked this inversion, of (1) starting with the right phone but no number, and ending with (2) the right number but the wrong phone. It just goes to show that you can apply some depth/texture to a game mechanic even in a very short game like this one.

Quote:

  • “Why call me when I am NOT available to take the call?” (So true! :skull:)

Lasting Memorable Moment:

  • My favorite part of the puzzle is deciding which turn to steal the phone. The first time I waited too long, but the second time I was more careful and paid closer attention to what was happening on the panels to time it just right. It was satisfying to read the cues and let the game organically direct me to the correct action.
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