DemonApologist's TALJ 2025 Responses

TALJ 2025 Response Format

For each game that I play, I’m writing up responses with the following information:

Progress: How far did I get? How long did it take to play and what endings (if any) did I encounter?

Approachability: Since the stated goal of this game jam is to produce “text adventure[s] that [are] suitable for beginners to this genre,” and I am someone who is not the most well-versed in this type of interactive fiction, I feel like it is reasonable for me to comment on how approachable I found the experience of trying to play the entries. What points of friction—if any—did I experience?

Things I Appreciated: Pretty self-explanatory, these are the elements of the game or narrative experience that I want to highlight as unambiguously positive.

Miscellaneous Comments/Recommendations: This is a catch-all for anything that raised questions for me in terms of the experience that isn’t strictly positive. Is there a game mechanic or presentation element that I thought could be improved? Are there elements of the narrative or presentation that didn’t work for me? My goal is to approach this in a way that is constructive rather than mean-spirited.

What I learned about IF: I’m (still) approaching this as someone who wants to learn more about the genre and writing, and I think any work has a lot to offer in terms of its structure/presentation. I want to acknowledge elements of games that give me tools or insight to better understand the craft.

Memorable Moment: The moment in my experience of the game that leaves the strongest impression, looking back at it.

Well? Let’s get started then, I guess.

6 Likes
1 | FAT BEAR

1 | FAT BEAR
by: Charles Moore Jr

Progress:

  • In my first attempt to play this game at the beginning of the jam, I made it about 15 minutes before the scope of the game’s map became overwhelming and I lost focus and stopped. When I retried today, I decided to re-read the transcript of what I did a few weeks ago, and draw out a map on paper of where I already had gone, which took about another 15 minutes. After that, I continued playing and taking notes for another 90 minutes before stopping. In total, I solved 5 out of 12 puzzles, was told by the game that I actively failed 2 out of 12 puzzles, and was unable to solve the last 5 puzzles. (See attached: transcript, hand-drawn map, and objective notes).

Approachability:

  • I went into this game thinking that I was not necessarily a beginner player, since I was able to finish most of the IF Comp 2024 parser games. However, playing this game made me feel like I absolutely am a beginner player. The game’s front matter, content, and writing style are all very approachable. The scope and complexity of the map was less so. Due to all the diagonals and similarly named locations (roads and traces), I found it very difficult to form a mental map of where I was, so I had to draw it out. When I did draw it out, I found that I encountered issues of scale where trying to think of the locations as a grid sometimes created conflicts. Overall, this game was a lot more difficult than I expected based on the premise of the game jam, but I still enjoyed the experience of gradually working my way through the portion of it that I solved.

Things I Appreciated:

  • One of the big writing style challenges for this game is having to balance a semi-realistic feeling bear’s perspective with accurate enough descriptions to make it solvable for a human player. I thought this balance worked—I really enjoyed moments where we were in the bear’s perspective more and the descriptions of locations or attempted actions reflected that.

  • The game is dryly funny, with its matter-of-fact descriptions of terrified people reacting to a bear showing up. Take this response to “x campers”: “They’re an older human couple, a man and a woman. They’re currently cowering in the metal can.” Goodness! I sure ruined a lot of people’s days, didn’t I? Not even the vultures were spared.

  • Because some of the puzzles are so difficult to solve, actually managing to solve them feels satisfying. The most satisfying one that I solved was the pizza puzzle, which was a thrill to figure out.

  • Something I thought was especially clever about the map design is that actions that required you to go “up” corresponded to the “north” compass direction and didn’t conflict with them. I’ve talked in the past (I think this came up in The Bat) where having both an “up” and a “north” from the same location can create navigation-based friction. However, the map was organized such that this wasn’t an issue.

Miscellaneous Questions & Comments:

  • I encountered situations where I felt like I had reasoned out a plausible solution, but under-implemented descriptions created confusion. I’ll go into one example in detail. At the eastern campsite where the stoners originally were, there is a birch tree with a trash bag in one of the branches. If you attempt to bite the bag, you are told that it’s “frustratingly, just out of your reach.” Ok! That communicates to me that I’m close, but need some kind of tool to extend my reach. One idea I had was to destroy the tent—why else would it be there?—and try biting the tentpoles to see if I could hold it in my mouth to reach higher and rip the bag open, but this seemed to be impossible. The game treated the pole/poles as unrecognized nouns. Later on, I realized I could push surprisingly heavy objects from location to location, so I pushed an ATV here from a cabin, pushed the ATV under the tree, climbed onto the ATV, and tried to reach the bag, but was given the exact same message, “frustratingly, just out of your reach.” I think the issue I’m getting at is about stability. As a beginner player, if you are told that something is “just out of reach,” but standing on a large object doesn’t help, it lends a slight sense of instability to the world and its descriptions. It does have me wondering, maybe this is an important lesson that a beginner parser player needs to learn? That just because something is described a certain way or seems reasonable to do, it doesn’t necessarily mean that it will work? An author can’t imagine literally everything that the player will attempt, the amount of testing and coding work required would be astronomical. It’s interesting to think that, in order to become “text adventure literate,” the player has to confront and accept the fact that many things they try will simply not work.

  • Something I noticed in the descriptions of the environment is that they emphasized the sense of smell. As a player, I responded to that by actively trying to smell various things, in the hopes that “thinking like a bear” would help clue me in solving puzzles. However, whenever I tried to smell something, I would receive the default message “[object] smells as expected.” I feel like writing non-default messages for smelling things would help characterization/immersion and also could be a great opportunity to clue the player in more and reward them for trying to better understand the world using a bear’s senses.

  • One interesting element of the game is that the player is allowed to softlock puzzles. I was aware of two times this happened—with the jeep and the plane—when the game told me straight up that I failed them. I do think this is an important lesson for text adventurers: sometimes, you can make puzzles unwinnable, and you have to make your peace with that. However, this interacted with another aspect of the game. There were other puzzles I couldn’t solve that seemed to depend on the bear’s weight—for instance, the cabin roof, and the shaky tower. Because the exact number of meals required to be allowed to proceed in these puzzles was unknown to me, it made me wonder if I had also softlocked weight-dependent puzzles by missing points, and could have invisibly failed those puzzles as a result.

What I Learned:

  • A fascinating thing I learned from this game is that “beginner-friendly” might not necessarily mean “easy.” I spent my time thinking about this game and asking myself, well, what does it mean to become “literate” in text adventures? Does that mean simply exploring navigation and other basic parser commands? Or does it mean, frankly, forcing the player to come to terms with the difficulty and complexity of the genre? Is a complex-seeming map a “necessary evil” for a beginner text adventure, because such players have to learn that they will face much worse if they try continuing in the genre?

  • In a similar vein, this game really made me feel the weight of a genre distinction between a “parser game” and a “text adventure,” or more accurately, “text adventure” as a distinctive subgenre of parser games. Structurally, this game reminded me the most of the first (and one of the only) “text adventures” that I ever played, which was Unnkulia One-Half, with its complicated map, emphasis on humor, and focus on scoring points. It really makes me think that the distinction between “parser” and “choice-based” interactive fiction distracts from the depth of differences within each of these categories. It feels like a game like this has wildly different interests and intents than other parser games that might not fit comfortably within the “text adventure” label.

Memorable Moment:

  • By far, the most memorable and exciting moment for me was opening the service bay door and realizing that pushing the dumpster around everywhere was finally going to pay off. It was super satisfying.

Map: https://i.imgur.com/9TeDI5G.jpeg
Objectives: https://i.imgur.com/udatHm6.jpeg

fatbear_transcript_demonapologist.txt (107.1 KB)

6 Likes

thanks for playing and you really nailed the struggle i had finding the right balance of puzzle difficulty in a game ostensibly for newcomers to the genre. ultimately i decided to err on the challenging side but tried to balance this out with the built-in help system that offers progressive hints to each puzzle.

if you blow past the opening tutorial you won’t know that this is an option which is my fault. but if anybody is struggling with this ‘beginner’ game, help is available.

4 Likes
2 | TEMPUS FUGIT

2 | TEMPUS FUGIT
by: Gianluca Girelli

Progress:

  • I completed this game without hints in one session, which took about 1h10m. Out of an abundance of caution after the last game, I decided to draw my own map again, but in hindsight it probably wasn’t necessary. See attached: map and transcript.

Approachability:

  • Overall, I thought this game was very approachable. By default, the tutorial is enabled, and it pretty smoothly explains basic parser commands as you go through the first section of the game, but then gets out of the player’s way after that. The game was not trivially easy, but still felt very doable within a single play session.

Things I Appreciated:

  • I really liked the “modular” approach to the game. The game is divided into a few different smaller sections that must be completed before moving onto the next “module.” Each section of the game is largely self-contained since you can’t revisit finished areas, but there were still a few times where I was asked to remember to do things that the game prompted me to learn to do earlier on. There were never so many puzzle elements in play at once that I felt overwhelmed.

  • I enjoyed the use of the time travel theme and how that informed the plot. Based on the front matter and initial descriptions, I was worried about the “invaders” being portrayed as flatly evil or underdeveloped, but the game did a great job messing with those expectations in an engaging way. It was interesting to think about how the invention of time travel in-universe causes everyone in different timelines to be competing with each other to get to be the timeline that doesn’t suck, and further creates the sinister implication that no timeline will ever be safe since future-past meddling will likely continue.

  • I thought the game was very aesthetically consistent, using the time travel theme to explore different nerd/tech moments. Since time travel can go anywhere/anywhen, I liked the sense of focus that this provided.

Miscellaneous Questions & Comments:

  • A very minor critique of the tutorial: the player is cued to “open eyes” first, but when you do so, you are then told about entering commands into the command prompt. If you feel it is necessary to instruct the reader on something as granular as how to enter commands (which I understand is part of the beginner-friendliness), it might make sense to have this explanation appear just before the player is first offered the command line, as opposed to just after the player uses it for the first time.

  • Something I really appreciated were moments in the game where characters and locations existed in-universe that didn’t feel like they were there for the sole benefit of the player’s puzzle solving. Examples of this include locations like “Radio Kaikan,” which exist but the player doesn’t visit due to their priorities, and characters like the woman working at the action figure shop who didn’t have a puzzle-related purpose and instead just existed as someone in the world. Moments like this help flesh out the setting. That said, one of the points I think could’ve been developed more to help with characterization is in the dialogue. Often, when trying to talk to people, they speak in a very perfunctory manner that is player-focused, to the point of repeating item descriptions. Take, for instance, this comparison between “x qmmu” and “ask software engineer about qmmu.” The first: “This is a spare Quantum Memory Management Unit that can be used in case of failure of the original one.” The second: “It is a spare Quantum Memory Management Unit that can be used in case of failure of the original one.” I think in a game where you are encouraging the player to talk to people and ask questions, these responses should be able to both give the player critical information, and also reveal something about the perspective of the speaker. To use that previous example, perhaps the captain doesn’t care that much about the technical specifics of the QMMU, but if you ask the software engineer about it, they will want to excitedly explain it to you to show off their knowledge on a niche interest. This is a way to make the world feel even more lived-in, using the space for descriptions that you are already going to program in.

  • The puzzle that I had the most difficulty with was in Philadelphia, where I found the unconscious invader but could not figure out how to interact with them. I tried returning to the ship to tell them about this person, but couldn’t do that. I also tried to do things like dragging the body to a different location which wasn’t allowed. Because this is framed as an exciting, tense moment—the end of a chase sequence—I felt like the several circuits I did around the streets trying to figure out what to do eroded the pacing. One way this could be resolved is by preventing the player from abandoning the invader until they’ve solved the puzzle here. Giving a prompt like, “He could wake up at any moment! You can’t just leave the scene when you’re this close to the answer” might have cued me to stay in the moment rather than letting the energy wane. A similar event is the fire alarm in the café. I was allowed to just leave and do other stuff, before coming back and stealing more from the wreckage. While I can understand not wanting to gate in the player too much, I think in moments like this where the illusion of time-sensitive action is heightened, making sure the player accomplishes those required tasks before allowing them to leave could improve the pacing and keep the illusion more stable.

  • I think the default error messages could be cleaned up a bit. I didn’t see them too often, which allowed me to focus more on solving puzzles or finding the exact wording that the game was trying to get me to. But, when I did see them, it was jarring. Take this comparison between two commands and their responses: (1) “shake gashapon” → “That is not a verb I recognize.” (2) “push ladder east” → “Is that the best you can think of?” In the first case, the game communicates in a neutral way what went wrong, which is fine. In the second case, the game has a surprisingly rude response to a reasonable attempt. (In context, we are told that there is a wall on the eastern side, so pushing the ladder east to get it up against the wall seemed like something I should be doing). These default messages could be edited to better reflect the tone/style of the rest of the game, which is a lot more neutral and approachable.

What I Learned:

  • This game shows off the benefits of a more modular, linear game experience. Instead of giving the player free reign to go anywhere throughout the entire map, creating smaller sections that must be completed in a sequence is a good strategy for ensuring that the player learns fundamental skills before putting them in later situations that test those fundamentals.

  • I thought the game in general had a great approach to teaching verbs, which is to say that it first prompts you to use a certain verb, but then has a situation in the near (but not immediate) future that requires that verb. You aren’t really asked to remember a verb that you haven’t used since the beginning of the game. It does make me wonder about what the third step in a progression like this is. (1) the game prompts you to use the verb; (2) the game doesn’t prompt you to use the verb in a future situation that is similar to the first; (3) the game puts a twist on a situation where you might need to think creatively about using that verb. It might be harder to manufacture a unique situation for “hacking,” to use an example from the game, but it feels like training the player to use verbs in creative ways is the building block toward more intermediate/difficult puzzles.

Memorable Moment:

  • The extra-bright object in the sky getting noticeably closer. I thought… uh oh!

Handwritten map: https://i.imgur.com/RrcaQ1U.jpeg

tempusfugit_transcript_demonapologist.txt (108.8 KB)

8 Likes
3 | THE TIME CRYSTALS OF CYTHII

3 | THE TIME CRYSTALS OF CYTHII
by: Garry Francis

Progress:

  • I stopped playing at the 2h11m mark after no longer being able to proceed even with hints. However, I feel that I was pretty close to the end of the game? I was unable to retrieve the red crystal, but I got the other two. For the vast majority of the game, I did not use hints. There were two exceptions: (1) when the game trapped me on the wrong side of the gap on the Titanic and I had no idea how to cross a second time without the trampoline; and (2) when I was unable to retrieve the red crystal from the cave. (The unused objects I had remaining were: a banana, a coconut, an earring, and an oil lamp.) I looked to see if I could find a walkthrough somewhere but didn’t see one. (See attached: map and transcript).

Approachability:

  • This was mixed (mostly positive) in terms of approachability. On the plus side, the tutorial was very well-crafted and introduced the core mechanics in a thoughtful way. I also appreciated that the game contained multiple warnings for difficult game mechanics (time limits, switching navigation systems) and successfully trained me how to approach these without getting overwhelmed. On the other hand, the time limit in the first location I visited (London) created some anxiety for me when I was struggling to figure out what I was doing, and in general stifled my exploration early on as I would frequently retreat to the tower out of a sense of paranoia that I might be out of time soon. I would also say that my handwritten map turned out especially poorly this time (not that my others are great) due to the mix of navigation systems. My map of the Titanic is especially awful and embarrassing. Despite this, overall, the game was a pretty smooth experience apart from my inability to solve the red crystal puzzle.

Things I Appreciated:

  • Apart from the two puzzles I couldn’t solve (escaping the wrong side of the Titanic, retrieving the red crystal), the fact that I progressed through so much of this game without needing hints suggests to me that the puzzles were generally well-clued and intuitive. I also felt that there was a good mix of the classic puzzle mechanics (unlocking doors with keys, using basic tools like an axe or a crowbar) and more creative mechanics (using salt on ice) that still felt reasonable.

  • I really liked the multiple ways to reset time (restoring, or walking back to the tower) which made the time limit feel more manageable.

  • In general, I really enjoyed the environmental descriptions and felt like they had just enough detail to be engaging without hindering the pacing in any way. It wasn’t too often that I ended up triggering default error messages or trying to examine something that wasn’t further description of. Overall, it just felt like there was a lot of polish and care in the craft.

  • Even though the map is sprawling, I like that there was a hub area with semi self-contained sections. It didn’t feel too overwhelming to explore each area or get back to a place I had been before.

  • I liked that I was allowed to wear the earring. This is kind of random but I didn’t expect it to work for some reason, but it did!

Miscellaneous Questions & Comments:

  • This game had the opportunity to do the funniest thing ever and force the nautical directional system while the player is riding on the “raft” that they made. (I understand why this wasn’t done but imagine how funny that would’ve been. It’s technically a ship!)

  • There was one object that gave me a particular amount of grief when trying to understand how to use it, which was the oil lamp. I was able to light and extinguish the lamp without issue. My problem was that intuitively, it’s meant to light dim or dark places. However, when I would light the lamp in those dark places (such as: the cave with the red crystal, the f’oc’sle), the environmental description didn’t change to reflect that I was lighting up the space. This left me not understanding how I was meant to use the object, if it didn’t light up dark spaces while I was holding it.

  • Another object that created a lot of confusion for me was the coconut. The hobo cued me that I needed to find him something to drink, so when I encountered the coconut, my guess was that I needed to give him coconut milk. While trying to solve this, I ended up cutting the coconut open with the axe in front of him, and then automatically drinking it myself, which was probably the most surprising thing that happened throughout the entire game. I think the game just didn’t understand my intent for what to do with this object. I just undid this command, figuring the coconut would be used elsewhere.

  • I thought that force-switching between nautical and normal compass directions was an interesting intent, but ultimately I just find the nautical directions very clunky as a player. When trying to move quickly back to a location, I would struggle a lot with the Titanic due to the nesting of vertical and nautical directions, I never felt like I had a good mental map of this location. I made lots of errors, and I didn’t really like that “south” and “starboard” were both mapped to the letter “s.” I’m not sure that I became more comfortable with the nautical directions as a result of playing this. I think the nautical navigation directly caused my inability to retrieve the trampoline, because I didn’t understand that the B-Deck was in a location where it made physical sense for the trampoline to have fallen to.

  • Finally, I just want to comment briefly on the red crystal puzzle that I couldn’t solve. My working theory the whole time was that I needed to find a monkey to give a banana to in order to convince it to grab the crystal for me. The reason I thought this is because the hobo mentioned a monkey when I tried to give him the banana, so I interpreted it as a clue that I eventually needed to give the banana to a monkey. However, I never encountered a monkey in the game. After trying a bunch of things to solve the puzzle on my own, I asked for a hint. The hint just repeated instructions about a “Cythiian possum” that could fit in the hole that I had already learned from the description. The hint didn’t account for the fact that I had never seen a possum in-game, and the only child that I met (in San Francisco) had disappeared, so the hint was cluing the wrong aspect of the puzzle. I personally really needed a clue of where to look for something that would fit in there, rather than the idea of getting something to fit in there in the first place.

What I Learned:

  • I thought this was a great example of how to make something unpleasant and stressful (time/turn limits) and make it relatively approachable. It’s one thing to create a general tutorial for parser games, but I thought it was really interesting to build into the game a strategy for how to approach the time limit in for the player. This indicates to me that, if you want to introduce the excitement of a mechanic like a time limit, without bouncing off players who find that intimidating, it can be accomplished if the game essentially tutorializes that aspect in a thoughtful way.

  • The game raised an interesting question for me about inventory limits. There is a particular section where I had to keep packing items into a satchel and dropping them so that I could travel to a ship and back. I didn’t mind this too much at first, until I found that I had to waste a lot of individual turns retrieving items from the bag to use them later. The game did successfully prompt me to learn how to use the satchel to manage inventory to solve puzzles, but it made me think about how inventory management in general is strikingly unfun. It’s good for text adventure literacy, I think, to be trained on this, but it makes me think that inventory management might be better minimized from a game design perspective, unless the game is specifically about working with/around inventory restrictions.

Memorable Moment:

  • For sure, the most memorable moment of the game was when I realized that I was completely cut off from a path back to the tower on the Titanic and would sink with it. This was by far the most threatening that the time limit was, and therefore, also the most exciting and intense thing that happened.

Handwritten map: https://i.imgur.com/MHDEs3o.jpeg (I think I’m honestly getting worse at making these somehow :skull:)
timecrystals_transcript_demonapologist.txt (220.6 KB)

5 Likes
4 | WITCH HEDWIG AND THE MAGIC BERRIES BREW

4 | WITCH HEDWIG AND THE MAGIC BERRIES BREW
by: Robert Szacki

Progress:

  • I completed the game in around 25 minutes, using a few hints. This was mainly because I had issues figuring out how to phrase commands to complete actions I wanted to do in a way that the game would recognize. (See attached: map and transcript.)

Approachability:

  • In order to play this game, I had to figure out which of the files to download from the page, then go to a github page for a program called “Spatterlight,” find a link there that led to another page to download the program from, and then use that to open an unfamiliar file-type (.dat). While this is a lot of steps in order to play, I want to emphasize that the instructions were clear enough that I was able to go through all these steps pretty quickly. In terms of the game itself, it works really well in terms of scope (a small map to explore), but I encountered a lot of issues where I tried to interact with the environment and the game didn’t understand what I was saying.

Things I Appreciated:

  • As I mentioned above, I really liked the scope of the game. The recipe was very clear in what I needed to go find, and the map was relatively compact but still had some interesting elements.

  • I thought the day/night mechanic was a cool feature, I like that it had an impact on the shipwreck scene.

  • I enjoyed the magic forest setting.

  • I liked the fact that the game prints a list of directional exits after every command. This helps with navigation for beginners where it is sometimes easy to overlook an exit when it’s buried in a longer description of the environment.

  • The hints were helpful and I was able to solve the game using only the information in the game itself and its built-in hints without needing to consult anywhere else (such as: forum threads).

Miscellaneous Questions & Comments:

  • The main issue I have is with the number of error messages that I received when trying to explore the world. I received 41 error messages for trying to use unrecognized words. In fairness, some of those are repeats because I kept trying to use the same forbidden lexicon even after being told not to. For instance, there are characters you can encounter (like the merchant and pirate). The pirate even talks to you directly. But trying to “talk to” him or “ask pirate about” things doesn’t work. Because he was speaking, I expected that I was meant to have some kind of conversation with him, and I kept trying even though the game didn’t like these verbs.

  • Similarly, I encountered an issue with trying to collect fruit from a tree. When arriving in the garden, you are told that there is fruit in a tree. But trying to “take fruit” results in the game saying that you can’t see any fruit, even though that same fruit is “cut” later to be collected. So in general, I would just say that fleshing out the descriptions more would help encourage exploration! Because the game world is relatively small, I feel like it’s a great opportunity to add more detail and richness to make these spaces feel more lived in.

  • I think the game could benefit from a few sentences of introduction setting up the premise more (who are we, why are we here). This is in the game’s itchio page, but I think it could also be placed within the narrative as well to become part of the text of the game. I think it helps motivate the player to be reminded of the stakes of the premise just when they are settling in for the game.

What I Learned:

  • Something I became very conscious of as a player is how my ingrained strategy for getting around parser errors (that is, when I know what action I want to happen, but can’t figure out how the game wants me to phrase them) is to try mirroring the words that the game uses. For instance, I tried to “give coin bag to merchant,” which didn’t work. When I asked for a hint, the hint was “The merchant here may exchange COINS to something precious.” I picked up on the word “exchange” from the hint and tried “exchange coins,” which didn’t work. (The actual solution here was “give coins”.) What I learned from this is that you can probably take advantage of this from a game design perspective? If you want to teach a beginner player the specific words that the game recognizes, you should use those words in the descriptions/hints. Similarly, the player might try mirroring language in the game that is not implemented, so I think it’s worth trying to bring the set of words the game text uses, and recognized vocabulary for commands into alignment as much as possible.

  • As a personal psychology moment, I found it very funny to realize that when I got the coins, my default behavior was to try giving them to the pirate first before trying to give them to the merchant, even though I had to walk past the merchant in order to get to the pirate. I think I liked the pirate better because he had dialogue.

Memorable Moment:

  • After exploring what I thought was the entire map, I was really excited to learn that there was a secret, extra location that I hadn’t known about yet. I liked that the game surprised me with that.

Handwritten map: https://i.imgur.com/0KGJou2.jpeg

witchhedwig_transcript_demonapologist.txt (23.4 KB)

8 Likes

Thank you for this superb thorough review. I know what areas to improve in my next adventure games (most important: add more responses to common actions). This is for sure reachable even when using AdvSys or ADL. My next game will have longer descriptions and - as long as I achieve that - have better responses.

I understand the flaws, which were pointed by your and Dee Cooke’s review (and also Math Brush’es, which I also read). Keep up the reviews as they are helpful.

3 Likes

I’m really enjoying these reviews. They are well-structured and thought provoking and manage to discuss the good and the bad in a positive way. You have obviously put a lot of time and thought into this and I really appreciate it. I think many other reviewers could learn from you.

Regarding my own game, you can find a map and walkthrough on the game’s GitHub page. I don’t normally promote this, as I like people to play the game and solve it for themselves, rather than follow a walkthrough like a robot. I’ll upload it to CASA when the competition is over, along with maps and solutions for all the other games.

Oh, and regarding the two puzzles you were stuck on, you’re going to kick yourself when you know the solutions.

Getting the red crystal
You were right to assume that there’s a monkey in the game. That’s why it was subtly suggested in a few places. When you first board the ship, the most prominent feature is the mast. Examine it for a pretty obvious clue, then climb it or go up. Give the banana to the monkey and he’ll follow you from then on. Return to the cave and the monkey will return the favour.

Recovering the trampoline
When the trampoline fell into the hole, you heard it splash in the water below. Go down the stairs and examine the water. You can then tie the rope to the trampoline, take it back upstairs, then drop it and jump on it while holding the rope so that you can recover it again. Strictly speaking, this cumbersome stuff with the rope is not necessary if you’ve done the right thing, but it’s necessary to avoid you getting into an unwinnable situation if you haven’t done the right thing.

3 Likes
5 | FIXING TIME

But first…

ANTI-ADVENTURON PROPAGANDA

  • Yes, this game (along with another one I’ll get to later, you’ll never guess which one) inspired the creation of a custom section: Anti-Adventuron Propaganda. This is a category for cataloguing the various issues I have with Adventuron in order to convince people that Adventuron is evil (ok, not really, but… maybe a little). This is not meant as a criticism of the author at all—I’m strictly complaining about the system and what I assume is its default behavior. Every single time I have played an Adventuron game, I have been annoyed by several of its characteristics, so now finally feels like the correct time to enumerate them.

  • The game launches in fullscreen by default, requiring me to manually exit fullscreen. Why does Adventuron assume that I want to read it in fullscreen by default? It’s an HTML file that I’m playing in the browser. Shouldn’t I be allowed to just put it in fullscreen or not like a normal browser tab? The very first thing that happens when launching an Adventuron game is a disorienting surprise, and sometimes I end up clicking and progressing text by accident as a result of this.

  • The transcript enabling code for some reason is very unintuitively “tstart” instead of “transcript” or “transcribe.” Thankfully I’ve memorized this from past games so I knew what to do.

  • In the past, I’ve had issues with Adventuron text disappearing before I had a chance to read it. In this case, I thought I was prepared for this, and when confronted with a lot of text on-screen that I was worried would disappear and become inaccessible, I tried copy and pasting the text. However, the “click” action caused the text to disappear, thus defeating my attempt to bypass the disappearing text phenomenon. In the future, I guess I need to remember that the required action here is taking a screenshot if I want to save a record of the text.

  • I find the retro-style fonts a bit difficult to read. This game’s wasn’t too bad compared to other Adventuron fonts I’ve seen, but still, it makes me wonder if the stylish retro aspect is worth sacrificing readability.

  • Because the text disappears when you move from room to room, you can’t scroll up to re-read previous actions, item descriptions, and so on. For me, this resulted in a massive number of redundant commands, because I’d have to re-run them to get the descriptions back. According to the endgame statistics, it apparently took me 1185 turns to finish this game. A lot of those turns are just repeating actions to refresh descriptions that I lost access to. Wouldn’t it be better if it had an option to scroll back up to commands from previous rooms?

  • The default error messages lie to the player in an attempt to create an illusion of smoothness. Here’s an example from my transcript:

>SCAN CIRCUIT BOARD

You can't do that right now.

>X COARD

You notice nothing special.

The game treats the typo “coard” as if it were a real object that I examined in the space that wasn’t important, rather than returning a message that “coard” is an unrecognized word. The game is essentially endorsing my delusion that something called a “coard” exists.

This is fine in cases where I notice the typo, but consider a case like this:

He carefully retrieves a sheet of vellum, handing it to you.

>READ SHEET

You can't do that right now.

>X SHEET

You notice nothing special.

>TAKE SHEET

You can't find it.

The game also treats the word “sheet” as a typo with the same default error message. Except here, since “sheet” is a plausible word, it creates confusion by implying that I did read the sheet and it wasn’t important, rather than cuing me that a different noun is required. In this case, the “sheet of vellum” from the description became a “list” in the inventory. However, the default error message says “You notice nothing special,” implying that I did look at the sheet and it was not important, rather than it was impossible to look at an object that didn’t exist.

The treatment of nouns conflicts with the treatment of verbs by the error messages. Here’s an example of a verb error:

>COMBINE SOLDER AND SOLDERING IRON

This game does not require use of the word "combine".

In this case, the game’s default error message is at least specific as to why the command failed, alerting me to a verb that will not work. Why not similarly tell me that the game does not require use of the word “coard” or “sheet”? Is it “beginner-friendly” to actively lie to the player with default statements, undermining the reliability of the game world and its narration?

If you really want to see peak Adventuron gaslighting, look through my transcript for exchanges like this:

>FILL IRON

You're not carrying the Soldering Iron.

>TAKE IRON

You take the Soldering Iron.

>FILL IRON

You're not carrying the Soldering Iron.

>I

You are carrying: \
\
(*)  Jacket (worn)\
\
(*)  Plywood\
\
(*)  Scissors\
\
(*)  Soldering Iron\


>USE IRON

It has no fuel, so cannot be turned on.

>FUEL IRON

You're not carrying the Soldering Iron.

How dare Adventuron say this straight to my face? Our worldviews are in deep conflict with one another.

  • In conclusion: Adventuron should be abolished. (/s) Ok, ok, I’ll say something nice about it. It does come across as a lovingly crafted system. It has a distinctive vibe and aesthetic, and I especially like the way that colored text pops visually, drawing the reader’s attention to different areas. I’ve enjoyed games written in Adventuron despite the systemic flaws, suggesting it really does have some lovely use-cases. I’m not a coding genius, I really have no concept of how hard it must have been to design an entire IF system like this. Maybe it’s super accessible to code in as a programmer compared to other parser systems that are harder to learn. I’m not sure. But I really think that at least some of these concerns that I’ve listed are reasonable and could be reformed!

Now that I’ve finally said what I need to say about Adventuron, let’s get to:

5 | FIXING TIME
by: Richard Pettigrew

Progress:

  • I completed this game in a single session that lasted 2h05m. The first 90 minutes of gameplay were leading up to my discovery of time travel, after which I completed the vast majority of the game much more quickly in the last 35 minutes. I did attempt to ask for hints/help, but the game just sent me to a menu that explained verbs, rather than offering a context-specific hint to help me get unstuck.

Approachability:

  • Adventuron issues aside, the game clearly presents a tutorial area and helps explain basic commands. However, the game had (for me) an incredibly steep learning curve. The game is the most difficult at the beginning, when you are presented with a massive amount of objects and a lot of technical jargon in the paragraph-long descriptions. Because I spent so long not understanding what to do and trying my best to manage all the objects and error messages, when I finally discovered time travel, the rest of the puzzles became very intuitive and easy. What this indicates to me is that the game’s approachability issue is not with the puzzles, but the initial presentation of what the player has access to. I never felt like I was on track to solving anything until the 90-minute mark. If the primary gameplay loop is to go to a place and solve a puzzle to receive a machine part, that loop was not introduced to me until very late in the game.

Things I Appreciated:

  • The last quarter of the game (post-time travel discovery), I really enjoyed my time solving the puzzles. I felt like I had really clear ideas of how to use the objects that I had spent all this time reading about, and it was satisfying to kind of just blast through the rest of the game. So in general, I actually really enjoyed how the puzzles required you to understand why to use unusual objects like the shrink tubes or a 3D-printer.

  • On a similar note, I thought this game was very aesthetically strong in terms of the puzzles. It was cool to be presented with interesting tech objects rather than more run-of-the-mill tools. Even in-game, there was a crowbar that you could pick up, but kind of teases you because it’s never needed. I thought that was funny, because the crowbar is such a standard parser-game object to do basic parser things like: theft and violence. The creativity of the tools was a highlight of the experience for me.

  • I really had a strong sense of wonder when I first got to experience time-travel. It was a really exciting moment and kind of made the game for me, to suddenly have a sense of progression and purpose.

Miscellaneous Questions & Comments:

  • I thought that the inventory limit was a frustrating mechanic. Looking back, I can see that the inventory limit is baked into the puzzle design. The game doesn’t really want you to just have every object at once, because the usability of objects depends on what specifically you are carrying. So the limit exists to ensure that you don’t just auto-solve puzzles without understanding why. That being said, in practice, my eventual coping mechanism for dealing with the overwhelming amount of objects was to collect all of them and just dump them in a single room (the electronics area). I found myself using “take all” and “drop all” a lot, which resulted in wasted turns when I was dropping the return device that I would have to go back and fetch. My thought would be, for a beginner game, maybe the inventory limit should be more directly tutorialized? Another strategy would be to reduce the number of decoy objects, or have more of the objects disappear/get used up when they are no longer needed. I just think that the inventory system was cumbersome, creating friction in situations where a more fluid experience seems like it could be possible.

  • I thought that the object/room descriptions could be edited down to be punchier (more concise) rather than being long paragraphs with a lot of vague/filler information. I’d like to compare two descriptions from the game:

>X PINBOARD

The pinboard displays various sticky notes and reminders, including a bold, underlined message: 'Push your commits!'

This is a concise description that gives some character to the pinboard and adds to the sense of setting, and tells us a bit about the people who work here.

Now here’s this one:

>X OSCILLOSCOPE

The oscilloscope sits on a cluttered workbench, its boxy frame a relic of sturdy, no-nonsense engineering. The screen glows faintly green, its grid etched with faint, wavering lines tracing the invisible pulse of electricity. Below the screen, an array of knobs, dials and switches awaits adjustment, each labeled in a blocky, utilitarian font that has faded with time. 

 Coiled probes dangle lazily from the side, their clips slightly worn but functional, ready to latch onto circuits and reveal their secrets. A faint hum emanates from the machine, accompanied by the occasional crackle of static. Despite its age, the oscilloscope exudes an air of reliability, a silent partner to generations of tinkerers and troubleshooters.

Even after all that description, I feel like I still don’t really understand what the oscilloscope is or how to use it?

Because of how many objects are in the game, I think it’s a lot of cognitive load to ask players to sift through many long descriptions like this as they try to understand the objects and the environment. It’s counterintuitive I guess, but I think giving a shorter description allows the reader’s mind to fill in the blanks a bit more easily. There were often times when I got sidetracked with random details in these paragraphs thinking they were interactable (such as: the glowing letters A through J on the keypad). I spent time fussing with the (hallucinated?) keypad rather than trying something more basic like “use temporal locator.”

What I Learned:

  • This game really made me appreciate why a lot of parser games guide you away from picking up everything you see in an area, with messages like “You don’t need this right now” or "X character in the room wouldn’t appreciate you taking that.” The freedom to pick up many irrelevant items in a game with a somewhat strict inventory limit makes it difficult for the player to see the signal in the noise.

  • Another thing I learned was how helpful it can be to have a smaller practice puzzle that teaches the game mechanics that are specifically important for the game. The tutorial in this game teaches about basic parser mechanics, which is fine. After this, though, I think being trained in on the inventory limit and solve a puzzle in a more enclosed space first before getting free reign of the entire lab could’ve been really valuable in guiding my attention during the first 90 minutes when I stumbled around.

Memorable Moment:

  • For sure, it was when I finally traveled through time. I went from making no progress for over an hour, to feeling like I finally had agency to solve puzzles, which was an incredible feeling.

Handwritten map: https://i.imgur.com/tgpYy0q.jpeg

fixingtime_transcript_demonapologist.txt (346.6 KB)

5 Likes

Wow, that’s really funny that I never noticed the mast. :sweat_smile:

I can’t believe I tried wacky solution ideas like: (1) wait for dozens of turns until the volcanic eruption in case it shifted the rock and made the crystal reachable; or (2) find the crying child in the Titanic flavor text to see if I could convince them to time travel with me and crawl into the cave to grab the crystal. I will literally do anything except notice a prominent feature of the environment. Lmao.

Thanks for your kind comment about my reviews!

2 Likes

I nearly missed finding the monkey, on a pure whim when about to leave the ship that I thought hmmm, maybe I can climb that mast.

I also needed a hint to solve the gap in the Titanic.

Oh and I agree that inventory limits are not fun, even when the game does some of the management for you.

2 Likes

Thank you for playing my game and taking the time to review it. I will do my best to embed your suggestions into the code. Cheers.

2 Likes

By process of elimination, you can now deduce that the randomizer once again (for the third consecutive event) decided that Andrew Schultz’s game would be reviewed last. I keep thinking it won’t happen again, but then the randomization proves me wrong. Random is random, I guess!

6 | HOME PARTY

6 | HOME PARTY
by: Zeno Pillan

Progress:

  • I reached two endings. The first was a bad ending. This was a sort of funny moment where I didn’t kiss a woman, and then I was like, oh, I’m probably having a non-heterosexual-brained moment and the game probably wants me to kiss her, but then I did kiss her and got a bad ending that dunked on me for being a terrible boyfriend. I laughed. Immediately after that, I received a more normal-seeming ending where I ate a slice of cake. In total, this took about 1h10m. However, this time is somewhat misleading. I spent 25 of those minutes trapped in what I’m calling the Bag Dimension, where I was unable to follow a set of surreal instructions to construct a lamp, and also was not allowed to leave the bag. However, I did eventually survive this trial and went on to have a more normal time for the rest of the game. (See attached: map and transcript).

Approachability:

  • This was a mixed experience. On one hand, the initial Cards Against Humanity tutorial was very clear and I navigated that easily. I also thought that the home environment was detailed and interesting. I liked that there were a lot of interesting items and people to talk to. However, I cannot overlook how excruciating the lamp puzzle was. When I tried to enter the kitchen, I was forced to enter a bag and assemble a puzzle where the objects didn’t match the instructions. I almost just quit the game a half-hour in because I couldn’t get the lamp together, but I also wasn’t allowed to exit the bag. I felt like Sartre was laughing at me, No Exit indeed. I ended up reading the other reviews I saw (from Dee Cooke and Mathbrush) hoping that either of them had an explanation/walkthrough for escaping the Bag Dimension. They did not. I am a bad enough person that the thought of fraudulently marking Mathbrush’s IFDB review as “unhelpful” for this reason did cross my mind (mostly joking)! So, overall, I would say: the environment was inviting and the initial tutorial was great, but the surreal elements of the game world made it difficult for me to tell what was a glitch (or implementation errors) and what was an intended game mechanic. This was a significant barrier to getting into the game. I think that surrealism is a tough sell for a beginner game, because I think it requires really snappy implementation to develop trust with the player to accept dream-logic.

Things I Appreciated:

  • I found the game to be really aesthetically engaging. I liked how it combined really grounded elements (everyone is just hanging out at the party, and there are normal party things around) with surreal and magical objects. While I did struggle with the game, I can honestly say that I was never bored and there was always something interesting about the environments or situations I was in.

  • I really enjoyed the surprise of the “time travel” moment I experienced, which culminated in me picking up a strange object: a “rectangular blank space.” It kind of reminded me of point-and-click puzzle games like Wrath of the Gods (1994) where all kinds of weird stuff just kind of happens to you and you have to roll with it. Do I think this is “beginner-friendly”? Maybe not, but it was interesting.

  • The personal touches were evident—I loved the passion of how the narrative talks about the interesting people and items in this game. You can tell that care went into making an environment that is inviting to explore.

  • I really loved the ASCII art! It was super charming and made the game way more fun once I was out of the bag and had free reign to do whatever I wanted.

  • One of the most fun things that happened was combining two objects to form an umbrella, which was a delightful moment.

Miscellaneous Questions & Comments:

  • I decided I’m just going to focus on multiple aspects of one thing here: the bag puzzle, since it so dominated my experience of the game. This is an example of a forced puzzle (locking the player in a bag dimension) that derailed my playing experience. The point of this puzzle is to force the player to learn how the game expects you to use verbs, but there is so much going on here that it felt impossible to get past.

  • The instructions don’t match the objects in the area (the player is meant to deduce that the “arm” is in fact a leg, and the “dowel” is a jelly worm). The game allowed me to use the word “arm,” but acted as though the word “dowel” didn’t exist, treating the puzzle components differently. I was distracted from understanding this by fighting with the parser over things like “and” vs. “with” vs. “into,” and also by a command that, instead of yielding an error message, simply ignored what I did.

  • When I tried “insert worm into lamp” and “insert jelly worm in lamp,” the game just offered a new command line without a response, I’m guessing because the game didn’t anticipate the player doing the correct thing but in the wrong order?

  • The objects acting like containers holding each other was also surreal, giving me responses like, “In the lamp’s base are a jelly worm and an odd lamp.” That sounds like it might be describing a constructed lamp, but it’s not. It’s like an internally bound assemblage of almost-lamp. Very trippy.

  • Trying to ask for a hint didn’t help either, since it referred me back to the instructions that I already had proven that I didn’t understand.

  • I also think that allowing the player free exploration until they happen to try going into the kitchen was jarring. I had been focusing on mapping out the area and learning about the characters, when I was unexpectedly yanked from that environment and not able to ask Witney for help with the lamp because she was outside the Bag Dimension.

  • I think this puzzle could’ve been improved as a way to train the player by (1) not layering multiple concepts at once, like object combining and object substitution principles; and (2) making sure the game responds to reasonable false attempts by pointing back to the way things are meant to be done, and that there aren’t ghostly non-responses in a tutorial area. I felt like I had softlocked the game, even though I hadn’t. The only softlocking that occurred was my own incompetence, I guess, like, I actually couldn’t find my way out of a bag. It’s entirely possible that I had some kind of outlandish five-standard-deviations-away-from-the-mean experience with this puzzle, but, in my defense, this is a game jam explicitly intended for introductory-level games. You can read the transcript for yourself and judge whether or not I was being unreasonable in the things I was trying.

What I Learned:

  • I guess, be careful what you wish for? Earlier, I discussed in Fixing Time how it would’ve been helpful to be gated into a smaller area with fewer objects to learn the principles of the game. However, this game uses that exact strategy with the bag/lamp puzzle. So that just goes to show how the player gating approach can also create issues of its own.

Memorable Moment:

  • The most surreal thing that happened in this game was when I picked up the concept of a “rectangular blank space” and attempted to give that object to Gaida:
>give space to gaida
(Rectangular blank space to Gaida)
She looks at you as if you were holding nothing and says, "Oh no! The author forgot to write a response for that item, so it's like it doesn't exist for me."

This was fascinating, because it at first appeared like a coding error, but then because the item itself is something that doesn’t exist (a blank space), it circled back around to feeling intentional. Another character wanted a void to put trash into, so I tried giving it to them and they didn’t have any trouble understanding what it was:

>talk to pal ro
Pal Ro the Punk Rocker says "I hate to clean up. Sometimes I just dream to have a personal black hole and make everything disappear!"
 
>give space to pal ro
(Rectangular blank space to Pal Ro the Punk Rocker)
Pal Ro says, "It is a Rectangular blank space."
 

I don’t quite know what to make of this, but it was interesting!

Handwritten map: https://i.imgur.com/6RndxWj.jpeg

homeparty_transcript_demonapologist.txt (73.5 KB)

5 Likes
7 | QUIRKY TEST

7 | QUIRKY TEST
by: Andrew Schultz

Disclosure:

  • Some more explanation is required than normal here! I originally played this game a few weeks ago, when I didn’t think I was going to go to all the effort of doing a response thread for this event. I just wrote up a quick note (nick quote) for the author and sent the original transcript his way. He implemented some fixes based on what I said back then, so I am now credited for bugfinding in the current draft.

Progress:

  • On my original playthrough a few weeks ago, I tore through this game in 15 minutes. I have some familiarity with Andrew Schultz’s rhyming games from past events, so in some sense I’m not really a “beginner” as much in this genre. When I replayed just now, I decided to take my time with it and try to solve as many of the bonus points as I could, taking 35 minutes instead. I figured I would end up unlocking more achievements this way. However, incredibly, I managed to only get the exact same achievement as the first playthrough (“Second Revvin’ Reckoned? Seven”) and none of the others. Whoops! I’m also pretty sure I made similar mistakes as I did in the first playthrough, because it’s been just long enough that I’d forgotten some of the solutions. (There’s no map this time since the game displays a map in its graphics, but see the attached original transcript from May 4th, and today’s transcript.)

Approachability:

  • I found this game incredibly approachable. In terms of teaching people how to play his own subgenre of rhyming games, I think the colored text highlighting key phrases (fee grazes) that need to be solved is really good for directing the reader’s attention to the puzzles. I feel like after playing this game, going for the longer/less easy rhyming games would be a lot more approachable. The game plays very smoothly (especially with the tutorial) and I feel like if you are the kind of person who already is into language games like this, it will go quickly.

Things I Appreciated:

  • I just find these rhyming games really fun, and kind of addictive, too? Of all the games I played, this one felt the most seamless in terms of getting me into a flowstate to where I was just solving them almost automatically. I guess that’s because it’s less parser-y than the other games, where the player is not doing as much of the “typical” puzzles like examining objects and so on.

  • I thought the pixel art was charming and it added a lot of whimsy to the experience of playing. I especially liked the map and how it updated with checkmarks to show locations that were done. This was a great way to mitigate the Adventuron backtracking (since you can’t scroll up to see previous locations). I could just see that a location was no longer needed rather than having to try going there to check.

  • This game is such a good introduction to the rhyming games that I’m honestly kind of annoyed that I had to struggle my way through the much harder ones first without the experience of playing this one. The tutorial makes the learning curve much gentler than it can be if the player is left to fight through tougher bottlenecks (like the “naff haze” in Why Pout, which still haunts me) to gain more freedom.

  • The use of color is striking and pulls the reader’s eye toward the puzzles that need to be solved. This is a feature that feels pretty specific to Adventuron and makes the game feel like it works with Adventuron’s more cursed features rather than against them.

Miscellaneous Questions & Comments:

  • These no longer apply, but for posterity I’ll just mention the minor bugs that I found in my original playthrough: objects being mentioned before I found them (the rations), and getting locked out of bonus points despite objects being mentioned in that room (because it was only being mentioned as an inventory item that got used up).

  • Something that I’m thinking about now that I’m replaying this game after all the others is that I think this is a fantastic game for introducing this specific genre of word game, but it does not necessarily train the player in more standard parser game puzzles. There isn’t really that much inventory management or use of senses (despite the tutorial mentioning these, they aren’t a priority) to explore the environment. Similarly, if you played other games submitted to this jam trying to prepare yourself for Why Pout, that wouldn’t help at all. So I think it’s worth bearing in mind that there are a lot of different subgenres of parser games/text adventures and there’s room for recommending different “beginner” games based on the context of what subgenre you are trying to introduce people to.

  • On this playthrough, I observed that the end of the game didn’t say how many bonus points that I earned, so I missed my chance to see how I did. I think it’s worth having the game reveal your final score and final bonus score alongside the achievements, since I didn’t think to check my score manually before ending the game. It’s a bit demoralizing at the end to see just how many achievements I failed to get, but seeing the score and bonus score I think would’ve helped mitigate that!

  • Yes, Adventuron is still evil™. Don’t think I didn’t notice the disappearing text and auto full-screen here! I was more resigned to my fate (fie, mate) this time, though.

What I Learned:

  • Something interesting I learned here is that a truly beginner-friendly parser game might still be a poor fit for training the player to approach different styles of parser games. (In other words: this poetry parser is a great tutorial for poetry parsers, but not as much as a tutorial for other parsers beyond a few basic commands). I don’t mean to belabor the point too much, but it shows the value of TALJ to see how many different people had radically different approaches to what constituted (to them) a reasonable and helpful introductory game. In effect, the authors seemed to imagine, “how would I train a player to play some of my more complex-in-scope games?” It would be interesting to see even more cross-pollination between subgenres.

  • I learned that these poetry games will train me to type anything in a command line, no matter how incoherent. In my first playthrough, for “fuzzy north” I submitted a guess of “nuzzy fourth.” Not even Wiktionary has an entry for “nuzzy,” and it’s very permissive of borderline-nonsense!

Memorable Moment:

  • In my first playthrough, my most exciting moment was discovering the bonus points. I had been laser-focused on solving the highlighted phrases one after another, but my eye happened to land on “trial pics” (I think it was) and I thought… hmm! I tested the theory and it turned out that there were in fact hidden puzzles to solve, which was a great moment of discovery.

quirkytest_transcript_demonapologist.txt (38.9 KB)
quirkytest_transcript_demonapologist_second.txt (51.0 KB)

Before I go through and determine my judging scores, I still plan to revisit Fat Bear to play the tutorial at least (I feel kind of bad that since it went first, I was a lot sloppier in my approach to playing it), and see if I can get to the ending of Time Crystals of Cythii for the sake of seeing the narrative conclusion of the story since I was so close to being done.

Other than that, though, I guess that’s a wrap on TALJ responses?

Until next time,
DemonApologist

6 Likes

Thanks for this – your opinions are worth waiting for! And nice job running the gauntlet on another comp, even if it’s a relatively small one. The transcript was definitely appreciated. There are so many “oops, I should have seen that/wonder how I missed it” moments.

Without saying too much more I wanted to say this touched on some points I will include in my postmortem, but if I explain them now it feels a bit like putting my thumb on the sale..

And hopefully I’ll be able to flip over a quick post-comp release as well.

1 Like

(Okay, I guess it wasn’t a wrap. :joy:)

I kept thinking about the games, and trying to understand what it is that I learned from playing them. I thought it might be useful to write out my thoughts, so that’s what this is—kind of a capstone essay.

Something that the event organizer Garry Francis notes in the instructions for TALJ is as follows: “Writing a text adventure is hard. Writing a text adventure suitable for beginners with an in-game, context-sensitive tutorial is very hard.” After playing and thinking about these seven games, even as someone who has no experience attempting to code a text adventure, I have to agree with it.

I thought it would be helpful to, as a kind of wrap-up essay, describe some of my observations about what type of advice I would give to authors of future TALJ games from a player perspective.

Maybe this is all super basic and obvious advice that everyone already has thought of or said in a more knowledgeable way elsewhere. I’m not trying to condescend to anyone. But I sort of viewed it from the perspective of, if someone forced me to make a “beginner-friendly text adventure” based on my experiences here, how would I approach trying to organize my ideas? I put them in a few sections to make the post less onerous to look at.

Intentionally Training Players on Skills and Systems

Be very granular and specific about what aspects of text adventures you want your game to train, and plan a progression for how the player will learn those skills.

I think the goal of “train beginners to play parser games” is a fine overarching premise, but it’s hard to do everything at once. All of the games, for example, teach players the basics of how to use a command line and examine objects. But you can see that many of the games have systems or elements that they particularly emphasize:

  • Fat Bear teaches exploration of a complicated map, and that it is possible as a player to fail puzzles with careless timing of commands.

  • Tempus Fugit makes character interactions and physical object manipulation its focus.

  • The Time Crystals of Cythii trains the player how to manage the stress of turn limits, how to critically read the game’s cues, switching between navigation systems, working with objects of different sizes, inventory limits, and gets the player to think about new contexts for items they find.

  • The Witch Hedwig shows the player how to take advantage of turn-based events (the time-of-day mechanic).

  • Fixing Time focuses on inventory management and getting the player to learn how unfamiliar objects can group together to make something new.

  • Home Party focuses on combining objects, and social interactions with characters.

  • Quirky Test trains the player to solve rhyming puzzles, find the right place to use objects, and navigation.

For each skill or system, think about what the player has to learn to master that system. Take inventory management as an example. If you want your game to revolve around inventory management, you could think of it this way: (1) the player needs to understand that they have an inventory that they can check; (2) the player learns that they can pick up and/or drop items; (3) the player learns that some things are too big to pick up; (4) the player learns that some things cannot be picked up unless they are adjusted in some way or if they are holding or wearing a certain other item; (5) the player learns that they cannot hold everything at once by trying to pick up an item they don’t have room for; (6) the player learns that they should keep track of what rooms they leave items in; (7) the player learns that they need to hold the right combination of items to accomplish a task; (8) the player learns that they should read the item descriptions to see how those items fit toward their goals.

I mean, that is not even exhaustive, and I’m sure I’m missing a lot since I’m not a parser game author. But the idea should be, I think, to create situations where the player has to understand the fundamental skill in order to proceed. To take an example from #5 above, put the player in a room where they have four possible objects to pick up, but they can only hold two at once, and there is one combination of items that allows them to solve the puzzle. The player will start by trying to pick up everything, discover that they can’t hold everything at once, and then realize, oh, I need to put some thought into why I want to pick up objects and which combination makes sense for the situation.

You could do a similar brainstorming for any type of parser game skill you wanted to teach, breaking it down into smaller components and make sure that the player has to demonstrate some level of proficiency in order to get through.

Implicit and Explicit Hints

The game should make hints available, but not essential. If the player does actively ask for a hint, the game system should “understand” what the player is stuck on to give a relevant rather than a useless hint.

This is more of a psychological aspect of a game, I think. While I think it is beginner friendly to make sure that the player feels like they have hints available on request, I found that I was very stubborn and did not want to ask for that help unless I was desperate. I’m sure it varies a lot from person to person, but generally I think players don’t want to feel incompetent while playing. If you’re playing a beginner parser game, and think, “wow I got stuck constantly and had to ask for a lot of hints,” the response might be “text adventures are too hard for me to play.” Maybe that’s true! Maybe they are too hard for me to play. But the premise of the TALJ, I gather, is that they want people to play more text adventures after being introduced to them.

A really good beginner game I think has “hints” in plain sight. The descriptions of the rooms, objects, commentary from other characters, turn-based flavor text, and so on, are all opportunities to point to puzzle solutions. Here are two examples from Time Crystals of Cythii.

  • Bananas: Even though I had never seen a monkey during the entire game, I was pretty sure that I needed to give the banana to a monkey strictly because the game cued me to think this, by having a character mention monkeys. This is an example of a “hint” that isn’t explicitly from a hint command, but rather is the world priming the player to think about what they will eventually need.

  • The Baker’s Lantern: This is a counter-example. In the first area I visited, there was a baker with a lantern. Since I hadn’t been anywhere else yet, I thought the lantern was an important object in this scene. The game went out of its way to tell me that the lantern was too hot for me to pick up, and also that the baker needed it to finish working. I interpreted this as a two-part puzzle: (1) I needed to find a way to protect myself from the heat—by finding an oven mitt or something—so that I could eventually pick up the lantern; (2) similarly, because of the ability to talk to the baker, I thought another part of the puzzle was to convince the baker to let me borrow the lantern. However, this was a puzzle that I just kind of hallucinated into existence by reading into the description, because you are not meant to ever pick this lantern up.

These cases illustrate the power of those descriptions. In the first case, the game’s descriptions instilled in me a suspicion about a creature existing in game that I needed but had never directly seen; in the second, I inflicted myself with an unachievable goal, essentially a red herring puzzle.

Onto the other point about hints, if the player does ask for them, they should get the player on the right track. (Er, sorry if it seems like I’m picking on Time Crystals of Cythii, it just has a lot of really relevant examples.) Compare my responses to the two hints I requested in this game:

  • Trampoline: After getting trapped on the Titanic, I asked for a hint and learned that the trampoline was salvageable. This helped me overcome the assumption I had that the trampoline had disappeared forever based on what happened with it earlier.

  • Red Crystal: After getting stuck on this puzzle, the hint incorrectly assumed that my issue here was not understanding that I needed a smaller creature’s help. Instead, my issue was that I had never met a creature that could help me, which was in a different location.

I’m sure it’s super difficult to fine-tune hints, especially when there are multiple issues a player might be having with the same puzzle (in the red crystal hint, I can understand why the game might have thought that was the issue, but it got unlucky in that I was stuck on another aspect of the puzzle.) That’s probably why every IF event has instructions that are like “get ten million people to beta test your game, and then desperately hope that the ten-million-and-first person who plays it doesn’t randomly execute the exact perfect combination of commands to softlock it.”

So, okay. You want to build hints into your game, both implicit/subtle hints, and hints upon request. My thought would be, for every step/command that the player is required to do in order to progress the game—anything that bottlenecks the player—try to brainstorm ways to point the player toward the command. Maybe there’s flavor text that happens if the player spends more than x number of turns in a room. Maybe the player is prevented from leaving that room until the command is found. Maybe the room description or item description mentions it. Maybe a character in the room mentions either the right verb or the right object for a puzzle. I’m sure you can think of other ideas.

Here’s a good example from Fixing Time. At one point, a very unusual verb is required: “dismantle.” This is a verb that a player would be unlikely to use on their own. However, the game includes this in a description for the bellows object: “Until these are DISMANTLEd and panels replaced and the leather repaired, the bellows will remain broken and Farid’s forge will stay cold.” The game not only mentions the odd verb directly in the description of the object that needs dismantling, but it’s in all caps to make sure that the player notices it. If you want to train the player to use an unusual verb, that’s certainly a functional way of doing so. “Dismantle” could have become an unsolvable bottleneck for me, but it didn’t, because of this built-in hint.

The Approachability of “Limited” Parsers

Limited parsers have the potential be very beginner friendly.

Something that really surprised me about the TALJ entries is that there wasn’t an author who used a “limited parser”/“limited verbs” approach. By “limited parser,” I mean a game where instead of having the player use a wide set of verbs, the game is structured to make one main verb (or a few) the primary focus of gameplay.

In the few competitions I’ve observed, limited parsers ended up winning or co-winning: The Bat by Chandler M. Groover (IF Comp 2024), Familiar Problems by Daniel, Ada, and Sarah Stelzer (Ecto Comp 2024), and Cut the Sky by SV Linwood (Spring Thing 2025). Maybe this is a coincidence, but I don’t really think so? I think these games play a lot more fluidly and are beginner friendly in part because they shift the player’s focus away from trying to phrase commands and toward other aspects of gameplay like inventory management or objects and their environments. That is, these are games that make the “parsing” part more straightforward.

I observed when trying to share IF Comp games with non-IF-fluent friends, they bounced off of the games with wide ranging verb sets, but found The Bat much more approachable. That game orients its puzzles around a very restrictive inventory, and the verb “attends to”/“a” which is the primary verb of the game. These facets of the game aim the player’s attention toward the objects and rooms more, inviting them to think about what combination of two items they can hold that will allow them to logically progress something they are working on.

Now, maybe the main thing you want to focus on for “text adventure literacy” is teaching the player how to win a linguistics fight against the parser and understand which verbs and prepositions to use in which situations. That’s an important skill to train for the more intermediate/difficult text adventures, for sure. I agree that eventually, the player has to manage verbs to get deeper into the genre. But if you are trying to get them into parsers for the first time ever, it might be detrimental to leave players feeling frustrated that they can’t communicate the solution in their head to the program they are typing into? Those are some of the most frustrating situations, because a hint won’t necessarily help you. You have solved the conceptual puzzle, but have to find a way to word that solution that the game understands. It can be so infuriating!

My default assumption would be that trying to program in a ton of different verbs would be more difficult than programming a limited set of verbs, but I don’t know enough about coding to know if this is true. Maybe it’s actually much harder to code a single verb to do a lot of context-dependent things?

Clear and Compelling Goals

Players should have goals that are clear and emotionally compelling.

The game should prime players to have specific goals in mind, and develop plans for reaching those goals. I actually think most of the TALJ 2025 games did this very effectively. For instance, The Witch Hedwig asks the player to search for enumerated ingredients for a potion recipe. Fat Bear asks the player to eat twelve meals. These are very clear goals.

One of the toughest moments in a parser game is the feeling of, “I don’t even know what I’m trying to do right now.” That rarely came up for me here, but I still think it bears mentioning. Framing the game so the player understands their overall goal, and can mark progress toward the goal, seems to be helpful in providing structure to what can be an otherwise nonlinear or navigational-intensive experience.

This is more of a personal perspective I guess, but as someone who writes non-parser interactive fiction, what I really crave is an emotionally gripping experience. I think spending time crafting engaging plot and characters, or a strong atmosphere/aesthetic, can help smooth over some of the parser game issues. If I’m not writing reviews in a structured way like this thread and just playing in a casual way, I’d be much more likely to drop an under-implemented/under-polished parser game if I didn’t care about the plot or characters. But, if I’m emotionally invested, I would be more willing to fight through game-design-related obstacles to see the resolution of the story or more of the world. So this is just my way of saying that like… even if you are writing a game that is primarily puzzle-focused, I think it’s still worth taking the time to develop plot, characters, and aesthetics in a really intentional and focused way. Even looking at the TALJ scoring criteria, that’s arguably two out of six categories (story, writing).

A player who is collecting things to make a number go up is going to have a different experience than a player who is collecting things they feel determined to get in order to have an impact on the setting and characters. If a game has some messy or obtuse puzzles, but I was emotionally engaged, I would value that experience much more than a game that was perhaps slightly more polished and coherent in its implementation, but I felt nothing while playing. This is super subjective, but that’s how I feel about it as someone who is not necessarily invested in puzzles for puzzles’ sake.

Sequential Learning

It can be effective to bottleneck the player early to teach them crucial gameplay elements, and then open up the world more later.

Some of the games in TALJ 2025 have very open worlds that the player is free to explore without too much direction. Fat Bear is probably the best example of this. The map is sprawling and there isn’t anything hindering the player’s travel from place to place, making the game effectively very nonlinear. Similarly, Fixing Time puts the player in a lab with a massive number of objects and asks them to make sense of those objects as the main way of learning how to play. These are games where it seems like the intent is to train the player to combine objects from anywhere on the map with each other.

Tempus Fugit has an especially modular approach, with the game divided into self-contained sections that must be solved sequentially. This limits the open-world feeling of exploration to an extent, but also allows the author to know that a player has to learn a verb before getting to the next sequence. Once the player has been prompted to and executed a “hack” action, the author can reasonably count on that experience in a later module where the player is tested on remembering that they have the ability to “hack” things.

The nonlinear/open-world vs. linear/sequential worlds have pros and cons, but for a beginner game especially, I think having at least one or two linear/sequential sections that are smaller in scope, very polished in implementation, and focused on training the core skills that are important for later puzzles in the same game, will pay dividends.

Perhaps nothing I’ve said here is the most unique or interesting. No doubt, there are hundreds of articles and essays out there on parser game design that I simply don’t know about due to my newness on the forum, but these were the kinds of things that crossed my mind while considering just how much goes into trying to make a beginner-friendly text adventure.

Finally, I want to thank the authors of these games for all the time and effort they spent developing them and crafting these experiences! The hours and hours spent on coding, writing, and testing are evident, even if I did nitpick elements from my no-programming-knowledge-ass high horse. Your projects are valuable and I’m glad that you did the hard thing and submitted your games to be judged by internet randos like me.

Take care,
DemonApologist

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I think you’ve made some very good points and expressed them very well. It seems a shame to have these points lost in a forum thread. I wonder if you’d like to put them into an article for (say) The Rosebush.

One thing I noticed about this year’s competition was that the quality of the games was generally quite high, but, despite that, they could all do a bit better to be more beginner-friendly (mine included).

You want the games to present a challenge, so they shouldn’t be too easy, yet not so much of a challenge that a beginner gives up without even trying. You want them to feel the joy of solving a puzzle so that they feel “smart”. I know this is hard and I don’t think anyone has ever reached the ideal, and probably never will, but it’s something that all we authors should aim for.

The other thing I noticed was the many different approaches to the games and you’ve highlighted that in your reviews. This is a good thing, as it proves that there are many different ways to write parser-based games.

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I think a lot of people worry “oh I have nothing new to say” – and we want a template for how to set up a tutorial, but we don’t want to do something that’s already done. This was certainly my worry before I decided I had something worth submitting. So your thoughts are very useful indeed to me and, I hope, someone else. I certainly had my own thoughts for the postmortem I worried might not be going anywhere.

There’s certainly a risk that people will follow the requests/instructions for the tutorial too closely or worry that if they put imagination into it, it won’t really fit the comp’s requirements or it’ll just be weird. I think the comp organizers have been flexible about this, but still, it’s a worry.

A big thing to come back to, to provide originality, is “what would I have liked to know when starting” & “how could it have been taught attractively without seeming like a boring checkist” and that has a different flavor for each one of us.

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