dgtziea's 2026 ParserComp/Review-a-thon Reviews

I’ve been playing through a longer ParserComp game, but I decided to vary things up a bit and I tried a few Review-a-thon entries.

requiescat (Review-a-thon)

A Twine piece, from the POV of a person as they narrate a developing relationship. Our narrator seems to be a romantic at heart so it’s quite loving at the start, but then this was an EctoComp entry so you expect something to happen (huh, kind of interesting, just being in EctoComp can give a work a bit of tension, doesn’t it?).

One thing that stuck out quite early was that the English here is quite formal, and not exactly modern day colloquial. So things like full on sentences, repeating lines, overly romanticized proclamations… It kind of came off, to me, almost Romeo and Juliet-esque, if you removed all the archaic words and just had that sort of tone. Though taking place basically in modern day, the protagonist seems to have a fairy-tale-romance view of things, and so the style matches where the story seems to go and what’s being said by the protagonist. Although it was enough that I did get distracted by the slightly out-of-time prose sometimes. Maybe the slight abnormalcy was part of the point; frequent commas and some parentheticals led to a sort of choppy-ish rhythm near the mid part, and there were lots of repeated phrases as well at points (which definitely did feel on purpose). I might’ve liked a few more small personality quirks or details to the two characters, to flesh them out; I think “college” is one of the few anchoring things mentioned, along with a memory about a karaoke bar and a Keane song; details like that, interests, hobbies.

But overall I liked the story, which had a good arc to it. The narrative voice transitions quite well through the climatic part, and it’s interesting how it revisits and re-frames earlier scenes of the relationship at the end (ooh, is that too spoiler-y? I’ll just blur this last line).

Also for the story: the perspective feels important, because as it went along it seemed like it was (or at least I was reading is as) setting up to be a “love is blind” sort of story, where the narrator wasn’t seeing warning signs as the relationship progressed, the most obvious one being the part about your family’s distrust of them. So that was the tension, but then the story manages to avoid the most “obvious” endings I might’ve expected: either you getting murdered by them, or surprise, you’re actually the predator and it’s you murdering them instead. The story instead shakes out a bit differently, still maintaining the character and ending on a sombre note.

10 Likes

recombinatorial (Review-a-thon)

This seem to focus more on snippets and scrambles of surreal, sometimes visceral imagery and an overall impression over specifically followable world-building and story; Made in twine, short.

There are a lot of links that just seem to become static as you click them–so the links are stylized differently from the body text, red instead of white, but when you click the links, the keywords just become white again, and nothing else seems to happen. The last link in the passage tends to be the one that proceeds to the next passage. This is definitely a different effect than I remember seeing before. And then also this also for a large part of this, keep appending passages so the old text remains on-screen and new text is added below it, in the way that Ink does. I didn’t think that hard about the link fade-away effect while playing it; my experience is that after a few passages of this, I basically stopped clicking on every single link. But I could see the links being intentional effects for the story, like the link text is being assimilated into the body text as you click them.

I feel like trying to figure out what’s happening is part of the experience, which is why I didn’t start off with the story. It reminds me of Annihilation by Jeff VanderMeer: mostly about the sense of assimilation, some of the imagery, and the horror elements. (I know there was a well-received movie adaptation; I never watched it but I did read a review of the movie just to see what differences there were, and it seems like the movie goes some places that the book didn’t. The book was quite short, and I also didn’t love the book honestly, but that was mostly to do with the protagonist POV.) This isn’t strictly meant to be a clear story, but I think there’s a mind-controlling fungus in this world which is infecting people and urging them to “go north”, drawing them towards a specific place. You talk to a fisherman, ride boats, lots of beaches, a specific beach where criminals are being strung up… (I’m trying to do this off memory instead of just having the text open in front of me and close-reading it, because I think the impression matters more…) There’s a mention of cannibalism, but the term was used I think in a more figurative sense; a group of people, I think maybe all under the effects of the mind-altering fungus, all ended up at one point in a specific area, a shared culture subsuming the old one, a line about becoming new again, a lack of belonging, religious imagery, spiralling thoughts, images folding on images a constant refrain… Are the criminals being strung up more like sacrifices, or more just a particularly medieval sort of punishment? I found it hardest to connect the parts about the criminals and the gore at the harbors to your semi-delirious pilgrimage; perhaps the idea is that the world has fallen into sin and violence, and that connects to the desire to start anew, to go north? It’s unsettling impressions, somewhat inscrutable with an indeterminate end.

7 Likes

Blood and Silver (Review-a-thon)

Help, I’m in love with a self-loathing vampire! The itch page indicates this is part of a series (presumably they’re all small vignettes, like this one). Made in Ink. Well paced prose, a small piece of relationship drama. The first passage for example is excellent; a good setup, fairly normal until the last line which introduces a small twist (well obviously the “written for the 2026 queer vampire jam 2026” in the blurb right below is a tipoff that this will include vampires, but regardless…).

You’ve been seeing each other for 6 months now, and that anniversary is both a milestone worth celebrating, and a cause for some reflection, and doubt. Zach, the vampire you’re dating, wonders if they’re good enough for you, if perhaps they’re a bit too vampire-y and monstrous to be loved.

The thought of a vampire going to a vegetarian restaurant of all things was funny to me (if there’s anyone that obviously ISN’T a vegetarian! Presumably that choice was more for my character). The musing from my character about whether the six month timeline was significant to Zach did make me wonder how long vampires live in this world, whether they had normal lifespans or they might live longer (I’m currently reading Circe by Madeline Miller, which I do recommend btw; that gods live much longer than mortals is a significant plot point there, so it came to mind here).

Your own character seems to have a stable POV across the multiple choices; you ARE committed and in love, you’re just choosing the tone and approach you take to the conversation as you try to address Zach’s insecurities (do you disarmingly joke? Are you more firm?). At least it was like that across the two playthroughs I tried. A big part of the relationship is that you allow Zach to suck your blood in lieu of having them go out to get blood in other ways, and the second playthrough–it was called something like Reassuring–acknowledges the intimacy of that act, and the parallels one might draw from that to sex within a relationship (I’m going to say I’m not sure how many vampire stories I’ve actually read or watched, but I’ve seen reviews and commentary that says for example that Twilight is a huge metaphor for abstinence? Aside, but actually at this point are vampires more romance icons than horror ones?).

I normally stick with my first playthrough as the canonical one in my head ( —Ending: Trusting— ), so I was going through the second playthrough much quicker (mostly, I wanted to see how far I could push my choices in the opposite direction), but the second playthrough does highlight some of the more difficult and still unbreached parts of the relationship specifically when it comes to the bloodsucking part; Zach probably needs to change if the relationship is going to last, but it seems like your side of things could also have some small cracks that could lead to future issues. The claim you tell yourself is that you’re happy to give your body over to Zach’s needs and (blood)lust, because you’re giving them something they need to survive, but certainly all sorts of pressures and justifications have been used before in real life relationships that skew along similar enough lines. Both characters being different shades of ace seems significant. Interesting way to tell a story, one small vignette at a time. Though the relationship seems like it could be headed to the same ultimate point across both playthroughs, they do give slightly different info and different aspects of the relationship going forward.

7 Likes

Untitled (Underground) (Review-a-thon)

Liminal spaces are SOO hot right now.

A browser playable visual novel, made with Super Videotome. Seems to be more about horror, and perhaps its psychological causes and effects, than particularly intended to invoke it within the player. Narrated by a Jigsaw type of villain (note: I’ve never actually seen a Saw movie, so this impression is off cultural osmosis); they like building mazelike, liminal horror spaces and watching other people get trapped in them, to see how they react. Their victim is a content creator that watched what seems perhaps a bit like a “Backrooms” style found footage movie and goes to try to track the location down. They instead end up trapped themselves, in something akin to an Exit 8 type of place, Exit 8 being a liminal space horror game that became really popular and then also got turned into a movie. Both Exit 8 and the Backrooms are really popular pieces of media right now, at the forefront of liminal space horror. The basic idea of Exit 8 being that it takes place in basically an ominously clean underground subway station, specifically a hallway part that you might walk through to get to the platform area, but it’s an area that loops, so you keep finding yourself stuck in the hallway and need to find your way out. Also, I’ve skimmed videos of Exit 8 and the Backrooms because I was curious (so what are the kids into these days??), but it’s pretty surface skimming, so I might’ve missed some nuances or references here.

Aisling is the victim stuck in the space, a content creator. It doesn’t seem like they’re livestreaming, so they’re perhaps filming a vlog, and it seems like having a pretend audience to commentate their experience to helps keep them grounded and level-headed (“As long as I’m talking to y’all I don’t have to be in my head”). We’re not experiencing the liminal or eerie elements of the space since we’re not seeing or moving through it, and the thing is, Aisling doesn’t seem particularly frightened by much of it either, so the “scary” things in the hallways also come off as almost a bit silly instead; The businessman in Exit 8 never speaks, but the fellow traveller here, says an over-the-top Irish (I think?) greeting of “top o’ the morning!” and is treated more like a novelty or nuisance by Aisling, before eventually even becoming almost like something to anchor to for them, a constant in the loop. The visual novel mostly splits between Aisling’s commentary dialogue and the narration by the overseer spectator. The spectator seems to enjoy analyzing people like ants in a maze, seems to think they can reach ultimate understanding through their voyeurism. Meanwhile for Aislang, by the end it seemed like they were perhaps stuck in a cycle of guilt, that there’s some sort of event that keeps them from moving forward, which mirrors their inability to escape; it seemed like Aisling had some recognition of something from the drowned girl, and some part of their guilt was triggered by that.

At points, you have a choice–possibly from the POV of the spectator (although they are talking to a “you” and narrating to an audience of some sort as well so maybe not?)–a choice of whether Aisling will encounter “something” during this loop, or nothing. Which mimics the experience of playing Exit 8, but from the creator side, since the player in that game is supposed to be looking out for differences (“abnomalies”) during each loop. Although occasionally I wasn’t sure what exactly did or didn’t change during a loop based on what I’d chosen; the narrative keeps moving forward, so what “something” happened that loop in particular? My choice-making became more about trying to experiment to understand how it affected the story (are the “somethings” helping or hindering Aisling?) more than anything else, so I ended up bouncing around between the two options. I vaguely felt like the commentary and narration skipped around topic-wise; each little segment provides bits of characterization and are individually interesting, but I might’ve liked if more of a throughline was built as we went along, though maybe that’s asking for this to be something else; possibly that this is one of those things where I should’ve stuck more to one side of the choices. It’s also tempting to try to read more into the voyeuristic component for the spectator and for the liminal space; part of Aisling’s reason for going down there seemed to be to create this content to be viewed and consumed by others. Horror games like Exit 8 are one of the most popular genres to watch other people play and experience. And how much of the act of creating games itself is a desire to see other people experience something and to see how they react to the little spaces you’ve devised, and tinkered with?

9 Likes

The Woodcutter’s Quest (ParserComp)

Oh wait, I also played this ParserComp Inform text adventure really early on! It’s based on the sample text adventure outlined in a “How to design adventure games” ebook by Shawn McClure, that was offered as a prize for the Text Adventure Literacy Jam this year; I did heavily consider picking it at the time and I was especially interested in playing this entry, just to try out an implementation of the sample game from the book.

While looking up Adventuron games during the TALJ, I also came across another game produced by someone that was also following along with McClure’s lesson: (itchio link: John's Adventure by zeropolisretrocoding). Some small guess-the-verb and under-implented parts in that, but I tried it after playing through Woodcutter’s Quest and was able to finish it, and it seems like an interesting point of comparison! That game thanks a Garry at the start, I just noticed, so very possibly the same Garry that (co-)made this.

There’s a few small modifications and tweaks made to the original design by Warrigal in their implementation (would love to know the changes and design decisions, and the reasoning afterwards). Whatever the case, what we end up with is a solid, short-to-medium length text adventure, a light fantasy sort of setting where you set out to save your village after they all get kidnapped. I enjoyed this, as many text adventure players would, I think.

I imagine the sample text adventure had to be kept relatively simple enough to explain within a book to someone possibly newer to parser game design, so I wasn’t necessarily expecting something too ambitious. I’d watched a youtube video review of the book before, and it seems like the book gives you things like example room descriptions and item locations and describes puzzles and such, and it’s focused on just giving you the design and doesn’t touch on the coding or implementation part. I don’t know if the book encourages people to implement their example or just make their own, but yeah, you probably don’t want to subject many first-time authors to trying to implement something overly complicated. Stuff like elaborate rope tying, or liquid/container puzzles might not be the things to start them on! (I did notice that one difference in John’s Adventure was you find a pre-filled jug, of water!) Still, I kind of went into this wanting to see if the sample game would be foundationally strong enough to make me want to buy the ebook (is that unfair?), and I subjectively felt like there were a couple design quibbles in this, stuff I might not fuss that much about normally, y’know, within the realm of free, hobbyist text adventures, but this is from a professional who’s giving advice they’re charging for, after all (at least partially)?

The biggest quibble is just that there are three puzzles involving animals blocking my way; I’m fine with one, might’ve been okay with two, but three did feel a bit much, particularly since they’re basically encountered in a row on the same path, and have basically the same sort of solution. The animals aren’t technically out of place for the setting, but they’re all just non-magical creatures plonked along the only way forward, so they did feel a bit arbitrary.

Meanwhile, probably the most complicated puzzle involves an attic, and it also IMO ends up being the most interesting puzzle here, though John’s Adventure had a simpler implementation, so that might’ve also been an a modification. The goblin and the rope puzzles also seemed slightly different as well between John’s Adventure and this, as I recall.

The other thing is that I felt like I was sometimes tackling puzzles without knowing how they helped me on my quest; like, why am I messing around with a beehive? The answer being, it’s obviously a puzzle of course! It didn’t feel like I was particularly focused on doing stuff that seemed discernibly related to “saving the villagers” through most of my playthrough. That is something that’s perhaps pretty commonplace; we solve puzzles and we pick up things because that’s just what we do in these sorts of games, and even lots of “classic” commercial point and click adventure games probably do this; I remember in Day of the Tentacle you could solve a puzzle which puts a vacuum cleaner somewhere really early on, and it only comes into play at the very end. But ideally, the player should for the most part know why they’re trying to solve something and how it advances their goals before they actually solve it, right? Maybe not every single puzzle, but a good chunk of them. Like I’d be trying to get into the attic knowing something specific I want is up there (maybe I read a note elsewhere)? Some of this is partly on me trying to solve puzzles as I encounter them; I’m curious if beginners or other players might keep exploring the whole map first, if I’m an outlier. But it’s also how the map is laid out. Something I’ve seen given as design advice on this board before is that for the most part, the player should encounter a locked door before they find the key for it. In my playthrough, it felt like I basically solved many of the more major puzzles in the first half and ended up with some items I didn’t have a use for yet (“keys”, basically), and then I continued along and that’s finally when I started finding a bunch of the “doors”. It thus felt slightly unbalanced, even though the individual puzzles are fine to quite good!

Small aside: Is the beehive puzzle (edit: smoke calming bees) an example of something that relies on cultural knowledge? Is it common knowledge? The reason I knew part of the solution there is because I’d played a point-and-click adventure game that also used that bit of trivia.

One thing I really liked here is that the ending text gets changed slightly depending on some small things you do; I don’t think this was a scored game, but it’s neat having optional things in here, especially as part of a fantasy quest sort of game. They felt a bit like optional sidequests, almost! Overall, the implementation here is really solid, and there’s a clear goal, I always understood the way forward, descriptions are clear, puzzles gave good feedback, and so it was still enjoyable to play through, which is all stuff that matters most of all.

I just remembered there was a golden frog; did anyone find out what that does?

7 Likes

I’m fairly sure the golden frog doesn’t do anything. When I beta-tested this game I spent a lot of time trying to get it.

For the beehive puzzle, I guess you mean that smoke can calm bees? I knew about it, but only because I’ve seen a few documentations about bee-keeping.

1 Like

The Warren (Review-a-thon)

A coming of age story about rabbits, fable like, made in Twine; short, sweet, very well done. The analogues to humans growing up (and leaving the “borrow”) are obvious, and the story itself is straightforward, but its all about how its presented. You’ve decide to set out, despite your mother’s desire to keep you safe at home, and you’re given a series of, well, paths to choose from.

The uncertainty is part of it, something you actually wouldn’t be able to portray in this way in something linear and static. Who knows what’s on the other side of each tunnel, whether it’s an opportunity, a setback, acceptance, danger? Sometimes you come back, licking your wounds. After a while, you get another set of choices, and eventually a final one. What do you choose then, after all your experiences?

If I were doing like, a course on different ways to present and use choice and interaction within a story, this seems like it’d be a really good example of how to use choices a specific way; your “choice” isn’t ostensibly much of one, because you’re not given any reason to pick one over the other, but that’s the point within the story, the uncertainty. The point is just making a choice at all.

Help! I am Locked in a Fortune Cookie Factory! (ParserComp, not a review)

Sorry, the interface does seems like it might be quite interesting (it’s made for something called Thumby?), and this was seemingly made for a specific piece of hardware that’s being emulated which is neat. But after starting (and switching to QWERTY mode) I was looking at a really tiny display which was VERY slowly scrolling a room description at a glacial speed, typed in one command, and then I could just feel the seconds of my life slowly ticking by as I waited to read the response to scroll by, and I just decided to do something else; I’m not waiting 10 seconds for every parser response! Perhaps if I had an actual thumby thing in front of me instead of a computer, the novelty could carry more. I think part of what this might be doing is some of your keys are broken because it didn’t let me type “m”, which does actually seem like that could be a neat concept for a puzzle parser game.

6 Likes

Thanks for the review of The Woodcutter’s Quest. The ‘Garry’ that was thanked in the Adventuron version of John’s Adventure by Patrick Furlong was indeed me. Patrick was asking lots and lots of questions on the Adventuron Discord server and I was helping him out. At one point, I thought, “Geez, why don’t I just write this myself”, so I did. I made a lot of changes, mainly additions. Shaun McClure was fine with this. In fact, he said that the whole idea behind the game design in the book was to encourage people to implement it themselves and expand on it. It might be worth writing a post mortem after the comp.

I think your observations on the game design are spot-on. Shaun was designing and illustrating games in the golden era of text adventures (in the 1980s) when things were done very differently to how they’re done today. RAM was at a premium, puzzles were number 1 and story was secondary. Games were intentionally difficult, sudden death and guess-the-verb were common. The design in the book reflects this.

Once you get out of the village, the map is very linear. I was very tempted to remove some of the rooms that served no purpose, but I didn’t, as I reasoned that Shaun was trying to convey the long distance from the village to the castle. The animal barriers along the way were most likely just to add interest to this part of the game. It also gave me the opportunity to add some humorous Easter eggs. (There are lots of Easter eggs in this game.)

Regarding the golden frog, everyone tries to get this. Shaun said it was an intentional distraction to encourage you to stay in the swamp for too long and get killed, so I retained it, but provided a warning of your impending doom so that you had time to escape.

The Woodcutter’s Quest was a fun game to write and feedback has been very positive, so I hope it provides incentive for people to buy Shaun’s book, as it’s a good read. The design principles in the book are quite sound, even if the data for the sample game is a little “old school”.

3 Likes

I gave “The Most Valuable Card in the World” a run. I managed to get out of the bathroom without help and died twice. I flushed the toilet and searched the trash. Searching the trash is a death sentence and so is flushing the toilet. But kicking the trash isn’t nor is touching the wires. I’d say the way to get out of the bathroom had some moon pie in it but still humorous. I played it enough and because I played the other I had enough to rate this one. It is funny how the clerk shames you.

2 Likes