Dgtziea's IFComp 2025 Reviews (Lady Thalia and the Case of Clephan / WATT)

Hello.

Was a bit busy during these past 2 months so I just focused on playing through entries when I could during judging period, but have some time now to write down some thoughts on the ones I played.

Congrats to anyone who finished an entry and entered this year, and always appreciate everyone who judges, reviews, or organizes as well. It seems like a lot of review threads this year which is great to see, looking forward to reading other people’s reviews.

Reviewed:
Imperial Throne
Errand Run
Pharaohs’ Heir
Who Whacked Jimmy Piñata?
A winter morning on the beach
The Wise-Woman’s Dog
Let Me Play!
Murderworld
The Semantagician’s Assistant
you are an ancient chinese poet at the neo-orchid pavilion
The Witch Girls
Fantasy Opera: Mischief at the Masquerade
3XXX: NAKED HUMAN BOMBS
Monkeys and Car Keys
Detritus
The Little Four
WATT
Lady Thalia and the Case of Clephan

12 Likes

Imperial Throne

(This was a really early playthrough, so I don’t know if there’s been updates from the Sept 4th version I downloaded and played)

TADS strategy game, where you’re a ruler making decisions for their kingdom. Diplomacy, war, taxation, and construction are all under your purview, although military conquest and defence is what you’ll likely be focusing on the most. That aspect is a bit like Risk, where you have a certain number of troops in each region you can move around, and also generals you can assign to a region which makes those troops more effective. When you try to attack an enemy region, your closest neighbouring region will automatically attack.

Some helpful commands if you want to try this: COMMAND tells you a list of common commands (the game doesn’t give you too much instruction). X EMPIRE and X DEPLOYMENTS are both good overview commands for the military.

This made me think about two very different types of kingdom management games I’d played before. Reigns was a kingdom management game with a more narrative spin, where decisions were represented as a set of cards you draw through, and you only have a binary choice for each decision. Characters come to you with problems to preside over. Then there’s something like Civilization, a strategy game series where you get a whole bunch of information and stats menus to pore through, and a lot of different decisions you can make at any point, with a lot of granularity and fine control. Ostensibly you’re a specific historical figure, but really you’re a god puppeting troops around and zooming from one side of your kingdom to the other; there are units to control and figureheads of other civilizations to negotiate with, but no sense of real, living breathing people. Beyond the combat, Imperial Throne is a bit more on the Reigns end of decision making, though there is a bit of a sense of omniscience to things (and Reigns, thinking about it, did have a set of four surfaced stats that were quite important). You’ll get reports of different things happening (say: a new play comes out, a temple burns down, your northernmost region gets attacked, a princess in another kingdom gets married) but only ever through your one advisor in the room which you can never leave, and any action you take seems to push time forward. You don’t have to react to each narrative event immediately, but it’s certainly a good idea to react to some of them at least.

But this is a parser game, and you don’t get told what actions you can take in response to any of these events, and so I did find myself unable to figure out what I could do for some of them, and fumbling for the right wording for others. The game is very open ended, with an explicit instruction to just try commands out. There’s one region early on with a certain resource which the game very obviously wanted me to extract, but I struggled to find the right actions it wanted (Gold. Found the region with gold, obviously game wanted me to get it. But took a bit to find the commands to get it). There’s also a lot of characters that the game seems to want me to do something with (warriors distinguishing themselves on the battlefield, named characters popping up in events), and there’s a HIRE command for example, but the game wanted me to choose what job to hire them for, and I couldn’t figure out any jobs the game would accept. So there’s a bit more fumbling around here than in a more convention-based parser game.

It does soon becomes evident that this is a bit more of a series of narrative events than an attempt at a deep strategy simulation. You can’t (and aren’t expected to) track budgets, or resources, or really ever get a precise idea of how your kingdom is doing (there’s no culture or happiness or budget stats); it’s just through the narrative events that you find out what’s happening. I did wish at times to know, for example, what my list of current allies were, but that didn’t seem possible. There’s a lot of names and regions, so I found myself scrolling up quite a bit to find the name of something referred to earlier, because they might just get referenced that one time.

Still, I did really quite enjoy just seeing what new events popped up and poking around figuring out what commands it accepted for quite a while. There’s a neat variety and sense of range to the events, and a fun sense of putting out fires and gradually feeling like you’re advancing your empire in the right direction.

Eventually, after conquering a couple neighboring kingdoms (which took a number of somewhat repetitive ATTACK turns) I was left with two remaining enemy regions: tribesmen to the north which was actually several tribes, and another enemy which specialized in pikemen which apparently my basic troops lost to (unit type hadn’t really come up before that). Both enemies were a bit annoying to attack, and I’d grown tired of all the repetitive fighting anyhow but there didn’t really seem to be any diplomatic solutions with those two either. I limped to an ending with some rebels knocking on the steps of my capital, but thankfully the game ended before that, with me having reached my twilight years as a ruler having expanded my empire. I assume I hit a turn limit.

The freedom of the parser led to occasional frustration; your advisor could perhaps just tell you some options for each of the events? I don’t know if having to guess the right actions added that much to the experience, though I could see how coming up with the right action might be cool in a few cases. I did also feel like I wanted to pull up more information at times. I think for a parser game, skewing even more narrative would made sense, but a more strategy-intensive game could also be interesting. This didn’t fully nail down the mix between the two, though I did think it was interesting to see it tried within a parser. I did mostly enjoy my time with this, up until the endgame when I was tired of constantly pushing troops outwards, and it didn’t seem like there was too much else I could be doing at that point. In the end, reacting to the narrative events felt fun throughout, while managing the troops wore thin.

10 Likes

Errand Run

Twine, short. You’re on an errand run to the supermarket for some groceries, trying to just go about your normal routine. Hey, chin up, you just gotta keep moving on with your life. No sad girl summer for you!

Some good use of text effects. I think this story is effective. I DO have slightly higher expectations on execution for such short pieces as this: I thought the exposition was a bit back-loaded (but maybe that’s unavoidable for the story) and some of the inner monologue is slightly off to me: it’s sometimes written like how someone might talk or write online, but it didn’t come across to me like how someone would think to themselves. Did like the use of the quote at the end, a good ending note. A solid short story.

Spoilers

So what’s this going for? It seems like the story of someone just going to the supermarket like normal, picking through produce and deciding what to buy. But then it turns out that there’s been some sort of rapture event causing a lot of death and violence in the aftermath, and this errand is your coping mechanism, a way of trying to pretend everything is the way it was before. But it’s not quite a horror story shock twist reveal, because this tips its hand quite early that all isn’t well with some of its text effects. Instead, it’s more like a tension as you anticipate learning about what’s actually going on. This tension is effective. There’s a lot of small clues in how everything is described as well, which become more obvious as you go along. The shopping doesn’t really try to get you invested in the choices, or at least I didn’t really think about whether to buy onions or not, all that much.

Instead, the game does two things I found interesting. One is its use of hypertext: timed text and interruption and color and spacing. It feels like these sorts of effects have been resurging more often in Twine entries recently? But this uses it sparingly, and well.

The other thing is its use of second person. Two specific lines, after you suddenly remember that your neighbor is dead and you’ve been trying to suppress that knowledge: “Don’t act so suprised[sic]. You were there, weren’t you?” and then later on, “And your brother. Remember?”

So this is a use of second person where the player character has been dissociating, and their own narration is calling themselves (or ourselves) out. There’s a schism in the protagonist’s mind, and the text effects and these two lines are when that suppressed side of their mind is breaking through. The second line I quoted, the “And your brother. Remember?” did briefly take me out of the story a moment, just because it felt like a heavy prod of a setup for exposition. Like, are the sides of my screen going wavy there, are we about to enter a flashback sequence? Yeah we are, but the details end up a bit more interesting than your standard zombie apocalypse.

10 Likes

Pharaohs’ Heir

Light puzzle game written in Ink. You’re being interrogated by the police over the destruction of a prized national artifact, and have to explain your day. A bunch of statues and Egyptian artifacts and symbols are involved in your adventures. Remember that scene in Indiana Jones where he goes underground and has to align a scepter to reflect the sun a certain way, to reveal a location on a small city model on the ground? Stuff that’s a bit like that. The story involves an ancient Egyptian ritual, and wait, how does it make sense for you to keep changing what you do earlier on in the day, with knowledge you glean later? Hmm!

This was solid fun for the most part. The game had an estimated playtime of half an hour, though I think I might’ve taken a bit more than that. You do have to do a lot of poking and prodding around to figure out what interactions are available and sometimes what new interactions have sprung up, which is partly why I took a bit longer.

This is basically split into three different locations/scenes which took place at different times of your day. Maybe because of the way Ink is built, there’s a circular flow to the proceedings where the game sometimes will push you forward out of a scene if you pick the wrong thing to do, and you have to go back in again and again. In a parser game, the implementation might be to let you stay in a place and let you move between locations as you wish, but the weakness of that approach is that you might spend a lot of time spinning your wheels in one location, when the thing you need to do is elsewhere, whereas here, it’s always fairly easy for you to exhaust all the options at a scene and know that you need to look elsewhere. One thing this has over how Twine might by default handle text is that you can always scroll back up to see all the text you’ve seen before, which ends up being very helpful. Taking notes would also help a lot because you do have to reference specific orders of things. It’s a lot of learning information in one place and then using it in another, and it isn’t always straightforward which scene to look at next.

There’s one part involving colored pots which was a bit laborious if you do a step wrong and have to start again, especially since there’s a specific trick that you have to pay attention to catch; I thought it was a fairly neat riddle involving aligning two different sets of information together, which just about cancels out how mildly annoying it was to have to redo the process twice over when I made mistakes. Washing and then coloring the pots felt like it didn’t need to be a two step process and could’ve been simplified. But that puzzle itself I thought was very neat.

Only step I really felt like I wasn’t guided towards at all was having to look at the sheets. I didn’t know to do that, and it took me a while to stumble across that action.

There’s just enough story and character personalities to hang the puzzles on; I didn’t particularly think too much about the whole back-and-forth-in-time part of the story, but I think it justifies itself fine just as something needed for the puzzle to work.

Had a nice time with this!

9 Likes

Who Whacked Jimmy Piñata?

What a title! I’m looking at the IFDB, and it seems like this is part of a series. I do remember seeing those other titles before now that I think about it, but this is the first in the series I’ve played.

Parser puzzler. I feel like I might’ve taken more than two hours. It’s a detective story set in a world where all the characters are… like, food items, or at least food related. You’re a gumball, and other characters include Candy Kane, Father Wafer, Officer Bagel. You’re trying to solve the death of Jimmy Pinata, and there’s a lot of fun noir parodying/homage here along with all the puns.

A lot of the game seems focused on–or at least spent–talking to people. This allows the game to really shine a spotlight on some of its strongest aspects, which are its characters and the world it’s built. The dialogue system is ASK person ABOUT topic; the amount of topics the characters respond to here is admirably large, and there’s bolded keywords in their responses that point to more things to ask about. Responses were quite short, one or two sentences, so it does feel like I spent quite some time just extracting every drop of conversation from each person. These people, most of whom were uh, let’s say criminal adjacent at best, were surprisingly forthcoming about chatting to you about, say, the local drug trade. It’s solid hard-boiled dialogue, and characters give you incomplete pictures of what’s happening, so the biggest puzzle of all seems to be piecing it all together. But short responses, lots of topics, lots of typing ASK blank ABOUT blank. When it come to dialogue systems I think I generally like using TALK TO or numbered menus more than ASK/TELL (less typing, generally leads to more natural dialogue) but that’s maybe more personal player preference.

But there are actual puzzles as well, which I just… wasn’t able to solve. After the intro, I looked around. The map isn’t that big, but there’s a lot of things to look at, lot of people and a lot of topics to talk to each of them about, and no specific sense of where to start or where to go next. Which is fine enough; I look around, and find about six locations where there’s either a locked door, or someone blocking my path to another room. One issue I ran into is there’s some non-obvious dependencies because some of those locked locations are solved using items behind another blocked path, but I was focusing on the wrong one to start with. Two puzzles were open to me from the start, but I thought I needed to look elsewhere for more info to solve both of them. Part of it might be all the talking I’d been doing; I perhaps got the wrong idea from all the dialogue options that this was more of a talking game, so I thought I’d talk to people and pick up leads, and then those leads would naturally guide me to what people to investigate next, and I’d also maybe find dirt on people so I could lean on them more.

Spoilery explanation

The bookstore was one of the places solvable to start. It’s a location which I don’t think anyone else mentioned, and Jawbreaker is guarding the back, some people have mentioned him. But I don’t know anything about the bookstore or why Jawbreaker’s there. I’m looking for a password, but I mistakenly figured I’d have to learn something about Jawbreaker, like his favorite song or something to figure that out, and I also figured I’d maybe learn why I wanted to get past Jawbreaker before I’d actually have to get back there. I mainly focus on the VIP lounge, since a lot of people are mentioning it, I know who’s in the lounge so I know why I want to get there, and I even see a lot of clues for what the solution there involves. It seemed like a lot of things pointing to it as the place to start. The church I also don’t look at too much yet, because I thought it just seemed like it’d be more of a talking puzzle where I eventually would’ve learnt something that I could guilt trip the Father with into confessing, and then he would’ve let me up the stairs. That’s not a good assumption on my end, but I just didn’t think about trespassing as an option yet. The boat makes it clear what type of puzzle it is so trespassing IS on the table there, and I poke at it a bit at the start. Eventually I also had to look at hints because I tried chewing but not licking the taffy, so I had the right idea but the wrong verb. I finished the chase sequence scene which was fun, but I was asked who I thought it was by that character you meet and I really didn’t have any clue yet (I suggested Big Hunk since he seemed to know some stuff he wasn’t sharing). But my conversation with that character post-chase made me think I should’ve had more idea about what was happening by that point, because they mention that killing Jimmy wouldn’t stop them from selling, which seems to presuppose I know a lot more about what’s going on than I actually did. This character, Big Hunk, and the character on the boat all seemed to know at least a bit about what happened to Jimmy, but none of them really told me a lot about him, and there’s no real way to press them any further.

I kept playing, and eventually I felt like I’d been going too long without any progress so I looked at the walkthrough. That got me into two places and gave me a bit more evidence, and I eventually started accusing people and I did get the ending, but without really having an understanding of the central mystery of what Jimmy Pinata was involved in until I just read through the walkthrough a bit more. Didn’t really know who the rucksack belonged to, and also found the balloons off with walkthrough help but don’t know how I would’ve known their significance. So the only clues I feel like I really picked up on myself was the smell on the tire iron and the nougat on the keypad, and the things people told me. And the hitman was obviously either tied to the bookstore or framed like they were.

Everything beyond of the puzzles certainly seemed to be quite good, and the puzzles do seem generally reasonable enough in retrospect, if you go in with a more of a cavalier attitude towards private property then I did. Which you should, it’s a parser game after all. The clues to the mystery do seem to come together in an interesting way as well once you know what you’re looking at; there’s a chance I just missed some clues or just wasn’t able to interpret the ones I had. The writing is fun, the setting and world is vivid and well put together, and there’s lots of neat characters to talk to.

9 Likes

A winter morning on the beach

Wha? There’s a chance I missed something with this. It’s short, if you want to try it out. Parser game, puzzleless. The experience I got was a bit perplexing. The entry DOES list “experimental” as its genre…

It starts off on the beach. You have a daily goal of 10000 steps that your doctor set out for you. There’s an explicit steps counter.

It’s a parser game, but some of the description text is clickable, so if you click on “sand,” it’ll bring up a couple of verbs you can use on it. I thought this might be like a meditative nature walk type of experience at first, something like Ocean Beach or The Fire Tower. But… there’s not a lot to look at, and the descriptions seem quite unromantic about your surroundings. I tried only interacting through the clickable text at first, which leads to some odd interactions like tasting the sand, which you’re then rebuked for trying. If you stay in one place for too many turns, you get pooped on by seagull and you have to go home and change, game over. Restart? I spent some time just clicking on text and getting game overs, before eventually trying to type some commands. Turns out the clickable text doesn’t encompass all the commands you can do.

But the stoic descriptions, the lack of any other people around… and then the only world-building I could see being that the beach was split off into a bunch of numbered zones, and every time you restart you’d begin in a different zone? I was thinking maybe it was maybe going to be a Rematch-lite type of looping meta-puzzle at this point, and that some sort of dystopian twist that was coming. Didn’t ultimately encounter that though.

I just keep moving along the beach, and a bunch of mildly monotonous turns later, I reach my step goal. There’s a small interaction. I get a “What a wonderful day!” ending. I feel like this is giving me a couple different tones that I’m unable to tie together.

So assuming restarts didn’t matter, all I did was WALK repeatedly. Took breaths when it reminded me to. Looked at some signs. Occasionally stopped to see if anything had changed. Once I got my steps, I was on a walkway. Found a toy car. Entered a building. Gave the car to a crying child. Got some good news about a grandchild. End.

5 Likes

Thank you for playing this little game.

As I explained in the postmortem this is only a tech demo to check out the hyperlinks, the html/css interface and the progressive web app.

The “experimental” and above all the nickname “e cuchel” (again see the postmortem for more details) had to emphasise that there was something strange underneath.

As I said to everyone, thank you for your comments, which allow me to understand how the features I wanted to try out are being received.

3 Likes

The Wise-Woman’s Dog

So this is quite a polished puzzle parser game. Not surprised it placed high!

You’re a magical shaman’s dog. Your owner is bedridden with some sort of powerful curse, and you want to cure them. Dog player-characters are surprisingly not that uncommon in parser IF as I can think of a few (normally smell plays a bigger deal, and maybe you can only carry things around in your mouth) but here your owner has also given you a few gifts: you’re smarter than the average dog, and you can also carry spells around. To be specific, one spell at a time. That’s the basis for most of the puzzles: figuring out how to carry and use the spells you come across during your travels, as you travel from your small village to a nearby city in a quest to find a cure.

There’s a lot of really neat thoughtful quality of play accommodations. An ASCII map will show all the places you’ve been to and also points of interest, including puzzles you haven’t figured out yet. You can also bring up a list of spells. You can ALSO bring up a list of places you’ve seen where there’s still a puzzle to solve. And you can also FETCH spells at any time, and if it’s possible to do so, you’ll just automatically go and grab the spell you want and then travel back to your location (It’s a bit similar to what Hadean Lands did, how it auto-performs tasks if it’s possible to do so). This all means that I felt encouraged to keep exploring, always with the ability to look up what other places to go back and poke around in, to never feel directionless or like I was forgetting anything, and to not have to juggle too much information at once. Which is all magnificent, it’s very well implemented, and leads to a really pleasant experience.

There’s a bunch of world-building here; some of it might not be relevant to a dog just passing through, trying to cure its owner (like here’s a long soldier’s conversation that doesn’t seem to have anything to do with what you’re doing), but it leads to a feeling of a fully formed world since everything seems to have been thought through. Lots of the world building comes into play in some of the puzzles.

Hiding some text here so post isn't as long

It’s a great game, polished! It’s split into three chapters: a short intro in the shaman’s house, one in the shaman’s village, and then one once you reach a nearby city. I did enjoy the village section tremendously, and slightly cooled on the parts in the city. It felt really great helping out all the villagers and their troubles, and it felt like I was learning more about the village as I got to know each of their problems and also their whole taxation system. The city by contrast felt like a place of strangers–which yeah, it should–but outside of a person you see on the dock when you first get there, there aren’t obvious problems to solve like in the village, so I wandered around until I realized that everything revolved around two vendors: you’re solving puzzles to get objects to sell to one vendor, so you have enough money to buy these two magical items from another vendor, the more expensive of which they say will cure your owner. And soon the corrupting influences of the big city have settled in and I’m bartering, stealing, trespassing, and breaking things in an effort to scrounge up the needed coin.

These two vendors felt like slightly unnatural fixtures compared to the fictional world of the village. They felt almost like RPG NPCs (bring me 10 silver, drop off your quest items at this location) displaced into a different sort of game. It’s also the realization that within this whole city across this fairly large map, it turns out that the only way to ever get any silver is from this one vendor standing in the corner. If the game had started from the city and the vendors had been presented upfront about their function to the player, I probably would’ve happily played along and solved the great city puzzles without a second thought–I play RPG videogames without questioning the quest-givers there, and I’m not thinking too hard about if everything makes narrative sense when I play Arthur DiBianca’s fun IF puzzle gauntlets. But even though the village is based around a similiar subgoal of solving puzzles to unlock the boat to the city, there’s an entire taxation event bit of lore to explain why the boat is waiting, and each puzzle is tied to a villager that has a story behind them. It felt like I was being presented with a different level of conceit for the puzzles in the city, and I did have to adjust.

My focus in the city ends up a lot more on objects (how to get them, their transactional value) and less so on people (learning about them, helping them out). I felt the tone shifting to something colder, and I didn’t connect that tone to any grander point made by the story. I wanted to go back to the warmth of the village, but I still needed to carry on with my mission. Which does sound like an interesting bit of empathy storytelling coming into play, but it doesn’t erase the distance I still felt.

None of this, by the way, was a huge impediment to my enjoyment of the game. But it’s just one of those small things about my experience that makes me want to write through why I felt a certain way, and it’s hopefully interesting.

Puzzles are fair, some are quite inspired, and the whole spell system was fun throughout. The thing you can buy in the mid-game was a great moment, once I realized the possibilities it opened up. I solved enough puzzles to end the game but there were still a couple left, which the walkthrough seems to say are supposed to be optional challenges. Looked up hints for two things: how to get the wind spell out of the house, and how to get past the tapestries. The latter did make me feel bad, because I ended the game with a cured owner but there’s also a temple about to burn down, which I did not figure out how to warn anyone about; Sorry, people in the temple. The other thing about the city was, there were a bunch of items you could sell but which seemed very ominous if you did so, I quickly did an UNDO for the first one of those I sold, and really avoided selling any of those items until I reached a point where I couldn’t figure out anything else I could do to finish the game, and a peek at the hints didn’t seem to reveal any huge swath of more benign things I’d missed.

A really polished and strong puzzle parser game with a neat magic system, interesting characters, an interesting world and really well implemented and helpful quality of play additions.

8 Likes

Thank you so much for the review, and I’m so glad you enjoyed it!

And since this is after the comp, I’m a bit more free in commenting: there is a way to put out the fire at the temple, and it’ll also earn you enough extra treasures that you don’t have to offend the gods at all. If you’re done puzzling—which is very fair after all that!—there’s a hint that spells out exactly how to do it, so you can just see the end result.

2 Likes

Let Me Play!

Let Me Play! is a choice-based game developed in Unity. Some nice art, and background music which effectively established a mood. At points, some of the dialogue choices became a bit hard to read (when the game is scrolling through choices before landing on one). I saw two endings, there might be more.

You’re ostensibly watching a play, and you see all the characters on-stage visibly choosing their dialogue options in the text box area below. Eventually, you, as the player/audience, can interrupt the play, demand control over the dialogue, and it spirals from there.

The first playthrough, the director comes in and objects to my demand. I’m given a couple choices, including one to just leave. I’m someone who will ALWAYS turn down a call to action or whatever the game is obviously pushing on me as the “correct” choice given the first opportunity to do so in these sorts of meta-games, so I left. That’s that apparently, credits rolled.

If I wasn’t trying to judge things for the comp I would’ve stopped there, because the game had not really sufficiently hooked me enough for me to want to play it again from the beginning. I felt obliged to give it another shot though and make some different choices.

Second playthrough was longer. But… we’ve seen lots of meta games about choice before. We get some every IFComp, and hey, maybe I’ve just played way too many of them, and other players might find the experience a bit less well trod than I do. But my 2nd playthrough spun its wheels quite a bit, trotting out a bunch of different characters to dialogue to me about why it can’t cede control of the story to the player, without ultimately landing at any greater point. There’s an idea: it’s a play! You’re a player that wants to “play” the game instead of just watching. But there’s no characters with enough depth to like or dislike, no goals or stakes, no concrete reality or expectations to subvert. It goes off the rails very quickly, and soon sinks into a long stretch of similar-ish meta dialogue choices during the mid-to-late stages, at least down the path I saw. You don’t really have a goal; “keep on reading and occasionally clicking things until you reach an ending” isn’t a very interesting goal, and “try to make the game more interesting” is a goal that the dialogue choices tease you with, but which you unfortunately can’t really steer towards.

This game asks me what I, the player, want. I wanted, ultimately… Not a play. Not more of a game. Not more choice, necessarily. I wanted more of a story that got me invested. This seems to be earnestly trying to work through some ideas about player choice versus story linearity, but it isn’t quite able to draw itself or the player to any strong conclusions. There is effort here though, and I did appreciate its desire to try to explore a slightly unconventional narrative (meta games might not be a novelty anymore, but this is still trying something).

7 Likes

Murderworld

An X-men fanfic parser IF game. Long and puzzle-focused, with lots of moving characters, and across several acts.

There’s a short introductory vignette aboard their Blackbird plane as the superhero team returns to home base, tired from a mission, then a section where you get to choose a member to play as, as the team arrive back at their home mansion to find it heavily damaged, parts of it on fire. The team spreads out to figure out what happened and to make sure all the students and Professor Xavier is okay (or well, some of them do that). Then an act that involves the Murderworld in the title, as they’re kidnapped by villain Arcade (Sort of like a PG-13 Saw) and you take control of each member as they individually have to escape the little trap room they find themselves in before time runs out. Then a final act where you take down Arcade.

More text

I’ve read some of the X-Men comics before and am a fan, though it’s maybe more recent stuff than the era of comics I think this was going for? I did look up some well regarded classic runs at some point and read a few of them: I remember “God Loves, Man Kills” by Chris Claremont and a big story with Phoenix. The team’s always changing in the comics, but here it’s Cyclops, Storm, Wolverine, Colossus, Nightcrawler, and Dazzler. Dazzler’s the least conventional choice I’m pretty sure, but she’s got a novel set of light-and-sound based powers, and I can see how a lot of other candidates would have powers that are either overpowered (Any psychics could snap-solve the missing people problem) or would just have un-fun or useless powers for a parser game.

The mansion segment is the most impressive from a design standpoint. Six characters running around the mansion. You can choose one of them; the others will be independent NPCs, off doing their own things. I chose Nightcrawler here, because I wanted to see how his teleportation powers would get implemented (and I also kind of wanted to choose one of the less well known heroes because I figured less other players would pick him). One thing that becomes clear is that this is less like a finely honed superhero team springing into coordinated action, and instead something more dysfunctionally domestic. My character, Nightcrawler, wants to find a snack to eat first before doing anything else. Storm and Cyclops, the two natural leader types of the group, seem to be sidelined for most of the act squabbling over usage of the mansion phone. Colossus, the stoic, is the one that puts his head down and starts trying to put out literal fires, in the kitchen. I think Wolverine is looking for students, but he seemed to spent most of the act in one room. I had no idea what Dazzler was doing; she just hung around in the library for most of the act. I had to ask some of them for help at certain points, and you can also do things for them as well, after which they might move around the mansion of their own accord. It’s a set of six differently powered, differently motivated NPCs to design around, especially since each of the six characters’ playthroughs must have had to be tweaked as needed to provide an interesting set of puzzles for each of them. The ones for Nightcrawler are fine, but it felt like I spent more time exploring the mansion and just talking to the characters and getting to know the space and the team, which was neat. There’s also a set of students you’re locating who were all fairly interesting, with some providing a slightly less jaded perspective than their teachers (young love, a go-getter eager to help patrol, a gossip hound…) and seemed like original characters I think?

One thing I noted was how the NPCs move around. The general impression I get is that in the 90s and maybe the early 2000s, authors seemed more enamoured with the idea of more dynamic NPC agents. The idea I think was that it would be more interesting if the NPCS didn’t just stand in one spot all the time, so there’d be games where NPCs would walk from room to room in the same way your character does, and maybe even try to perform actions like the PC. I specifically remember Four in One, which is a 1998 comedic parser game where you’re trying to corral all four Marx brothers together to film a scene even as they keep running off. My inkling is that authors perhaps got less interested in that as time moved on, and started experimenting elsewhere, maybe more on providing narrative depth for the NPCs for example. Authors can also just teleport NPCs to rooms as needed as a way of moving them around, and I don’t think it’s a worse implementation from a player perspective unless you’re building something around timing puzzles. So the room-by-room shuffling around maybe has became a bit anachronistic now, in the same way scoring has taken a bit of a backseat. The NPCs in Murderworld do all move from room to room, and it leads to, yeah, something a bit classic and anachronistic feeling to me, but that feeling makes sense for this, and contributes to the throwback feeling of the whole thing.

The next section after the mansion is a bunch of individual scenarios you have to escape from, with timed game overs if you take too long. I started with Nightcrawler again, who gets a fun character-appropriate setup involving a pirate ship (I think the character just loves pirate stuff? I’ve seen pirate stories involving him before). Solid puzzles involving his teleportation as well. Colossus is the blandest character on the team, and thus he gets the most generic scenario (I got quite stuck until a bit later on when the game starts dropping increasingly obvious clues). Cyclops is slightly more interesting, he gets to use his brain a bit which fits him. Dazzler is a neat setting, a roller rink, though I wonder if the calculator puzzle is going to become outdated by when and maybe where you went to school. Storm IS quite interesting, maybe the most engaging puzzle in the game (there are more fun but also more slight puzzles later), though the map is extremely large and my careless meandering meant I ran out of time and had to reload twice before I could quite figure out which of the four locks I’d disengaged the wrong way in her section. Wolverine also seems to have a section that more work’s been put into, as he has to help some robot workers figure out who killed their coworker. And there was also another approach during his section I could’ve taken according to the walkthrough. But I also ran into the time limit a bunch of times with him. Part of it was even after finding the secret vent, I was still invested in trying to help the robots instead of just trying to escape. I mean I guess Wolverine isn’t the most “save the cat from the tree” type of hero around–infamously so!–but I promised to help, and I wanted to actually solve the mystery! Maybe there WAS a way to solve things for them, but I didn’t find it and just ended up leaving. The person who killed the unionizer is just their manager, right? I saw some semi-incriminating graffiti, but wasn’t able to do anything with it.

That section varied a bit in quality and depth, but then the last section really picks back up again, probably the best part of the game as we get into some old fashioned heroics and teamwork which provided a good contrast with the sections before and provided some really nice puzzles that utilized their mutant powers here in interesting ways as you finally take down the big bad in the end.

Some of the X-men dialogue sounded a bit off to me; Wolverine sounds overly formal at times for example. But then it’s a bunch of very particular affectations, it’s not like the characters are consistent across the decades or that even the paid comic writers always nail it. I really like the Astonishing X-Men run by Joss Whedon, but one of the big criticisms people have is that under Whedon’s pen everyone sounds too Whedon-esque and quippy. I think he still manages to make each character feel distinct, but other people–uh, I’m probably getting sidetracked here. Anyways, regardless of voice, the dialogue also sometimes don’t flow completely smoothly. I think maybe its sometimes dialogue tags being overused, like some of the “character says” tags could be removed in back and forths, and also sometimes the emotions of certain lines come off a bit flat. Dialogue is hard and I’m not an expert, but something in my reader brain just detects some things felt off. One thing I did come to appreciate was how much character’s inner monologues gets a “Nightcrawler thinks” tag attached to them. At first it felt like a slightly odd choice, although the perspective here is slightly different from most other parser games in that it’s third person and a bit omniscient, and then I recalled how much classic comics used to use thought bubbles, and the the thought tags suddenly seemed to make sense and reflect that time period quite well.

The mansion part is decent, and then the Murderworld sections did feel a bit up and down. If the game had ended there, I would’ve found this fairly good, mostly admirable from a design ambition standpoint. But the last section really does elevate the pace quite a bit and end on quite an enthralling note. And even though all the sections preceding it aren’t quite as exciting, like I said, they end up providing some fun contrast in terms of how the characters behave to the last section. I did also really appreciate the love letter nature of this to something I’m also a fan of.

8 Likes

The Semantagician’s Assistant

This is a relatively challenging one-room puzzle parser game. It’s one of those games that is both relatively short and which can take a long time to solve if you can’t get on its wavelength; I found it both frustrating and rewarding at different points.

After a short intro sequence, you find yourself in a magician’s dressing room. You’re trying to interview to be their assistant. The magician isn’t here, though, there’s only a talking rabbit in the room, and a bunch of magic trick contraptions lying around (rings, a wheel, a table that can split in half!). You’re told by the rabbit that part of the interview is getting out of the room, but there’s no obvious door or exit. And then the game literally leaves you to (their) own devices after that.

The biggest thing is there’s a lot of puzzle contraptions, which is fun, and not a lot of feedback when you’re figuring out how they work, in some part because of the type of puzzle this uses. So either you’ve figured it out, or until you do, you’re stuck and the things you try will just give a general fail response. There’s a logic that it seems like you can generally work out (one exception, for me at least), but this is a puzzle game that I think prizes the mystery box element of its puzzles and does not want to give away its own tricks too easily. It wants you to master them all yourself. There’s an NPC (the talking rabbit) that you can ostensibly ask for hints, but outside of what they have to say about the seven or so main contraptions, I didn’t find them all that helpful in pointing me in the right direction for anything else. They tended to just state things that seemed fairly obvious to me, and you only get the one response for each thing. However, I’ll say this basically has two major puzzle objectives, each of which comprises several smaller steps, and the feeling of finally figuring out one of those smaller steps and then suddenly seeing all the rest of the steps I needed to take fall into place in my head and flying through them was fantastic, and slightly different from what even most other good puzzle parser games will provide.

Spoilery discussion of my experience with the puzzles since the game doesn't make it immediately obvious

it’s a bunch of wordplay puzzles where each device does something different, and you have to figure out what they do as well as what object you use with each. The first time I played this, I found three items, and couldn’t find a use for them as I tried them with every contraption. I had an idea that it might be wordplay-based because of the game title (I was also suspiciously eyeing the “won” object which, I mean, why else would you make that an item?) but couldn’t make even the first real step towards solving anything, so I moved on and played other comp entries; if I couldn’t even get past the first step then I didn’t feel like even looking at more explicit hints. On the last day of IFComp judging, I tried playing again, found one more item, and got a lot further. Made decent progress and was enjoying myself, finally started to get onto the wavelength of what the game was about. I found out how to use the wheel, which opened up a lot of potential combinations to think through, but I really couldn’t figure out what type of object I’d be looking for for opening the robe which was what I was trying to figure out, so I was stumped and finally looked at the walkthrough, which gave me a solution I felt went against the logical rules I thought were there. Which felt like an even bigger mini-betrayal than when it’s just a logical leap. Why, I thought, if it can affect just the part of one item in this case, why wouldn’t it affect parts of other items at other times?

So yeah, it took me a while to get really get started on the puzzles as I was initially unable to find the first step in solving the first real puzzle and I stopped playing, then I came back and started getting the hang of the puzzles, then I got stuck at a problem which fell outside of the logic rules I assumed were there in a game where there’s already a lot of possibilities to consider. So I looked up the next step on the walkthrough, which annoyed me enough that I gave up on it for a bit again. I returned to this after the comp, and after doing the unintuitive-to-me step from the walkthrough, I was able to pretty quickly finish the rest of the game.

My reflexive reaction when thinking about this is to think that this game could use a more gradual introduction of potential moving parts: less inventory items that don’t do anything at the start, and maybe you maybe don’t reveal all the contraptions at once and instead only discover the one you need next after you solve a preceding puzzle first? Less things to think about, and the player would have to prove they understood a mechanic by solving a small puzzle before presenting them with another contraption; no player is left behind. But I’m trying to think about what the pros of a more open approach like this are as well. I think it maybe WAS more rewarding to figure out what each contraption did in this setup? And the step-by-step approach might feel more artificial and hand-holdy by contrast? It did feel good to figure things out on my own, play with all the contraptions in a more toy-like and sandbox-y fashion.

More spoilery discussion

The most obvious comparison that comes to mind with the wordplay puzzles is Counterfeit Monkey, which gives you that step-a-step experience and teaches you things as you go along. Lots of constraints carefully removed at the right points, a very careful rationing out of options at every set of rooms, with story and world-building also carefully portioned out with the puzzles. You don’t need to think about bringing the player along as much if your game is mostly inventory-based parser puzzles; there’s a basic literacy you can assume of the player, I think? But it’s different with a more systemic and novel mechanic, and the nature of these sorts of puzzles is the player is always going to need to just sit and do a bit of thinking to figure out the right words, as there’s a limit to the amount of feedback the author can really give to commands. I also don’t remember Counterfeit Monkey giving me the moment quite like the one I mentioned before, about examining something (the dollhouse) and having a bunch of things click into place in my head as I could suddenly see the domino set of actions I needed to take to solve the bigger puzzle.

My overall feeling is outside of my general confusion on finding the first step in the dressing room and the logical hurdle I found later on, this worked well, but both those moments did make me stop playing for a bit. The intro also used a different puzzle than the rest of the game, which didn’t help. There’s a fun setup and puzzles involving a lot of inventive puzzle contraptions, even though the contraptions are mostly fun at the moment when you figure them out and remain inert until then. Outside of those tougher spots I encountered, I quite liked solving the puzzles, and it felt extremely rewarding at times as well.

9 Likes

you are an ancient chinese poet at the neo-orchid pavilion

I played through this once during the comp and meant to give it at least one more playthrough before judging it, but I didn’t end up circling back. It’s also been a while since I played it now, and unlike some of these other reviews, I didn’t write down any real notes or thoughts afterwards, so some details might be wrong and others are definitely fuzzy. So this might not be a completely sound review. But I did want to acknowledge the really interesting historical setting, and I wanted to reflect on the part that didn’t work for me.

This is written in Twine.

It’s ancient imperial China. There’s some backstory but the important thing is that you’ve been pseudo-anonymously writing poetry, and the emperor has taken notice and invited you to a gathering at the palace. You’re going to present a poem there. Through the gathering, you will explore the outside of the palace, talk to other people there, and then construct a poem about that night. This poem will effect the thinking of the emperor, and afterwards, the player gets an epilogue detailing the cascading effects of their choices: on who gets the throne, who lives and dies, who rises and falls.

The poem’s effects reminds me of Floatpoint, which is my favorite Emily Short work, a parser game. In that, you’re a diplomat sent to an offshoot colony on another planet. Their planetary conditions are worsening, and you’re there to negotiate on behalf of mother planet Earth an agreement on what to do about it. You can walk around and explore the colony, learn background about what’s going on, and, as is tradition, pick out a gift to present at the beginning of the negotiation that signifies the diplomatic relationship you see between the colony and Earth. In a way that reminds me of how some cultures have different honorifics depending on age and status between people, your gift represents the way your side sees the colony going forward. You get an epilogue afterwards in Floatpoint as well, detailing how the negotiations went and what happened to the colony afterwards. Books sometimes use epilogues to detail “the rest of the story” and this is a really cool idea to see in interactive narratives as well; what better way to make a choice seem meaningful than to see their cascading effects on history?

The poem construction, the setting, and the backstory is really interesting. But after meeting the emperor, you walk around a bit, and can choose to visit different areas of the palace courtyards and meet with different groups. One area had some revolutionary types (“The Conscientious Anarchists”), loudly discussing their plans to overthrow the emperor. I did find it a bit odd for invitees to be discussing as openly as they do their plans; regardless of the political climate or whatever political speech freedoms there are and aren’t, it just seems impolite in general to accept an invite from a political head and then discuss at their party how to remove them, doesn’t it?

Regardless, they ask you about your opinion on… I think political expression. And I didn’t know what to pick.

There’s this issue I’ve sometimes run into playing Choicescript games especially (but other choice systems as well). I understand the appeal of putting yourself–or an idealized version of yourself–through a story, so picking gender identity, romance preferences, race, eye-color, etc. Dilemmas, where I’m able to put myself into the shoes of the character and make decisions that way can also be fun: so like, CYOA type choices where I’m choosing between the more dangerous or the longer route, choices where I can see possible repercussions and weigh them.

A type of choice I struggle with are ones where it’s more asking me what type of role I want to play in the story. Am I brash, or sincere, am I stealthy or a strong negotiator? What kind of story do I want, I feel like it’s asking me. So if I’m being asked what my opinion on political dissent should be as a Chinese poet, it’s not like I just answer based on my own views; the settings and contexts are all different for one thing, but also if I’m trying to define a character that creates an interesting path through the story, I find it hard to create a consistent image in my head off these on the spot choices and then follow through with them in any later choices. The on the spot nature is also a huge part of it; in Floatpoint, I can wander around and think about the gift, but here, all I’m doing is staring at two choices. The river only flows one way.

So okay, back to the political dissidents. What’s my opinion? I don’t know yet! The character I’m playing as has a backstory, but how would that backstory effect their views? Does either answer seem like it’ll lead to a more interesting story, which is how I might make the decision otherwise? Are there repercussions to picking either choice, is it that type of game, will the emperor hear about this? I didn’t know. I think I decided to pick no to what they asked me. There was also the “Lotus Bud Eaters” group I met after that, but I don’t fully remember what they asked (all I noted down were the names of the groups I met during my playthrough). Perhaps because I answered arbitrarily, I remember finding parts of the epilogue a bit confusing as to what caused certain things to occur even if I did like seeing what happened.

There’s more peaceful parts of the palace, more nature oriented scenes. Those were nice, tranquil. There are two other characters, a general and a princess. You can talk to one of them, and I think you can basically choose to support one of them. That’s the type of choice that I find easier to make, thinking about other defined characters and choosing which to support.

I got ending 4/23. I enjoyed constructing the poem, which is done one line at a time based on which places and people you saw and met. It’s a really interesting setting and backstory, and I really like the poetry angle and the whole idea of constructing a poem and seeing how it shifts the political currents in the epilogue as well. That’s a powerful idea.

7 Likes

That’s all the stuff I played during the comp period, now we’re into stuff I played afterwards!

The Witch Girls

Twine choice-based story. The prose is strong, with an excellent build-up of tension. You’re a thirteen year old girl, and the time period is like, you have a cell phone but there’s no social media yet. You and your friend are enamoured with the idea of getting boyfriends, because that’s what all grown-up girls want. But why not dabble in a a little bit of witchcraft to help that along? Who knows how your little ritual will go?

Some background-appropriate piano music you have the option to turn off, plus font size and color options. The clickable text is helpfully color-coded to indicate the type of thing it does. Default green exposes more text when you click on it (the text is sometimes slightly disorienting with where it shows up, I think a slightly slower fade-in would’ve helped because it was sometimes hard to tell what text was added, but I got used to it). Pink underline is the keyword that goes to the next page. Really interesting design choice is with the brown keywords which are the branching choices. But they aren’t just multiple choice links at the end of a Twine page; instead it’s all implemented as cyclical keywords (as in, you click on the text, the text changes to a different option, and then your choice gets locked in when you click on a pink link to continue the story). A lot of Twine works will use cycling, but often, it feels like, more as flavor. Here it remembers and uses them as the primary choice mechanic. I quite like it! It feels like a more purposeful decision I’m committing to the page than with just clicking a link. At some points later on, the cycle keywords came after the “continue to the nxt passage” keyword, and I’d have to stop and think about which type of keyword did what and which one I wanted to click on first.

Almost completely beside the point, but it early on describes you being a preteen, and then later on as thirteen years old. I was a bit confused, but the story I think fits more for thirteen-ish. Writing is quite polished, only typo I saw was “purchaces”.

The story I saw down my path was excellent, with a sense of lurking apprehension; a story about coming-of-age teenage confusion and want, with a lust to fit in and stand out and be grown up and not be TOO grown up, either. It feels positively quaint because it’s certainly not a story that takes place within the social media age; at one point I paid extra to text a picture to my friend. The rumors and gossip all take place at lunch tables and possibly in texts, and information comes from a spellbook or text message and not just from the internet. There was a horrifying magnificent scene on a beach, vividly rendered, which does a really good job of involving and engaging me as the player.

The first ending I got did feel slightly abrupt. Still good. There’s a neat little flowchart that shows all the different paths after I finished, and I went back to my last choice and then picked the other option, and the ending I saw there left on a slightly stronger resonating note. With these types of stories it’s the final image or passage that really sticks to you. This was great!

First ending I got

Ending 1C: Together

10 Likes

Fantasy Opera: Mischief at the Masquerade

Written in Ink (I thought it was Choicescript but a lot of work’s been put into the interface).

You’re a PI hired to help solve a mystery. Police think something’s about to go down at an upcoming performance at the opera house, and you have to interview people and figure out what the suspects might have planned before they strike and ruin opening night. There’s an earnest evocation of the time period and setting throughout, inspired by 17th century Venice.

You pick some specialties at the start (maybe you’re a music expert, or you can recognize a lot of the powerful people in the city). These specialties will help you recognize and pick up on certain things during your investigation, and also bring up some special dialogue options, though I think this is aiming to have things be completely balanced no matter what you pick here.There’s also a dice roll mechanic which also depends on some of the customizations you choose to give you better odds at succeeding at certain actions (you can pick to be more observant for example), but the player is told that there’s no penalty for failing a roll. All of this stuff feels like its more like lightly customizing your story more than a huge strategy component, and it works fine on that front.

There’s a good focus on a handful of potential victims/suspects/witnesses, including performers, crew members, and even some shop owners that could know something. Dialogue mostly, and it’s solid dialogue, a solid sense of personalities, and the mystery setup and various details that emerge is actually a really well put together little puzzle in itself. You can start making deductions on what happened at the end of day one, and to solve it, you need to choose the right suspect, motive, and targets before they strike. A good range of possibilities, and though my sus-o-meter was ringing for a few of the details I saw (this thing that can only can be given over on the day of the performance? hmm!), it wasn’t immediately obvious what the entire solution would be.

Now even though this is called Fantasy Opera and the characters you talk to are orcs and stuff, I didn’t really think about this being a fantasy world too much, and. I mainly just regarded the characters as stylized humans. Was magic actually mentioned elsewhere because I didn’t notice if it was, and since I didn’t know fantasy magic was on the table this threw my deductions a bit off. I had the correct main suspect at the end of day one but not the target or motive yet, and I needed to think a bit bigger.

I think I missed an important dice roll on day 2, as a character ran in later and basically announced a clue I hadn’t gotten, to me. Once I had that clue, I was able to solve the whole thing after that. Day one–when the mystery was still wide open so anyone could’ve still been a suspect and I was still really poring over details–felt slightly more engaging than day 2, when the interviewees are a bit less central and the details start to get filled in more emphatically. It was a solid mystery overall! Though catching the suspects after the solve did feel semi-perfunctory; the whole dice roll system, I dunno, you can’t really strategize or role play around the results exactly, but I rooted for the rolls to hit of course, so I suppose it did do its job.

There’s an optional romance, and it wasn’t as if I was that invested from the few lines I said to them in the… I think they were a makeup person, but the date scene was fun and cute anyhow, and at times more high stakes than the central mystery! (that’s not a knock on the mystery, but oh wow those questions, I felt the pressure!).

Final Score

The Investigation

The correct suspect (Lord Vulpetti): 20 points

The correct target (the audience): 20 points

The correct motive (revenge against Angelo): 20 points

Helped to catch Lord Vulpetti’s accomplices (2 out of 2): 20 out of 20 points

Extra Credit

Uncovered the Valfiore family conflict over the oceanfront estate: 0 points

Summoned the City Guard within five or fewer pitches to Francesca: 0 points

Points Deducted

Missed bouquet clue during visit to Filippo’s: -10 points

Total Score: 70 out of 100

The End

Match at the Masquerade

Plan a romantic date with a member of the Teatro della Fantasia.

7 Likes

3XXX: NAKED HUMAN BOMBS

Written in Ink. A dystopian sci-fi satire, bold and imaginative. About… let’s say, intimacy and censorship. (This review’s gonna be a bit vague on detail, sorry! digital footprints, search bots, AI bots, etc). I think back to things I’ve heard people say about A Handmaid’s Tale by Margaret Atwood, about how that novel created a horrifying dystopian future extrapolated from current political tensions and winds. The magnifying effect of this also works similarly, as an effective commentary, though with a more absurd satirical hand.

A strong basic barometer for IF is if I felt really engaged to keep on reading or playing it, and this has that, I really wanted to see what came next at every point! There’s thoughts and ideas bursting out of every passage.

On a very high level, I felt like this spends slightly too much of its brief time on world-building and expositing specifics over situating its characters within that world. The 1st act sets both the world and your relation to it really well. The 2nd chapter with a character named Ollie seemed like it might be getting into commentary about the relationship between emotional and physical intimacy but never entirely gets there.

The 3rd act, I was confused through much of the meeting with the PM and what exactly their proposal was that wouldn’t match what the revolution wanted; it was made clearer at the end (expression) but I couldn’t fully track the characters doubts with what the PM was saying through most of it. Also I did start thinking about why the political structure of the far future seemed so close to our own (and the exact same types of clothing attract the same effects as today? Clothing, desires haven’t changed at all, even though the nature of desire has changed so much? Quibbles, quibbles; honestly the 3XXX in the title is probably making me think about how little time it takes to change culture; if it was “2XXX” I wouldn’t think about it). The PM also just sounds eerily TOO reasonable to me. Like, all three of the characters in the meeting seem to think that the PM proposal is a small step, but it seems from everything I saw before that that it wouldn’t just be controversial, it seems like it’d be fully blasphemous in a world of such strict indoctrination.

But then realism and even neatly structured logic isn’t really what’s vital so much as the overall sentiment being driven forth in this, unbridled and roaming.

There’s also something to be said about the epilogue. Which breaks another wall down, between the author and the work. Between the author and the reader. This is also an intimacy, and vulnerability, and being human with one another. It’s something to hold onto.

6 Likes

Monkeys and Car Keys

I do always admire a well designed parser puzzle! It’s a skill I have a harder time wrapping my head around than some of the other IF related skills like prose writing or storytelling.

This one’s a focused parser puzzler, Inform 6. Just a handful of locations. I’d say medium difficulty? Not a breeze, but not overly difficult. There did seem to be hints if needed, but I never looked at them. Only a few major puzzles, not too long.

You find yourself stranded in the jungle. You have a jeep, but monkeys have stolen your car keys. What a bother. Get them back!

After that intro, I thought just from the premise that this might be a game where, say, I would gradually find things the monkeys had pilfered from my car, and then I’d use those things to solve more puzzles, all while moving deeper into the jungle until I reached, like, the king of monkeys or something. Instead of that more conventional approach of a bunch of small inventory-based puzzles, this instead introduces two major sort of puzzle-centric sections to solve, both pretty interesting and different.

A comparison to Monkey Island might come to mind with how monkey-centric this ends up being, but besides the monkeys, there’s also some of that Monkey Island style of more cartoony, silly-but-consistent logic baked in here. There’s also a bunch of funny descriptions of visual gags, and I could almost imagine how they might be animated in a 90s LucasArts graphic adventure as well. And yeah, the monkeys are very much in the vein of Monkey Island ones, in that some have different behaviours, and you need to learn how they behave in the context of how they serve the puzzles. There is no greater purpose that anything in this game serves other than to be bent to the will of the puzzle gods. Why are some of the things you find in the jungle even out there? Why does this certain monkey act a certain way? They act that way because Puzzle, Puzzle reigns supreme. Although maybe above that, why are some puzzles the way they are? Because there’s a pun involved, of course!

The first area puzzle is great, and figuring out what the statues there do is fun, a nice contained area to experiment with things in. Though that area was shaped like a diamond with ne/nw/se/sw directions which my mind can never really internalize, so I would’ve personally preferred cardinal directions instead. Second major area puzzle’s good also, with an absurd premise. The last section sort of feels like for a large chunk of players, it’d require some UNDOing or a reload if they stumble into the ending sequence without getting an item first; I didn’t have the item, at least, so I had to UNDO a bit. Curious how common that was. UNDOing a couple times wasn’t hard, but don’t think I had any clue what was going to happen. Seemingly needing to hit a monkey with a tire iron was also unexpected, but I did it–but getting to the top of the mound felt like it was set up to be really important. Your whole starting area is built around it literally, lots of seeming noise and movement up there, you try to climb up it and get an item, and then you finally find out what’s up there, and it’s a tire iron, and I fight a monkey with it? Seemed random.

This seems to be focused on presenting a few fun, involving puzzles, and it succeeds. Keeping it in mind for best puzzle type awards for the year (the statues specifically!).

5 Likes

RE: Fantasy Opera: Mischief at the Masquerade

It’s actually written in Ink, with a custom interface. :smiling_face:

7 Likes

Woah, but it looked so Choicescript-y! A lot of work went into that interface then. Thanks for the correction!

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Detritus

Twine. You’ve awakened on a spaceship. You don’t remember exactly what happened, but the ship is heavily damaged. You’re trying to stay alive and figure out what happened to the ship and your crewmates.

Congrats to the comp winner! It’s cool to see something slightly different win, a more system-based and mostly serious sci-fi game. This does has some solid puzzles too, though when I think about the experience I think more about its crafting and recycling mechanic, which works well in always reminding me of the whole survival and danger aspects of the ship, even if I never came close to actually dying (it was easy enough to always craft a spare O2 tank, or whatever the next resource I was going to run out of next was and carry it around). There’s also a limited inventory component. I played on normal.

The presentation is all excellent, especially the little typed display text from all the terminals. Excellent moody music choice. Great font choices. UI works well; there’s a lot of things to juggle and interfaces to interact with.

There’s a sodoku-like hacking puzzles to open some of the ship doors which I found surprisingly effective. Surprising because I don’t play Sodoku, so I wasn’t sure what to expect, but they provided just the right amount of challenge without ever actually getting me stuck, and they felt good to solve.

There are brief flashbacks to fill in story gaps. Lots of games and movies and books use flashbacks in these sorts of sci-fi settings (Project Hail Mary used them a lot, the book; I saw there was a movie version coming out). I think they’re fine, but I did feel at one point that it hadn’t seemed that long ago that I’d seen the last one, and there hadn’t been enough time or story in between.

There’s a really good balance between puzzle obstacles and resource gathering, a strong sense of what I might always want to tackle or do next that kept me focused and engaged. It felt oddly relaxing just finding the stuff in rooms and then transporting the stuff to the recycler. And there were small pockets of action and intrigue throughout.

Of the items, I did find all the datapads to be a bit unwieldy by the end. They contain the backstory snippets, basically, and I wasn’t sure if I should recycle them since I thought they might be evidence or something useful later, so I had them all floating around in the fabrication room. If I did want to look up the text on one, I’d just look through each of them until I found the right one. I suppose the regular videogame way to handle it would be to collect all the messages on some sort of journal interface menu, instead of having them as inventory objects? Not that bothersome, but noticeable.

I didn’t necessarily process the story too much; in broad strokes, I understood there was a corporate entity and a possibly rogue ship AI, but the brief flashbacks where a lot of the story is expounded are quite short and I didn’t feel like too much time was spent on getting any real sense of the characters, which is fine, focus lay elsewhere; instead what really comes through is the general atmosphere and the more immediate focus on survival, which were both pervasive. The story has a couple of bigger story moments, one of which is quite effective (the captain’s biometrics) and another which I found a bit confusing: finally getting into the cargo bay; in that moment I didn’t really understand what the AI was doing precisely and what its goal was, and nothing it was doing seemed quite as “big” of a line crossed as what I’d already done earlier to get on the elevator. I think this is one of those sections where I might’ve reread the pages in a book, but I just continued on here. I also don’t tend to try to puzzle out stories that you might need to piece together a bit; like there was a “figure out what happened” type of thread on here for Hadean Lands, and one this year for Type Help and those are neat, but I guess it’s not how I treat stories. What I did get were the general emotions in the cargo bay scene, the betrayal and the horror. There are multiple endings depending on some of your choices, including a big one at the end, and the endings were also quite interesting.

There’s also two particularly memorable puzzles, both of which I thought worked quite well: solving the biometrics which was just a really great moment, and getting the ignition parts reassembled which took a bit of thinking.

The title works in multiple ways: of course there’s the actual detritus you’re finding all along the ship, but also the bigger point about how you and your crewmates are viewed: as inefficient numbers on a spreadsheet by your bosses, and as bits of data by the AI. Your humanity is extraneous in the way they process the world, as meaningful as the irreparably damaged bits of the ship that you’re collecting, just things to be recycled into something that yields greater value.

Ending I got

96%

Locations visited: 14 of 14
Datapads read: 11 of 12
Schematics added: 10 of 12
Security-locked data: 1 of 3
Achievements: Recycled over 50 items (61) :white_check_mark:
Level 3 items: Multi-tool :white_check_mark: Large backpack :white_check_mark: MaxiRations :white_check_mark:
You chose to reconnect GAIL to the helm.
You did not think that people would care, and voted to go on strike.
You witnessed your original death.
You left GAIL ‘alive’ within the Rover bot.
You started as ‘Jean’, but ended as ‘Matheus’.
Ending (1c)
In the end, you sacrificed your life in order to destroy the ship and everything it contained.
…and were able to find enough incriminating evidence against the company.
You can load the most recent autosave to view the other endings.

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