dgtziea's IFComp 2026 Reviews

Hello. Appreciation, as always, to comp organizers, entrants, and anyone else reviewing!

Reviewed:
Gambler’s Quest
The Acquisition
The Copper Tavern
Alana’s Dungeon
IF Derby
Quackpond
Ruined Temple
See You Around
WITHOUT Corporation
A Triangle for Two
Black Thumb

Gambler’s Quest
Says it’s a game demo when I start it up. Seems to be a not-yet-finished, possibly untested text adventure. PunyInform, takes something like 10 minutes.

Fantasy setting, it does have a small little quests list that gets updated as the player does stuff. In some ways, kind of reminds me of 9:05: getting dressed, getting the mail, finding a weapon, but then this ends before you reach the end section and get to confront the king. Having a QUESTS command was helpful, meant I always knew what my goal was; NOT knowing what a parser game wants me to do always tends to be one of the biggest points of friction in parser IF. If this is from a first-time author, then this shows implementation of a few different things: it has containers and clothing, a quest system and scoring. It also does have a lot of unimplemented scenery, doesn’t list room exits, protag thoughts have quotes around them (which conventionally isn’t something parser authors tend to do? I’m wondering if this is an instinct from playing graphic adventures games?), and this has a very bare bones story. There’s some scenery items that to me, have obvious verbs attached to them which aren’t implemented: a fireplace you can’t “light,” an unmade bed which you can’t “make” or “clean.” (well, you can clean it, but you just get the standard response) and other verbs like ABOUT/HELP that don’t work. Also, I dunno how PunyInform handles transcripts, but it didn’t recognize SCRIPT (a quick search tells me it might be off by default in PunyInform) so I just made a manual transcript by copying from the scrollback in WinFrotz.

If this is a newer author or someone learning PunyInform, then this does seem to be a good scope for a starting project, with just a few little tasks and small interactions and rooms, and then to turn it from a demo into a full game maybe the next steps would been to implement a basic puzzle or two to complete the adventure, and then some testing. As it is, maybe not something ready for entry into a competition. It feels like, possibly, the author just ran into the deadline before quite implementing the final scene of their game (I finished the demo with 5/6 points).

transcript:
gamblers-transcript.txt (17.1 KB)

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The Acquisition

Short CYOA style Twine. An art dealer let’s you know that a drawing from an artist you love has gone on sale. The first choice you’re presented with is about whether you buy the painting you want, or ask your wife first. This is mostly–how would I describe the tone… sardonic? It’s a short satirical choice piece about consumerism and modern life, about a man who has grown dissatisfied with where they’ve ended up; could a painting–well, more like drawing–finally fill that void in their life? Some paths are shorter than others, though there’s a few slightly longer ones, and choices are presented like old gamebook choices, even including faux page numbers (“To purchase the untitled Glen Baxter drawing, turn to page 7.”). The prose is well written, literary, and this does have a good eye for sentences. There’s also at least one link that doesn’t work (ask wife > agree > page 12).

I’m not sure about the perspective: it’s second person and you’re making gamebook choices, but it’s also mainly a story about a man’s life that he feels he’s lost control of, and it feels zoomed out; sometimes events and thoughts are fast fowarded through and summarized, sometimes its overly self-aware and omniscient (the man narrates his own personality and feelings a bit too well), so I did reflexively think that this seems like it should be narrated from third person instead, at more of an ironic distance. The writing genre and short-form choice format seem to just feel like they don’t fully jibe, but perhaps that’s just because I’m not used to it… The ending/path I liked the most included a bit of a time jump at the end and leaned fully into absurdity (it’s the one which ends up in a dystopian future where you end up burning the drawing for campfire fuel), so possibly more endings could’ve also leaned into that sort of absurdity fully. There’s a path with a therapist which I felt like pulled back a bit at the last moment; I kind of wanted to see the ending where I eloped with the therapist! Since this is going for something more satirical and short format where the characters aren’t trying to be real and sympathetic, that’s also why I feel like spiraling into wilder directions during the endings of paths could’ve been appropriate.

The variability of path lengths–I hit a bunch of really quick endings near the start–meant that I felt a bit obliged to exhaust all the choices as a reviewer just to see if there was one particular path that was especially longer and more like a main/“true” path. Different events might happen across different paths, but they all tend to strike similar-ish final notes and themes; they’re all GOOD endings mind you, but they felt like… seeing a bunch of different attempts at the ending to a static short story. This is possibly something where as a player, you can stop once you feel you’ve explored enough and hit an ending you like. (There ARE some Twine choice-based piece out there which feel like they encourage their players to see every single ending…)

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The Copper Tavern

Short Punyinform game. It’s a vaguely fantasy world, but you also just start off with an AK-47 in your inventory! You wake up with amnesia, unsure how you got the weapon, and find yourself in front of a small tavern. The other items in your starting inventory–a lockpick and coins–are also described in a meta player-aware sort of way: the description for a tool says “a small set of various metal tools you’re not entirely sure what to do with and somehow forgot to mention at the start.” and the coins description tells you they won’t be useful. Lacks room exits, when you try to TALK TAVERNKEEP he tells you you can ask about various topics including his tavern but then he doesn’t respond when you ask about his tavern… It’s super short, with trivially easy puzzles which I ended up solving by just messing around, and it’s definitely under-implemented, but it’s the arbitrariness of the setting and quest and the lack of room exits which really are the biggest things. The room descriptions themselves are decently written, with a small bent of humor sprinkled in. I thought the walkthrough indicated there were multiple paths through this, but it actually seems like there was something upstairs I didn’t see, and it still let me win without it. Comes off as needing a bit more testing, and needing a few more intentional steps to do before the end, because as it is, it barely felt like an accomplishment for my character, felt like they end up stumbling into buying a tavern (and thus finishing the game) almost through sheer luck!

Possible easter egg: We’ve seen a couple multi-game meta-puzzle things in IFComps over the years, and there’s some chance this and Gambler’s Quest are somehow related. Their names refer to things featured in each other: The Copper Tavern includes a casino and gambling, while the filename for Gambler’s Quest is “tavernkeepers-tale.z5” (The Copper Tavern meanwhile seems to have been called “The Tavern Heist” when you start it up). Both entrants have authors listing just first names, both PunyInform, both super short, similar fantasy-ish setting involving a perhaps overzealous king. They do come off as possibly first-time authored games but in different ways; they don’t necessarily feel to me like something from the SAME author, at least on their surface. A few more similarities: both took the time to write and include walkthroughs which I do extremely appreciate, but it’s something I wouldn’t necessarily expect possible first-time authors to think to do, especially since Gambler’s Quest is unfinished. The Copper Tavern blurb describes itself as “an Interactive Adventure based on handwritten notes.” I’ll take a look at what other people have written about these two entries after this, just to see if anyone else noticed anything so far.

transcript:
tavern-quest-transcript.txt (19.3 KB)

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Oh! Now that is an intriguing theory…

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potential metaspoiler i guess? Hmm, Gambler’s Quest has ID 3432 and The Copper Tavern has ID 3433, the final two intents in the Comp…

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Agreed. I thought the same as you, after playing them back to back. If they’re not made by the same person, my totally unsubstantiated theory is that these two games may be the result of a semi-collaborative project (like a couple of friends decided to write their first IFComp entries together, with the same tools and story prompts).

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Alana’s Dungeon

A small Inform 7 game. Blurb says it was authored by a grandfather and granddaughter duo. Do I really want to nitpick the IF design skills of an 8-year-old? YES NO MERCY ALL ARE EQUAL UNDER THE UNYIELDING SCRUTINY OF THE CRITICAL GAZE (couple paragraphs now on the OVER-reliance on lock and key puzzles, WEAK story motivation, MIMESIS and map layouts and orc-in-cage ALLEGORIES–)

So this seems to be a shared family creative activity more than anything else, which is lovely. If you’re asking me to judge this within the context of the competition, then well no, it’s not going to win or anything, but I doubt that was the goal. This is an accomplishment of a different sort.

It’s a sincere little adventure, a self-described dungeon crawl with just a couple of rooms and locked objects and an enemy, with a few implementation holes. I thought the key in the desk was a fun little interaction, interesting if that part came from the younger author; it’s not like a full “puzzle” puzzle but it IS the sort of interactivity that’s always pretty neat to encounter in parser IF (and four drawers is just few enough before it might start getting repetitive). There’s randomized combat, but I never actually figured out how to use my sword, so I won with just my fists. Picking up items in this game just displays the player’s inventory with the additional item instead of responding with something like “taken.” which is something I’ve never seen before. The winning message made me smile. I suppose other implementation notes would be that having to go out and then back in to the dungeon to unlock a chest felt like an unnecessary extra step in the flow of the game, how to get out of the dungeon could’ve been better clued, and the randomized combat was a bit basic. The blurb says this was tested by the granddaughter, and I dunno, I’d say that if you’re entering a major comp you generally should try to get someone else to test/proofread it first (y’know, someone who didn’t also design it!), but I could almost see how there’s a case for keeping this just as a special shared project within the family, if that’s what both authors wanted.

It does also make me think back to some of the goals of Adventuron, which was built specifically for 8 year olds and up as a simple introduction to text adventures and a way to teach them to start coding their own within a classroom setting. My inkling after writing an Adventuron game this year was that the intention is really neat, but Adventuron was maybe aiming slightly young; I thought eight seemed early for text-focused games, and maybe Adventuron still had a bit too much programming “language” still embedded within it, with operators like && and ||, and matching brackets and such. But if an 8 year old can take interest in designing parser IF like with this, then maybe they’d take an interest in the implementation as well, and the thing about Adventuron is I do think it’s way easier for non-programmers and children to actually look at its code and be able to see the logic of what’s going on in comparison to something like Inform, especially if there’s someone there to guide them. Even if they’re not the one solely writing the code, just to be able to follow along.

I do like seeing that there’s projects like this. IF is a creative outlet, and the IF community exists as a common ground for a shared hobby. It makes me wonder if IF authorship in general could be a bit more collaborative.

transcript:
alana-dungeon-transcript.txt (16.8 KB)

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IF Derby

I played this because I thought there was a chance this had some secret meta-puzzle link with Gambler’s Quest, since this seemed to involve gambling. Don’t think it’s related though!

Made using a program called Decker. This is IFComp if it were a horse race and you were betting on the winner. Seems to generate a random list of a couple fake IF titles, giving you an IFDB snapshot of the number of ratings and average score for each title (presumably nearer the start of a comp), then asking you to bet on which of those titles will go on to win the comp/race. Then you get a little animation of horses racing, and then a winner, and a payout if your horse won. I did get a kick out of some of the fake IF titles (“Uninteractive Taco Fiction”!!). My attempt to use my knowledge of IFComp judging patterns and apply it to my bets, unfortunately, failed (no shot a <15 minute game wins the comp, I thought, even if it did have 4.5 stars with 10 ratings. So I picked the 2 hour, 4 star/8 ratings entry instead, which alas, did not win). The results just seemed random and unpredictable and I couldn’t see any strategy to it; maybe this was just a quick little meta-joke thing? (meta in this case meaning, it’s commentary about IFComp judging as a horse race, and hey, maybe also a reminder about the perils of gambling, since I lost all my money!)

But I gave it one more spin before posting this, and I did find a bit more to it. (there’s a semi-random event, you get a small scene if you click on it and it continues from there) I was hoping for maybe one more big event/story beat to happen, but it’s brief, the bits of writing we do see here are fun, and there’s a nice message on the ending screen. Hopefully we see more from author Hedda Deadline at a later date.

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Quackpond

Made using Twine. Takes place on a fictional website, a burgeoning community forum centered around a shared interest: ducks! You even get a virtual pet duck you can feed and take care of.

So you create an account and log into this site, and besides taking care of your pet duck, there’s also a forum which is where most of the happenings take place. An introduce yourself thread, people asking each other questions, sharing photos, but soon there’s drama, as IRL (gasp!) relationships start to intrude.

Did feel like this was just a bit too short for me to feel like I ever got to really know any of the characters; like there’s a couple of eccentric posters and even a troll, which was funny, but the vital two characters, the admins, didn’t quite feel present enough on the forum before things start kicking off.

So between feeding your duck, you can also check on the forum to see new posts. On a smaller interface note, whenever I clicked on a post, I missed having a BACK button or some sort of a return to main forum sort of link. You can post responses on the forum, but it’s a text box where you can type whatever you want, and it did feel a bit obvious that it didn’t matter what was typed. Reflective choices can work (as in, choices where it’s more about having the player reflect on the choice’s meaning and why they made it, and there’s no mechanical effect. See: Successful Reflective Choices in Interactive Narrative – catacalypto), though most IF opts for regular multiple choice links, something less open-ended. But there was also text input in an IF piece called Human Errors (Human Errors - Details; I recommend Emily Short’s review linked from there as well) where you’re a tech support person responding to bug reports; the text input worked better there IMO, possibly because it’s easier to get into the role of a customer support person, and you also have a limited time to type anything before whatever you type gets sent. But then, Human Errors was a story where even typing and sending gibberish out into the void felt like it would be fitting; that was a setting where everything was supposed to feel a bit abstract and impersonal, while here in Quackpond, it’s a community that you’ve gotten to know and be a part of.

I really like the forum setup and website here: the rules, the logging in, the virtual pet, the whole interface. It definitely has the feel of a goofy little bygone era site. Considering how online many of our lives are now, it makes sense for us to tell stories that take place in our digital spaces, and it’s the type of thing that a static format like a book might have a bit more trouble capturing. There’s a mystery book called The Appeal by Janice Hallett which I really enjoyed recently; it’s an epistolary novel with a bunch of emails and text messages presented chronologically involving a small town amateur theatre troupe, and you’re looking through them to try to solve a murder. But what if that sort of setup was presented in a more interactive and non-linear format? What something like Quackpond can capture is the insular nature of small online communities and how it feels to actually be present, through all the ups and downs. The last screen here made me briefly think about the old websites I used to visit, and whatever happened to them. Not everything can get captured by archive sites; some can only live on in our memories. There was an old, now defunct reality TV site that I wanted to look up some articles from a few years ago, but the web archive version didn’t capture the whole thing because of the way that site handled pagination, so part of that’s gone now. And Human Errors was published on the Sub-Q magazine site, but it seems like the games don’t work on there anymore, so IFDB can only point to the web archive copy of it.

6 Likes

Ruined Temple

TADS fantasy adventure game. Seems heavily influenced by D&D and role-playing style games, as you control a party venturing into temple ruins in order to vanquish goblins that have been causing trouble in the area. Your party consists of a dwarven rogue, an elven ranger, a human(?) mage, and a human warrior, each with their own inventories and abilities. A large part of the game is switching between these characters to use their unique skills and have them work together to tackle problems and obstacles along the way. This is interesting game with some solid fantasy action writing and fun obstacles to overcome, but it sometimes doesn’t describe or explain things enough which makes parts of it confusing. I looked at the walkthrough twice while playing, and restarted from the beginning once since the walkthrough indicated I’d maybe hit an unwinnable point. Also note that I first played this on a version downloaded Sept 4, and then downloaded the latest version and played that after my restart.

The party switching mechanic is neat; you seem to switch control of members whenever you give someone a command (DWARF, ATTACK GOBLIN would perform the command then switch POV to them). But the game doesn’t tell you how the mechanic works or give you any indication when you switch. The intro also just throws you into the temple without introducing your party members in a way that a book might, so you have to examine each of them to familiarize yourself with what they can do. The beginning of the game felt disorienting for me because of how much I had to take in, as I had to grapple with a bunch of new names and fictional named places and institutions and groups within each of their descriptions, while also trying to figure out what on earth was going on with the whole switching mechanic as well during early stages.

The biggest tip I have for anyone else playing this is to make sure to examine each character, then also check each of their inventories and carefully examine everything they’re each carrying as well, because that’s the info you need to solve a lot of the puzzles. Ideally I might’ve liked if examining each of them actually just gave me a full rundown of their pertinent abilities (it mentions some of them, but importantly not every single thing each of them can do). And perhaps an “X party” could then bundle up all four of those descriptions, because it was just too much info to absorb all at once at the start, so multiple times during my playthoughs, I had to cycle through and re-examine every member’s inventory, to find the right person for an obstacle.

More review

Whenever any of the characters spring into action, the fantasy adventure writing is extremely solid: any action sequences, any fighting, any description of a specific character doing something. The descriptions you get when you try to examine anything in rooms, however, tend to be extremely uninformative. Examining stuff in this just rarely tell you anything useful, neither directing the player towards what they might want to do, or doing any sort of world-building. Example:

Bedroom
The party found itself in a luxurious bedchamber.  The occupant of this room
enjoyed an elaborate four-poster bed with velvet curtains.  The room was once
lit by ornate sconces.

>x bed
The room was dominated by a large four-poster bed.

>x sconces
The room was once lit by a number of ornate sconces.

These are item descriptions that just repeat the info from the room itself (for the sconce, literally repeating it). You pass through a bunch of guardrooms and dormitories, but too many descriptions like this just doesn’t lead to much sense of interaction or place as I was exploring. This game is written in past tense and also uses a lot of passive voice, but these both leads to confusion at points where I couldn’t tell if something had happened or not. In that bedroom description above: what’s actually going on with those sconces? Are the sconces actually lit, or are they even present at all as far as my party can see, or what does “was once” mean here? Other spots where past tense led to confusion included the response to GET NECKLACE and during a wraith encounter, where I couldn’t tell if an item was actually working or not. There’s a large vestibule at one point with a chamber entrance flanked by two statues, and the room description made the statues sound important–possibly the type of thing which could spring traps or spring to life in a fantasy dungeon crawl sort of setting like this! But examining the statues just literally repeats a sentence from the room description and gives you nothing. There’s some non-hostile NPCs, but they don’t respond to that many topics; it’s the perils of including an ASK convo system, but the game just sometimes feels like it doesn’t want to tell me anything about its world. You finish a whole sidequest for one of the NPCs, and they get less responsive to topics at the end once they’ve calmed down, despite being one of the few sources of backstory here.

There’s one spot where I entered a room, tried fighting some goblins, backed out, then found that room barricaded off afterwards; after getting stuck for a while, I checked the walkthrough and the way it showed didn’t do that, so I don’t know if that’s an unwinnable state perhaps but I restarted from the beginning (I backed out from the room because well, I think someone got hurt, so a tactical retreat seemed appropriate). If it really was unwinnable from there, there’s not a whole lot of indication of that. There was also a necklace which possibly was a bit buggy; I tried to GET NECKLACE and then carry it elsewhere, but then I didn’t seem to have the necklace with me when I got to my destination, and I had to back-and-forth twice before I finally seemed to actually have the necklace on me. In the middle of that trip there’s a SE → SW hallway bend, and I always have trouble repeatedly traversing ordinal directions like this, since I have trouble internalizing them (this didn’t help while I was repeating the trips!).

I enjoyed many of the puzzles here: it did feel good to switch to the right person to use the right ability, there’s a variety of different obstacles, and again, the action descriptions are well written and feel rewarding (the brevity of these is also really nice; responses are always a couple sentences, and they never ramble or overstay).

What might’ve been nice is perhaps just a few spots (especially those around puzzles) could’ve had more immersive and guiding descriptions. Compare these two responses:

>dwarf, pick hole
Thadivus couldn't pick the keyhole.

>put lockpicks in hole
Thadivus looked at the lock carefully, studying its properties.  "This is
beyond my ability," he concluded eventually.  "And probably magical, in any
case."

So the first response could just direct to the second one since I’m trying to do the same thing, but that aside, the second one is more of what I liked and wanted more of: for these characters to feel more like active participants in the world, to comment on what they notice and what’s going on or to maybe banter a bit; when I’m examining something, for the dwarf to say something about how the room seems oddly empty and we could be looking around more, or in an encounter, for the warrior to shout out that maybe Kyra needs to do something. Just stuff that could help as both clues and for characterization. The party does come alive during encounters, especially when I’ve figured out the right action to use (if you just follow the walkthrough beat by beat, the resulting transcript would probably read amazingly!), but not during the parts where I’m just exploring and looking around rooms. This is at its best whenever its characters are front and center.

The puzzle ideas and action sequences are all pretty good; the two points where I got stuck aside, I did enjoy much of this. Could be even better if it just got fine-tuned a bit, had some more interesting and helpful responses to actions and looking around, and maybe introduced and presented information about the party a bit more readily.

Transcripts

First transcript was on version downloaded Sept 4, decided to restart the game using the latest version from Sept 10 for the 2nd run

dgtziea-ruined.log.txt (119.6 KB)
dgtziea-ruinedrun2.log.txt (127.8 KB)

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See You Around

Its blurb describes this as a hypertext literary fiction short story. Written in Twine, it’s about two young aspiring musicians, Jasmira and Alim, and an encounter they have post-breakup. We get parts of the story told from each of their POVs, and even the lyrics to some of the songs they write; they both seem to like expressing themselves through music (which is a point of contention). Besides the main story path, links either lead to flashback scenes or song lyrics; there’s no branching or anything of that sort so it’s low on interactivity, but the prose is fairly well written. Also note the content warnings, as this is pretty explicit as far as what normally gets entered in IFComp, and definitely veers a bit into R rating territory in terms of romance scenes. (wait are there kids on intfiction, should I try to keep reviews PG? anyways–) Blurb estimates one hour playtime, but I don’t think it took close to that long; maybe less than 30 minutes?

Like The Acqusition, this is going for something a bit more literary. Scenes seem well paced, well described. Both Jasmira and Alim perform music and live in the cooperative; they date for a summer, but Jasmira ends up breaking it off. She goes to a new club, sees Alim performing there, hears a new song he wrote about their breakup, and isn’t happy about it. She confronts him about it afterwards.

The question is, what’s their confrontation actually about? The big point of conflict, the problem with them having a relationship is that Jasmira doesn’t really want one; she does sex work to make ends meet, and she doesn’t want to get tangled up in a real, emotional relationship because she thinks those would interfere with each other, which is why she broke it off with Alim. But they don’t quite get to the point where they really address that with each other during the confrontation. We get emotional outbursts from each of them, but maybe not emotional vulnerability. We never see why this relationship is meaningful or important to them either, through this; we see attraction and desire, but the things they do tell us about why they’re drawn to the other are all surface impressions (she’s dangerous, and a bit older; his lopsided smile, his deep brown eyes). The moments we do see in this–their first meeting, and this confrontation–feel like they’re portrayed as vital moments in their lives, stuff that sticks with them, but where’s the bond or some sort of shared moment between them that would make someone write songs and carry torches for each other and find it hard to let go, through to a ten-years-later epilogue? Ultimately, this felt to me like it was missing something, maybe just one more scene–maybe something during their relationship, maybe that break-up, or maybe just a conversation with Victoria, Jasmira’s mostly-absent-here friend, where Jasmira shares her true feelings more.

Jasmira is a strong and outwardly confident personality, but I wanted to understand her a bit better. What does she want; stability, freedom, independence probably (we get a flashback to when she gets a very symbolic car early on in this), but does she aspire to anything more, in particular? What’s her actual relationship to music and songwriting and performing, outside of as a shared interest with Alim? Her hard upbringing is alluded to, but I don’t think I really felt it; it seems like it’s made her feel constrained in her choices through life, which is why she’s focused on stability–maybe those constraints are in contrast to the relative freedom she sees Alim have–but it feels a bit abstract; in the present, aren’t they neighbors living in the same place? There’s a very subtext-y line where he asks if she thinks he could do better, asking about the song he wrote, and she says he probably can; there’s something lurking there in how she views herself. Alim meanwhile seems straightforward, heart-on-sleeve, just someone that wants to play music, man, and he just spells out his feelings in the songs we see. I didn’t see any reason to doubt any of the things he says.

One quirk in the dialogue here: she keeps calling him “kid” at various points, in a way that made me think along the lines of noir detective or the ending to Casablanca. Later on, Alim writes a song partly about how she’s a little bit older. I went back and checked, and he’s 18, and she’s something like 22, I think?! 18’s maybe one of those life experience chasms, sure, but still, it doesn’t seem like that noteworthy a gap, does it, especially in the way they both seemed to be treating it here? Maybe I’m wrong. The actual gap is in their different upbringings and subsequent perspectives.

Other thing, lots of narrative Twine works use in-line links, but even when they take me to a different passage, a lot of them are more like smaller asides that return you back to the main passage afterwards. There’s one in-line link here which leads to a significant multi-page flashback–it feels like it might’ve been nearly as long as the “main” story!–but it’s a link that comes literally mid-sentence, so it felt like a really abrupt cut-away. It perhaps could’ve been lead into a bit more naturally, like how a flashback might be set up in a novel. Also the song lyrics did seem really on the nose here. They tend to be refrains of things already told to us in the story, just re-emphasized, and the songs seem to re-iterate the same things throughout, like the third verse might say basically the same thing as the first so you don’t learn anything new. Maybe that’s true for the story as a whole; there’s a lot of re-iterating about how transactional Jasmira is about intimacy, and I wanted it to add something more to that.

I don’t think this felt fully complete as a standalone story, but the author’s note page says this is part of a planned series of interconnected stories all about the residents of the artists’ cooperative, and this could definitely work as more of a first chapter sort of thing, as these characters weave in and out of each other’s lives. As it is, this seems to introduce a conflict within Jamina without quite getting to explore it in too much depth. But the writing’s solid, and the characters are set up well for further potential stories.

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WITHOUT Corporation

Made in ZIL, parser-based. I never pay that much attention to how long I’ve played something, but I might say ~2 hours? The IFComp entry and blurb for this probably gives you a good indication that you’re in for something a bit different and a bit meta, but this is ambitious, slightly chaotic… and maybe overloaded with TOO many ideas? The mechanics this introduces were more than interesting enough to kept me engaged, even though it was sometimes hard to tell why something wasn’t behaving the way I expected. I wonder if players without a programming background might have more trouble coming to grips with some of this, if it might help if you’ve authored a parser game and have some idea about the nuts and bolts workings? I can’t help but admire the audacity of this, even though it felt like a sometimes relentless barrage of information to take in every single turn–I’d enter a command and then find myself spending half a minute trying to process what’s coming back at me. What’s an AP? Who is “you”? Who is Albert? What child? What’s this “AI” going on about? What did Paul do? Who am I? Is this just fantasy? (Nice dream). ERROR ERROR–

I finished this, but I couldn’t fully describe the backstory afterwards, like every plot point that happened. The story was one of those things I kind of just let wash over me, just taking in what I could while I oohed and ahhed over the screen effects and the technical prowess on display (“wow, look at those fireworks!”). I also don’t know if I fully grasped the puzzle mechanics even by the end, if I even solved the “puzzles” here the right way, if I cheated them, if parts of them were unintentionally buggy–genuinely a bit hard to tell! There’s a couple lore entries I don’t think I read (never noticed the passwords for a lot of the research). Part of me wonders if you should experience the whole thing yourself instead of me explaining any part of it, but the mechanical aspect is somehow the more straightforward aspect of this, so…

Putting aside any of the story for the moment: there’s a parser-game-within-this-game called CLIMBING UP THE WALLS. You’re not the “player” of CutW, that’s someone else. CutW is a bit buggy and isn’t working properly, and your job is actually to manually queue up routines and move game objects around as needed in response to the commands that the actual “player” is performing, so that their experience works the way it’s supposed to. I found that the important part of understanding what’s going on is that there’s a lot of differently styled and colored lines of text every turn, but all of the “normal” text are the lines that would be seen from the POV of that “player” and I tried to focus on making that part make sense, for what you want them to do. So you see the room description that they see, and you see the commands that the “player” types in every turn as well. If you call a routine like “wind-whips,” that’ll add a little background event that adds a line about how a harsh wind is blowing through the open window in the bedroom, which might then incentivize the “player” to go and close the window. You also have the ability to move objects around, so you might put a flashlight in the right place for the player to find (Everything in its right place). You’re basically guiding them through the game in those ways, to the ending. The ending for them, at least; you meanwhile, operate on a different plane.

Hiding some words so the post isn't as long

The mechanics are so interesting that I’d love to see it explored in further games; the tutorial teaches you about this whole QUEUE command, where you can set off routines to go off after a number of turns, but that didn’t really seem to come into play past the prologue, or at least I didn’t find a reason to use it for a more timing-based puzzle or anything like that. Always a chance I missed stuff though, there were alternate ways through, other endings or secrets, etc.

Then there’s the actual experience of playing this. In the Text Adventure Literacy Jam this year which requires every single entry have a tutorial, one thing I learned was that players don’t seem to like following in-game tutorials that are overly on-rails. You can’t just, turn by turn, tell the player what command you want them to type and expect them to follow precisely along; they’ll try typing other things, and might not like if they get chided or endlessly reminded if they stray. TALJ games are aimed at teaching complete beginners, so I did wonder if the players that already knew the basics would get restless a bit quicker than someone actually learning. But then what about something like WITHOUT Corporation, which really does have its own set of special mechanics it needs to teach, and which has an AI helper character that explains to you what’s going on and pushes the story forward? What playing this made me think about was how strict on-rails tutorials aren’t just sometimes problems for those skipping ahead, but also for the experimentation which can be a huge part of learning anything. As the AI taught me about the various commands in CutW, I dequeued a routine instead of changing its queue timer like it wanted me to, not because I was trying to disobey–though I did want to see if the game would let me–but also because I wanted to play around with the commands it was teaching me and feel like I understood everything before continuing on. That’s actually a huge part of playing parser games, isn’t it, just testing commands and responses? Like you type X ME just to see if the game overrode it and that tells you something; if something’s dusty you try CLEANing it, you SING, you try TALK TO and ASK, you try lighting yourself on fire or JUMP OFF CLIFF just to feel out the expectations and limitations; part of the open-endedness of a parser means you have to figure out what each parser game wants from you and its a bit of a back and forth. But the AI voice here kept telling me what I should be doing, earnestly trying to keep me on track, and while I was still experimenting with the commands, CutW ends and game overs because I didn’t do something and ran out of time, and the AI tells me I wasn’t following its instructions well enough. Restart?

Now this is built to be played more than once and restarts are an intended part of it–it recognizes when you start over as well, and the actual loop of what you’re meant to be doing isn’t long. This first restart didn’t bother me much, though there was a later game over which felt slightly more like the game booting me out for not following along at the pace it wanted as opposed to the one I wanted to play at. But it’s more the pacing of how it wanted me to take in everything: every turn the AI telling me to do stuff OR giving me background story, meanwhile there were a lot of things i wanted to EXAMINE and learn about, then there’s multiple layers of story, notifications pinging, and you’re telling me I might be under a time limit as well?

The mid-game felt a bit less tuned than the beginning, as the tutorial gives way but sometimes the player NPC wasn’t doing what I wanted them to do, but it also opened up more and slowed down a bit so I felt like I could play around and figure things out. It kind of ends up being the segment of this I was most engaged with, and also the part I wanted a bit more out of. I really loved the idea here of being in this role as a sort of parser director and manually cuing things for a “player” on the other side, and that kept be hooked even when the “player” felt like they weren’t always cooperating. I spent a lot of time here, and I finally got the player to the end without quite feeling like I’d earned it and directed them in a complete smooth and fair way, and then almost before I knew it, I’d entered the end-game and then eventually reached the ending. The end sequence is pretty neat, though it does feel a bit like a parallel story I let go on in the background while I was more focusing on the whole “getting the game to work for the player” behind-the-curtains jerry-rigging I was doing.

That’s the other thing about the game over/restarts, that–you know how in some games, they’re paced so that when you finally solve a big satisfying puzzle, you get some story, maybe a scene where you get some plot progression and things happen, and it feels like a reward? In this, I’d get a game over, and it’s handing me story while I’m still mulling over what I did wrong. It was hard to really refocus on absorbing a whole bunch of lore entries (not written in the most direct way either) when what I really wanted to do was go back in and try again!

Other meta-story games, IF and beyond, might start off normally in one genre before surprising you, slowly introducing weird things, slowly subverting expectations. This starts off telling you it’s weird before you even start, when you’re just looking at the IFComp page. It’s throwing story and mechanics and bowling pins and spinning plates at me and asking me to juggle, it’s a song that’s just guitar soloing for five minutes, it’s a fireworks display going off all at once, volume warning: https://www.youtube.com/watch?v=ndVhgq1yHdA! (That’s overstating things, but look, I found that youtube link already, so the sentence is staying!)

What I did feel was I would’ve liked if everything had more room to breathe: the tutorial, the story, and me-the-player. It’s sometimes overwhelming, very disorienting, mostly interesting (mostly harmless), quite different, and I enjoyed seeing it through just to see everything it was trying. A lot of the presentation and the surrounding pieces of this, like the IFComp blurb, the “reviews”–I saw Mike Russo once, then got JJMcC after that, and this JJMcC DID seem a bit less upbeat and energetic than normal, perhaps playing CutW really effected their mood!-- and the meta feelies, the screen effects all show the work that’s been put into them, and all of that end up being fun to see.

transcripts (first transcript is on a Sept 2 download, second one I restarted on the Sept 12 update version) :
dgtziea-with.log.txt (34.0 KB)
dgtziea-without-2.log.txt (191.7 KB)

(I might add some spoiler-y story or gameplay specifics discussion to this later, but I’ll move on for now)

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Wow. Thank you so much for the review - you noted some key points that I’ll try to talk about in the postmortem!

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Huh! I hadn’t thought about the queue command like that. There’s some of that in Suveh Nux…

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I do love Suveh Nux, and that specific spell is great. Would recommend to anyone that hasn’t tried it, really great one room puzzle parser IF, rewarding experimentation!

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A Triangle for Two

Twine, more narrative focused. What if two people shared a body. What if one of them falls in love (maybe), with a third person? How do they navigate that? The pair, Jan and Maria, can talk to each other, but their memories are a bit faulty; when one personality takes control–which they don’t seem to have control over–the other won’t always know what happened. The premise does make me think about things like conjoined twins or gender dysphoria (we get a bit of that in an early aside), but at one point their friend Anna brings up she’s done some theological and psychiatric research into it, but it seems clear that this is a story where it’s more about accepting the premise and the reality of the situation; like Anna says, the focus is on their perspectives. How will it work? CAN it work? Three’s a crowd, three’s an intrusive third wheel, that’s the common thinking.

It’s sometimes confusing, deliberately so in a story about navigating confusion. It’s often hard to immediately tell who’s talking in this, whose perspective we’re getting. There’s no dialogue tags, and you have to pick up context. The story is told in fragments, time drifts, snippets, memories. Always just a bit like dreamlike. It did feel like Anna, the third in the triangle, was left a bit vague and we don’t really learn anything too specific about her or what she’s like; she’s more an anchor point for these two, someone who concretely knows and moreover completely accepts the shared existence of Jan and Maria, something they don’t feel safe to share with anyone else. The relationship that matters most of all turns out to be between Jan and Maria; they care for each other, talk things through, make sure each other are doing okay. I think the reality of the Twine interface here took me out sometimes (where am I supposed to click sometimes? Or me losing my place in a passage after visiting an aside link and then getting returned to the top of a passage which I then have to scroll down, to relocate where I was). I did also feel like the ending was sudden, could’ve slowed down a bit; I couldn’t really process everything the first time, had to read through the whole thing again to get the impact of it better. But a well written piece. Good font choice! (You know what, I’m just going to leave that last-second thought as the last sentence of this)

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Black Thumb

Short Inform parser game. Your parents are out, you just bought a succulent plant and you’re now just taking it out of the box to decorate your room. It even comes with a little instruction card with instructions on how to take care of it, how thoughtful! Oh, I thought based off the early setup, so this is going to be something like a cozy little take-care-of-your-plant slice of life parser game, where maybe you reflect on like… life and growing up and independence, etc? Turns out, that’s not exactly what you get by the end. I’ve always liked these smaller parser experiences that focus more on one idea or one puzzle or one task: I mentioned Suveh Nux in an earlier post, but also stuff like Shade, Byzantine Perspective, How to Win at Rock Paper Scissors, Closure (hmm I should make an IFDB list!).

The writing and descriptions create a nice sense of atmosphere. As you complete instructions, the description when you read your little instruction card will update, which was nice.For the most part, the small steps in this puzzle work fine; you have to explore your room a bit, to for example find the key for your locked window (I don’t think I’ve seen windows that lock from the inside before, but seems like something that probably exists!).

Your plant at one point don’t seem to be getting enough sunlight, and what I wanted to do at that point was look around to gauge the current light conditions; you’re told there’s sunlight in the room and that it’s warm in nice background atmospheric bits of text, but what I wanted to do was figure out if I needed to move the pot somewhere; I wanted to examine things like the window and the sill to see if the window wasn’t letting enough light in or it was falling in a certain spot, and I couldn’t really do that. (those background events might be counter-intuitive in this case; shouldn’t my character feel like there isn’t enough sunlight and warmth in the room, to push me towards the solution? I at least, wasn’t quite getting that sense from descriptions) You also have to look for insulation material at one point, and the solution did turn out to be the least plausible material I saw, to me (I went for yarn and blankets first). And it took a few tries for me to figure out the command for the very last step. But that’s all mostly playing around to figure stuff out, which is most parser games, and none of its too obtrusive. Instead of a more gradual introduction of surrealism, this undersells a lot of it as it’s going on, but the moments here are also interesting because of that (does this really want me to… Oh!). There are so many little implementation decisions that go into something even as small as this really, when I’m thinking back on just all the other <30 minute minute parser games I’ve played this comp, and how different each of them are.

This lands some good moments by the end. A decent little slice of parser IF.

transcript: dgtziea-black-thumb-transcript.txt (24.9 KB)

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