Doug Egan IFComp 2024 Reviews (latest: Enchanted House)

FInished “The Den” by Ben Jackson. I enjoyed playing Ben Jackson’s game “Lunium” in 2023, and looked forward to trying this one. “Lunium” showcased Jackson’s graphic design skills, an exceptional graphics based puzzler in the classic tradition of “escape room” games. Lots of codebreaking and numbers based puzzles.

“The Den” is different in most ways from “Lunium”, the most significant difference being “The Den” has no graphics. “The Den” is similar to “Lunium” in a few ways, which I’ll detail further on, but the most important similarity is the level of professional-quality design and polish that went into both projects. These are both comercial quality games. “The Den” does everything I value in a choice game well, and does most things I value from interactive fiction exceptionally well. “The Den” is the best Twine game I’ve played so far this competition, and possibly the best Twine game I’ve ever played.

The setting is an underground bunker, beginning to fall apart during a series of earthquakes. The two protagonists, adolescent-young adults, Aiden and Vee are separated at first, but later connected by computer link, and then in person, before being separated again. By that point of the game, the player has the option to switch back and forth between the two characters, much like the classic “Fireboy and Watergirl” series, or Paul O’Brien’s “Earth and Sky” superhero interactive fiction. Each character depends on the actions and choices of the other to escape their predicament before “Father” wakes up.

Who is “Father”, you ask? To answer that would be to spoil too much. Leave it to say he is an authority figure within the underground complex, who exists mostly (but not altogether) off screen during the game, and whose uncertain motives or moral code add drama and tension to the story.

What I value in interactive fiction includes
-descriptive writing
-story telling
-player agency
-some light puzzles and game-like quality to assist with pacing and tension, but ideally the game design integrates with the story-telling.
-maybe some higher level symbolism or meaning to keep me thinking after I finish.

These are all quality features that “Lunium” and “The Den” share in common. “Lunium” was purely an escape room adventure with a twist at the end. “The Den” is much longer game (took me about four hours), and to call it merely an “escape room” cheats it of its emotional signficance. It is an escape room of sorts: the two characters must escape their crumbling bunker, and there are a series of codebreaking puzzles along the way. But the length of the game ensures a more gradual story arc, with correspondingly more thorough development of charcter, tension, and symbolic meaning.

Without giving much more away, “The Den” combines post-apocalyptic horror, coming of age story, and allusions to the Western literary canon in a manner that will likely give this game some lasting influence on future IF design.

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This was a great review to read, thanks for sharing!

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Hey Doug, thanks so much for your review – high praise indeed! I’m really glad to hear you enjoyed it.

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“An Account of the Enchanged House & What You Found There” is a point click game by Mandy Benanav. The author is unfamiliar to me, though a quick search at Moby games suggests that they have several independent game design credits behind them. Not surprised, given the high quality of design in this work.

Each year for the past several years someone has pointed out “wow, this is a really impressive collection of games this year. Best comp ever” But I gotta say, this claim has never been more true than in IFcomp 2024. I may have to refigure my scoring rubric, because so far everything I’ve reviewed has been 5-10 on my scale.

“Enchanted House” (my shortened version of the title) falls into the genre of “whimsical horror”. It made me think of cartoonist Edward Gorey at first, and later “The Addams Family.” The protagonist is a loner who has been summoned to a spooky old house by a hostess he doesn’t know. On entering the house, he explores and meets a diverse cast of oddball characters: an octopus, a talking skull, an undulating pile of stationery and mail. That’s just the first floor. I’ll let the reader be surprised by the denizens they meet on the upper level.

The narrative voice was interesting:

“I won’t tell if you care to poke about the room. A narrator’s job is not to judge; merely recount.”

Later in the kitchen

“As the narrator, I know these things.”

This feature might not have stood out to me, except that moments before playing it I had just finished reading an IF theory article about the eye-winking fourth-wall-breaking narrator which has been a common IF trope from the beginning. Anyway, that narrative tradition carries on in an entertaining way through “Enchanted House”.

Some other things I found entertaining about “Enchanted House”

Summary
  1. Serving as a mediator between a ghost and some animated furniture.
  2. There was a book of Tom Lehrer songs in the library. The entire library is worth perusing, though only a few of the books have any puzzle solving value (and those are well labeled, if you look carefully)
  3. The octopus

Two things I found frustrating

Summary
  1. Although the state-tracking is obviously very sophisticated in this game, there were one or two points where I felt like a puzzle had been solved, but I had to come back more than once before the state change kicked in. One of these was this: I have no idea where the eggs came from in the kitchen, because the first time I tried to visit with the cookbook, the eggs weren’t there.
  2. this game makes frequent use of character interactions as gates or puzzles. Choice based dialogues make possible the “menu maze” as a type of puzzle. Though I really liked the NPCs in this game, I sometimes thought the “menu-maze” was a little too artificial.

Overall impression: Wow, another polished and entertaining game I’d like to recommend to other players.

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Thank you for the kind words! I’ve had a number of people confused by the eggs, so I went ahead and pushed a small adjustment that should make them more visible. If you can remember any details on the other state bugs you mentioned, I can try and fix those as well!

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