Doug Egan IFComp 2024 Reviews

“Birding in Pope Lick Park” by Eric Lathrop caught my attention this morning. I was hoping for a well produced atmospheric exploration. Eric Lathrop is a birder in Kentucky, and provides us with a mutimedia birding tour of Pope Lick Park near Louisville, KY. Hey, I was just in Louisville a year ago, but sadly missed this attraction! The web-based game features descriptive prose, photographs of the birds and paths, maybe even sound (but the sounds didn’t launch on my chrome browser). There are also a number of external links, which you could probably use to find a map of the park, if you wanted that. For those of us who need our interactive fiction to be gamified in order to hold our attention, there is even an in-game “birder’s journal”. (I discovered 55 birds of 23 species.) The game reminded me of a much modernized version of “The Firetower”, a very early IF experiment with atmospheric exploration. It also reminded me of “Ryan Veeder’s Authentic Fly Fishing”, an atmospheric game which includes a interactive birding notebook.

A relaxing a pleasant game. Makes me want to go birding.

10 Likes

“Dust” is a genre Western, written by IkeC, and according to the credits translated from German. The protagonist is trapped in an unfamiliar small town in the American old West, at a time just after the Civil War, who is forced to solve a missing persons case in order to clear his own name before he can leave town to move on with his own business. The tone straddles between serious crime drama and occaisional light humor (there is a joke about the red herrings in the general store which landed well, and a clever talking parrot). The puzzles are mostly a series of fetch quests involving frequent interactions with the townsfolk. The parser works, never challenging the player to guess at verbs. Conversations are handled by menus. The town is small, location descriptions succinct, yet it this environment feels very much alive and authentic to the period. The game package comes with several additional resources: maps, puzzle flow charts and walkthroughs, providing hints both in game and out of game, in multiple different forms.

I really enjoyed playing “Dust”, the first parser game I’ve completed this competition season.

7 Likes

“The Bat” by Chandler Groover is a parser driven game, but with interactions limited to just a handful of verbs, like some of this author’s previous games. Going in, I imagined this game would be a send up of the “Batman” comic book series. Given some of the characters and situations, it may still be, though the credits lists an even earlier source, a 1926 movie called “The Bat” which shares other similarities with the game (and which, for all I know, may have itself been a source of inspiration for “Batman”). The protagonist is the beleaguered servant of a wealthy philanthropist, Master Bryce Wyatt, who suffers a form of lycanthropy which turns him into a slavering mindless bat at the most inopportune times. Tonight is an inopportune time, a huge charity fundraiser at the Bryce Mansion. Pandemonium ensues.

The writing and world building are fun. The protagonist races from room to room, welcoming guests, serving drinks, trying to clean up after his hapless master and their screwball guests.

Early on I got the impression this was an optimization game, that I needed to plan my actions carefully to maximize the donations. Some donors were generous and others stingy, regardless of the quality of my service. My collections would drop when the donors became upset. The problems themselves are not difficult to solve; the game is well clued and several of the “puzzles” repeat (cleaning up messes, answering the door, serving drinks). However a restrictive inventory limit soon became a source of frustration. Drop the silver serving tray in order to pick up a dust pan to clean up broken glass, then later try to remember where you left the drinks tray. Simple ideas (refill the wine cabinet and pour drinks) become a convoluted sequence of “attend” commands. By mid game I had decided I wasn’t going to attempt to replay it for a higher score, but the zany chaos kept me engaged.

Actually once I stopped worrying about fundraising, and just treated it as a zany farce, it was a lot more fun. I put aside worrying about optimization to focus on catering to each guest’s weird peccadilloes allowing myself as much time as I needed to find a moose head, curtain rod, or dead rat I’d left elsewhere. Not unlike a game of Clue (aka Cluedo) perhaps. There is, in fact, a mystery to solve here also.

And when I finished, I decided I had been wrong all along about the optimization aspects of this game. At the end of the game I had raised an even hundred million dollars for the Widow’s and Orphan’s fund, despite being the worst butler who ever worked in a manor.

6 Likes

“Miss Gosling’s Last Case” by Daniel Stelzer regards Miss Gosling, an amateur sleuth. Miss Gosling died tragically last night so her last case will be to discover the cause of her own death, channeling that investigation through her loyal dog Watson. Fortunately Watson is very well trained dog, because the team of detectives stationed around Miss Gosling’s mansion are all fairly bumbling.

Interactions are parser driven, but with the option to perform the same interactions through menus and links. This is not a limited verb game. I mean, this dog is really clever. He can’t unlock doors by himself, or reach objects on higher shelves, but he can obey a LOT of other commands. I love games like this that offer dual options for input and I really hope that this is the future of IF. I’ve seen it before in “The Impossible Bottle” and in many of the “Quest” system games which offer parallel interaction systems as a default. But unlike “Quest”, where some of the critical commands may be hidden and can ONLY be entered by text, in “Miss Gosling’s Last Case” a player really could solve the entire mystery by links alone.

Some of the puzzles are truly novel. How amazing that even after fifty years of parser fiction, authors can still come up with new puzzles.
My favorite: Using different colored filters to help the color-blind dog differentiate the colors of the flowers in the garden.
Another favorite: the smoke alarm puzzle.

The game took me just around two hours to complete. I confess I turned to the hints exactly four times, but in each case only needed a simple nudge, and found that solving the rest of those puzzles on my own was extremely satisfying.
Spoilers on where I used hints: (these contain massive spoilers)

  • I needed a nudge to get the carrots out of the cellar
  • I needed a nudge to figure out how to move the flashlight around with me before the window was open; the exact command was a little frustrating to me, as I had already attempted to throw the flashlight to the correct location.
  • I needed a nudge to figure out how to access the vent channel in the attic, which also frustrated me because I’d previously tried to move the carpet, or roll the carpet, which should have achieved the same effect.
  • I needed a nudge to get the pill case open; actually I knew how to do it if I had restarted the game, but I already had a mattress under the balcony and got hung up trying to figure out how to move the mattress.

The trope of using animal surrogates to solve mysteries has been featured previously in such games as “Toby’s Nose” and “Wizard Sniffer”. I think it worked especially well in all three of these games.

Utimately a very satisfying mystery, and one I expect will place near the top in competition.

4 Likes

Thank you very much for the review, and I’m so glad you enjoyed the game! The hyperlinks in The Impossible Bottle were a direct inspiration for the interface here.

2 Likes