Draconic TALJ26 Reviews

After seven hours on the road and then a covid vaccine booster, I’m nauseous and feverish and ready to review some introductory games. How better to put myself in the mind of an absolute beginner who doesn’t know the genre?

I’m going to be focusing these reviews on two things. First, how much did I enjoy the game, in and of itself? Second, how useful did I find the tutorial? I’m going to try not to take any actions that the game’s tutorial hasn’t prompted in some way, and we’ll see how far I get!

(Also, caveat: I’m playing on Linux, so the Windows executable games will be bumped down the list. If they run on WINE, though, I’ll try to review them that way.)

5 Likes

Big Deal, Oh

This is another of Andrew Schultz’s now-famous wordplay games, where you’re manipulating concepts instead of medium-sized dry goods. In this case you’re trying to create spoonerisms: swapping the first sounds of words to create a new phrase, like “Big Deal, Oh” into “Dig Below”. Your overall goal is to find the long-lost ancient Kind Gritty Grind City. (Aside: do “kind” and “city” start with the same sound in some dialects? They don’t for me, which threw me off for a bit.) I found the intro somewhat confusing, but the story isn’t the point in these games. It’s just a vehicle to set up the wordplay puzzles, which are the real meat here.

This one also has pixel art illustrations, which I found very charming—the pixel-art aesthetic works well with the vaguely surreal setting, keeping to bright colors and broad shapes instead of finer points. When you’re manipulating not the objects but the words themselves, after all, the name of a thing matters more than its exact details. They change as objects are added to and removed from the room, which is a nice reminder of what you can interact with and what hasn’t been used yet. It reminds me of the item lists in the old Scott Adams games. Sometimes they even swap through a few frames to make a rudimentary animation! The bush pest in particular is adorable.

Once you reach a certain point, there’s even an automap!! I love automaps! More games should have them! It shows your current position and updates as you explore!!

Unfortunately, there are some other quality-of-life features missing here. In the author’s previous wordplay games, using the right command at the wrong time would give you a hint you could THINK about later. Here, it gives the same generic failure message as typing nonsense. This makes it hard to tell if you’re at all on the right track. Can I eventually turn the VENDING AREA into some ENDING VARIA, or is that a dead end I should abandon? There are hints available, but they sometimes crash:

Example of hints crashing

And sometimes they’re actively misleading: once I made the key trove, the widget gives a negative number meaning “this room is useless”, HINT says I just have to examine the trove to get a key, but there’s actually a puzzle to solve. I’m pretty sure I need to put the wax on the keyhole to make an impression, then use that to find the matching key, but I can’t find any syntax that will be recognized, so I’m going to pause here for now. We’ll see if a realization comes to me later.

Also, if you play this one, make sure to have a big screen. The room descriptions can sometimes leave a very small bar for your actual commands and their effects:

(Finally, a nitpick: I’m sad I couldn’t find KIKI’S TROVE in the STREAKY COVE. Coves make me think of pirates, after all.)

My overall impression is that this is a fun wordplay romp, not too difficult or arcane, with charming illustrations and a helpful map. But a misleading hint system can be worse than no hint system at all; this one might have needed just a bit more time in the oven before release.

Tutorial

There are a couple menus to select what level of tutorial and hinting I want before I get into the game proper. I found these kind of annoying; why not assume people want the tutorial and hints by default, and give the option to turn them off once the game gets going?

I’ve played several of this author’s games by now, so I’m pretty used to the wordplay theme. But I think the first couple examples in this game do the concept a disservice: they rely on unusual contractions like “now’ll” (which I think is “now I will”?) and heteronyms like “number” (the wordplay only works if you read it as “more numb”, not as in “numerical value”). These are the exception, not the rule, but they’re also the first thing a new player sees, so the first impression should ideally be as clean and straightforward as possible.

The introduction to text adventure commands is basically just a wall of text: the tutorial guides you to type ABOUT, then VERBS, giving you all the tools you need all at once. I didn’t find this very helpful as a tutorial about text adventures in general—it’s more focused on what I won’t need (most of the standard text adventure commands, including EXAMINE!) than what I will, and seems aimed at parser IF veterans, not newcomers.

After that, the tutorial didn’t give me any real chance to experiment. It gave me the commands, one each turn, that I needed to type in to beat the first puzzle. I think this would have worked better with some space to breathe in between, so the player can (e.g.) examine the widget, or try to use the stool on their own.

All in all, I liked the game much more than the tutorial. I think it would work better if it left out the initial VERBS (since most of that wall of text isn’t relevant for a newbie) and gave the player more time to experiment before telling them the next command to type in. It also went on a bit longer than (imo) it needed to; once you’ve found the ROCKY CAVES, you’ve basically got a sense for everything the game needs.

7 Likes

Beneath the Exhibition

This one has a very slick presentation!

I think it’s a custom system? It’s not one I’ve ever seen before, and the file structure doesn’t look like Twine. These are always a risk, since it’s very easy to build a mediocre custom system, and very hard to build a good one. We’ll see if this one lives up to its good first impression!

Unfortunately, the interface doesn’t seem to like my screen being wider than it is tall. The huge margins at the top and bottom, plus the status bar on top and the hints on the bottom, mean I can’t fit much text in between. This is exacerbated by the fact that the text pane scrolls to the bottom every time new text is printed, so I have to scroll up to figure out where the new content started.

Presentation aside, the game is off to a promising start! I’m a blind university professor giving a lecture, with a diligent but somewhat exhausting TA (six hours of office hours a week, wow!). All descriptions come in the form of sounds, shapes, and textures, paying attention to what I would notice and what I wouldn’t (I can’t see the student standing there, but I didn’t hear him walk away; I know where all the museum display cases are, but not what’s inside them). The first puzzle involves reading Braille. That’s a very solid hook (at least for me with my love of academia). It could perhaps have been done in fewer paragraphs and with fewer pauses, but even outside a comp structure, that intro would make me keep playing.

Unfortunately, there’s a lot of friction with the playing experience itself. New players might be willing to type GO NORTH instead of NORTH or N every time, but I keep typing the short version out of habit and have to go correct it. A “press space to continue” every time you enter a room or LOOK keeps breaking my rhythm. Moments like this:

> x desk
It’s a sturdy wooden desk. The top has some deeper scratches but it already looked like that when you bought it years ago. There’s a table calendar on the desk’.

You discover something hidden inside.

…turn what should be an exciting reveal into guess-the-noun confusion. What did I discover inside? The game never says! When I notice a discrepancy between two copies of a document, I’m clearly supposed to ask my sighted TA for help:

Maybe Iris can tell the difference if you compare the two versions you have now.

But ASKing IRIS ABOUT either of them gets a chipper “I don’t think I know anything about that, sorry!” The solution is to COMPARE X WITH Y, which I only figured out by looking at the full list of verbs.

I finally got stymied when examining something in the room description turned up only blank lines.

Elara Voss and Iris Wilson are in the room with you.

> x elara

> x voss

> x elara voss

So I think I’m going to save my game and stop there for the moment. The premise here (a blind professor and her very excitable TA searching for a treasure potentially buried behind the wall of the museum) is fantastic, and I really want to see where this goes—and I don’t want the joy of the story to get buried under the annoyance of these little problems. If (and I hope when!) a new version comes out, I look forward to playing it through to completion!

(The punctuation is also a bit of a mess (many missing periods, quotes where they don’t belong, etc), and the verbs can’t decide if they’re supposed to be present or past tense, but I come from a long line of proofreaders so I notice those things immediately. It hasn’t caused any problems with understanding.)

Tutorial

This one doesn’t really have an in-game tutorial. When you launch the game, it pages through a non-interactive introduction: an explanation of how to play, what commands might work, and what to do if you get stuck. There’s good information in here, including some uncommon commands you’ll need (like EXAMINE ROOM), but I’m not sure I’d call it a tutorial so much as a help text.

There’s nothing wrong with that, necessarily—that’s how Infocom did it, with their printed non-interactive manuals. But in 2026, I would like the information paced out a bit better. Since many of these commands (I suspect) won’t be needed for a while, I’m afraid I’ll forget them by the time they’re first relevant.

5 Likes

Ransack

I beta-tested this game.

It’s taken weeks of crawling through endless jungles but you finally made it. Nearby is a Mayan pyramid (or maybe Incan, you could never be bothered to clarify). And inside awaits a priceless skull carved from the largest emerald in the world. You’ll leave your camp this morning a back-alley amateur archeologist. But you’ll soon return with the skull and, assuming you can sneak it out of this god-forsaken country, your buyer back home will pay handsomely enough that you’ll never have to work another day in your life.

But the last leg of your journey won’t be easy. The superstitious claim that the pyramid is haunted and the experts say that it’s cunningly booby-trapped. Others say it’s both.

Damn Mayans. Or Incans. Or maybe even Aztecs? You really should have read more.

Very solid start to an Indiana Jones parody! I also appreciate that this is distributed as a Z-machine file (which means I can play it with fonts and colors and dimensions that are good for my eyes) and that it’s written in Dialog (clearly the best authoring system).

This is definitely a text adventure in the old-school vein. You get points for solving puzzles, which give you a rank (starting at “Second-Class Vandal”); you should grab everything not nailed down (you’re an “archaeologist”, after all!); and you can very easily make the game unwinnable without warning. The game does tell you to SAVE often and UNDO as needed, but your mileage may vary on whether newcomers enjoy getting in a canoe without a paddle and being swept uncontrollably over a waterfall. (Legitimately—I imagine some players will love it and some will hate it. The old Sierra games have plenty of fans!)

Unfortunately, some old-school friction does come with the territory, like disambiguation issues:

> x tree
Did you want to examine the palm tree or the trees?

Similarly between LEFT EAR and RIGHT EAR, when there’s no gameplay difference. Some exits are never described and you have to discover them through blind trial and error. There’s a tutorial on talking to NPCs, which tells you to ASK or TELL them ABOUT things, but as far as I can tell this action is never helpful—so why not just put the refusal message on TALK TO, instead of telling players to switch to ASK and TELL?

If the goal is to prepare newcomers for old-school text adventures, though, this may be a feature, not a bug. I’m of the opinion that we should try to reduce these friction points, but, well…consider The Nemean Lion as a lesson in design.

Setting-wise, we’re distinctly in a fantastical world, which fits the Indiana Jones vibe. Good clean adventure, leading to an abrupt but funny conclusion. The sense of humor is perhaps a bit juvenile and sometimes hammers a point too hard, but that fits both Indiana Jones and old-school adventures, so it’s not really a flaw; a stylistic choice I disagree with, but not an invalid one.

(I’m also going to shout out the puzzle that requires understanding how the overall geography of the map connects, even when you can’t go through those connections yourself. Love those.)

Overall, a good game. I had fun! Recommended for established fans of old-school text adventure shenanigans; a bit more hesitantly recommended for anyone else. I got a score of 120 points in 138 turns, giving me the rank of Pyramid Pillager.

(Final nitpick: it would be nice to see my FULL SCORE in the final restart/restore/quit menu!)

Tutorial

Like with Big Deal, Oh, we’re faced with an immediate question: “Play with tutorial (y/n)?” There’s less text surrounding this one, though, so it doesn’t grate as much. If we turn it on, we get little messages every turn:

Navigation is by cardinal and ordinal directions as well as using IN, OUT, UP, and DOWN. You can GO SOUTHWEST, for example. You can also abbreviate, using SW.

Your tent is to the north. Try GO NORTH or IN.

Concise, to the point, and relevant to the current situation! If we ever try to deviate from the tutorial, though:

There are several items here in your tent that may be helpful. You will probably want to TAKE some of these and carry them with you. Although, there is an upper limit to how much you can carry (you’re trying to rob a priceless cultural artifact, not omnipotent). Try TAKE SHAVING KIT.

> get all
The shaving kit: You take the shaving kit off the cot.

The shaving kit is a container, an object that can hold other objects. Objects in a container that you’re carrying don’t count against your inventory weight limit. You can OPEN and CLOSE containers. Try OPEN or UNZIP SHAVING KIT.

The lantern: Ooh, a willful adventurer, are we? OPEN SHAVING KIT.

As a general rule, I don’t like tutorials that keep you firmly on the rails. Part of a text adventure is being able to type anything and see what the computer says. I worry that undercutting a new player’s sense of wonder right at the beginning is not good for keeping them engaged. What’s the harm in letting me skip ahead?

Worse, the messages get increasingly snarky:

> take lantern
Your ability to follow directions could use some work. Try again - INVENTORY or I.

Nor can I turn the tutorial off if it becomes grating. (Or at least, if I can, I never figured out how.)

On a more specific note, the tutorial never taught me to EXAMINE things, which is perhaps the most important action in the game—substantially more so than OPEN! If the game is going to keep me on rails, those rails should at least be as helpful as possible.

So while I like this “as you go along” tutorial system better than Beneath the Exhibition’s, it loses points for the opposite reason of Big Deal, Oh—while that one spent a lot of words on irrelevant commands, this one left out the most important command in the game! If it were a bit less on-rails, though, and mentioned EXAMINE, it would be pretty close to my vision of an ideal tutorial.

4 Likes

The Antediluvian Weapon

Wow, what an awesome game! A heist in the techno-fantasy Italian Renaissance! And it only takes like a half hour to play! Everyone should try this!

Tutorial

The tutorial here is perfect, no notes.

Now we continue with the randomizer.

5 Likes

“I heard that The Antediluvian Weapon’s author has an 8 pack. I heard that the author is shredded.” (Boy I really hope someone else remembers that sketch…)

2 Likes

The Pattern Beneath

Ooh, music! Attractive presentation! Scott Adams sort of layout with an always-visible object list on the left!

…unreadably narrow fonts!

I don’t know if this is the game’s fault or my browser’s, but unfortunately I won’t be able to use the sidebar very well. (I’ve enlarged all these images for my review, but on my screen, the text is about 3/4 the size of the text on the forum, and I can’t find a way to enlarge it. Zooming my browser does weird things to the layout.)

There’s not a lot of care given to making the procedural text flow properly (e.g. items are listed in the form “You can see Thicket here.”), but I don’t really mind that. This is a competition focused on the retro text adventure style, and that sort of thing was very standard in the 70s and 80s. The tutorial warns me that I’ll need to LOOK DOOR instead of EXAMINE, USE DOOR instead of OPEN, and LOOK ROOM instead of SEARCH, which is nice to say explicitly, but why not just accept the synonyms as well? Still, this also fits the 70s-80s vibe. (It does allow for multiple nouns in a command, unlike the old Scott Adams or Phoenix systems.)

This seems to be another custom system, and normally I’m leery of those. But since this one is very clear about what it’s emulating (the old microcomputer two-word parsers with eccentric capitalization), I don’t mind so much. I’m not going into this expecting a full-fledged Infocom-style parser, and that means my expectations are much easier to meet.

But…would this be the case for someone who hasn’t played all the Scott Adams games? That I’m less sure of. Hopefully other reviewers can elaborate on that. Am I only succeeding here because of expectations that a newcomer to text adventures wouldn’t have? Or would newcomers find USE KEY WITH DOOR more intuitive than UNLOCK DOOR WITH KEY if they aren’t familiar with Infocom’s conventions?

Story-wise, you’re an archaeologist exploring the Amazon when you come across a perfectly preserved 20th-century villa. You walk in and the door locks behind you, trapping you in a strange series of puzzles. Very classic adventure game fare…but unfortunately, with only LOOK and USE at my disposal, I quickly got stuck. Trying to USE a combination of objects that’s not successful always says “That will not work.”, and the lack of feedback makes it hard to tell if I’m on the right track.

I’ve found a long, straight branch, for example. There’s a statue with a bow that’s missing an arrow; and a board that needs prying (“The board looks firmly fixed. I would need some way to force it loose.”). Can I use the branch as a prybar? Can I use it as an arrow? USE STICK WITH either thing gives a generic failure message with no indication why it doesn’t work, and LOOK BRANCH says only “A straight branch.”

The result is that I have no real sense of how to progress. I’m reduced to USEing my branch on every object in the room…but none of them work. Nor does USEing any of the objects on their own. I think this is where I’m going to stop for the moment. The setup suggests there’s quite an elaborate series of puzzles here, but without feedback on which attempts are close and which are totally misguided, I don’t know how to progress.

Tutorial

The game begins by asking you to type HELP, which gives a thorough rundown on how to interact with the game. Like with Beneath the Exhibition, I found it a lot of text to take in at once, but unlike with that game, I can review the HELP text whenever I want, so it’s more of a reference than something to memorize.

That guides me to type TUTORIAL ON, and…

I don’t know if it’s color blindness or just dark mode, but I can’t read this. Switching my browser to light mode doesn’t seem to help either. For the sake of the competition, I’m going to put a filter over this, but otherwise this is where I would give up.

All right! Carrying on. This seems like less of a tutorial and more of a walkthrough—which is definitely still appreciated; like a tutorial, it will help me out if I get stuck (I don’t know if I would have thought to USE PATH). But it’s also telling me bluntly and all at once what I need to do. I would have liked some more gentle hand-holding here, guiding me only when I get stuck, or at the very least spreading this out over multiple turns.

The same thing happens in the next room, after which the tutorial vanishes. Which is nice in some ways—it stops holding my hand and lets me play on my own—but also, walkthroughs are best when they include everything, because the author has no way to know where players will get stuck.

All in all, I would rank this tutorial above Beneath the Exhibition and below Big Deal, Oh in terms of effectiveness. It serves its purpose, but I would have liked more interactivity with it.

4 Likes

Epic Expedition

I beta-tested this game.

My first impression of this game is that it comes bundled with a map and a walkthrough. Both excellent for accessibility! Unlike with some other entries, there’s no risk of me getting stuck and giving up now; I can always skip past something that becomes insurmountable.

“…and we have touch down. One small, non-hostile life form detected at location. Find it, and bring it back for scanning. Remember this is a scientific expedition, and we’ll expect a full report afterwards.”

“Roger that,” you answer, trying to keep the excitement out of your voice. Finally, a chance to see how the ancient terrestrials lived!

Stepping out of the spaceship, you take a breath and look around. Behind you, your ship takes off.

Now, you’re on your own.

You’re on top of a hill. The ancient building is to the north.

Exits: North.

Nice snappy intro! Enough information to hook a player (you’re in the sci-fi future, coming back to Earth to study its ecology, learning about our current modern life in an archaeological context) without losing their interest.

This punchiness continues throughout the game. None of the puzzles are especially hard—explore a small map, find object, use object—but the narrator’s excitement at things we would find utterly banal is charming.

You kneel down and peer inside the hole in the wall. You can just barely see the small gray specimen, all the way at the very back. It stands on four legs, with a long thin tail and large round ears. It squeaks at you and shrinks back from your gaze.

What an interesting creature!

There’s enough variety in the puzzles to maintain interest, too. Some are GET X, USE X, while others are GET X, USE X WITH Y, or GET X, USE INFORMATION, and so on. The climactic puzzle involves a nice little bit of deduction, combining information from multiple sources in the world to realize what you have to do—but you can also brute force it if you loathe that sort of thing. And the game ends pretty quickly, before the charm can wear off or the puzzles can become repetitive. As someone who struggles with scope myself, I appreciate authors who can keep things short and sweet.

All in all, I enjoyed this game, and think it’s a perfect fit for TALJ. I would recommend it as a good way to get into parser IF, especially for kids; I think it’s the right level of exciting without getting frustrating that could hold a kid’s attention.

Tutorial

Absolutely phenomenal.

The game asks immediately if I want a tutorial or not, before presenting anything beyond the title. I think that choice works well. It starts with one short screen of text explaining what’s going on (“Although it might seem hard to know what commands the parser will recognize when you’re first getting used to parser IF, most works in the genre do rely on a similar set of basic verbs and interactions, which this game will teach you.”), then launches right into the game itself—short enough to not lose the player’s attention.

The player is then gently guided through the first puzzle: finding a key to unlock a door. The tutorial messages don’t repeat constantly, and don’t chastize the player for taking a different action; the structure of the puzzle means there’s not much a player can do to actually leave the rails, so a stray X ME won’t do any harm.

That puzzle teaches:

  • Movement by compass directions
  • Examining things in room descriptions
  • Taking and dropping objects
  • Actions involving multiple nouns (UNLOCK DOOR WITH KEY)

And as soon as the player gets the rush of satisfaction from opening the door, the tutorial gets out of the way before it can wear out its welcome. Excellent pacing! It also has a tone that’s nicely upbeat without getting saccharine.

Locked?! But you need to get inside to continue your mission! Well, maybe we can keep looking around for something to unlock the door with. Type W to go WEST.

The thing that really makes this tutorial stand out to me, though, is that it goes out of its way to teach parser IF conventions that aren’t even needed in the game.

Parser IF games often include other characters you can talk to. In the same way you can TALK TO COMMS in this game, you might TALK TO TEACHER OR TALK TO KNIGHT in other games. Some games might use other dialogue commands (like ASK), but in general, using TALK TO (person) first or looking up HELP or COMMANDS should give you an idea of how to interact with other characters. Let’s try examining the next item you’re carrying.

You won’t need this to solve any puzzle, but you have a way to practice it (a comms unit you can talk to for a bit of cute flavor text at various points), and then you’ll have it in your toolbox for other games. Similarly:

EXAMINE in this game was enough to uncover the container of oil. In some other parser IF games, you might also have had to SEARCH FRYERS as well to more thoroughly locate such a hidden or obscured item. The bushes in the empty lot are another example of something you might have had to SEARCH in other games and not just EXAMINE, since the key was hidden. Examples of other types of objects you might want to SEARCH in other games might be a pile of papers on a desk, or a shelf with a lot of things on it.

I think this is the best tutorial I’ve ever seen in a TALJ game. It’s very hard (in my experience) to not just teach the commands for one specific game but for parser IF in general without overwhelming the player with information, and Epic Expedition really threads that needle perfectly. Bravo!

8 Likes

The Gnomish Treasury

Most media about archaeology focuses on the fieldwork—going out to a dig site, surveying the area, having fantastical adventures (optional), collecting and cataloguing the artifacts, then bringing them back to a museum.

But there’s also a lot of archaeology that happens after that point! The clay pots and bronze weapons don’t just sit in storage forever; there’s research to be done on them, and conservation to make sure they stay in good shape, and occasionally a shocking discovery when a previously-overlooked bit of papyrus turns out to preserve a few missing words from a vital historical document.

That’s what The Gnomish Treasury is about, so (if it wasn’t obvious) I’m delighted from the start. It’s set in a “standard D&D fantasy” world, where the evil warlord Skarnfang has just been defeated and his treasure vaults broken open. The gnomish kingdom, led by His Highness Thistlebloom IX of the House of Meadows, has tasked you—the most illustrious student of the great Professor Berrybramble at Mossford University—with examining and cataloguing the gnomish artifacts recovered from Skarnfang’s fortress. Fantastic premise, and played completely straight.

While the gameplay loop is fairly straightforward—examine various damaged artifacts, figure out what pieces go together, and repair them—the descriptions never get repetitive. Each puzzle solved gives you new tidbits about the world:

You recall the history behind the artifact noted on the list. Thistlebloom I, the ancestor of today’s monarch, shared a cup of mead from this drinking horn with Queen Hrogark of the orcs. The gesture formally signified the gnomish king’s claim to the region of Gorseland in exchange for orcish trade, which ended a thousand years of territorial disputes and established a longstanding alliance between the two peoples.

Which makes it feel like actual archaeology, not just medium-sized-dry-goods manipulation. It is sometimes undercut by implementation issues: various shards of pottery are numbered, for example, but Inform doesn’t accept TAKE 2 AND 6, because the parser interprets the numbers as “take 2 unspecified objects and 6 unspecified objects”. (The usual workaround is to make them the “first shard”, “second shard”, and so on.)

Still, I enjoyed this game greatly. I don’t know how good it is as an introduction to text adventures as a whole—it doesn’t lean into that style of puzzle—but I had a wonderful time playing it, and will recommend it to some gnome fans I know. I finished with 20 points in 229 turns.

Tutorial

This tutorial is enabled by default without any action on the player’s part, which I think is the best strategy. Experienced players will try TUTORIAL OFF much more readily than new players will try TUTORIAL ON.

Before the first room description we’re given a slew of commands to try, including HELP, MAP, HIGHLIGHTS, SAVE, RESTORE, UNDO, CREDITS, and HINT; those could, I think, have been spaced out better. The player probably won’t have to UNDO until later in the game, and giving so many suggested commands at once makes it harder to remember each individual one.

The final suggestion given on that first turn is LOOK, and that suggestion is repeated over and over every turn until we take the hint. I appreciate that the game lets me ignore the suggestion if I want (I can instead try HELP or examine things), but the repeated prompting can quickly become grating.

It does pay attention to which actions I’ve already taken: it suggests LOOK, X ME, INVENTORY in that order, but if I examine myself before looking, it skips that step. It does not pay attention to anything except those exact commands, though, so if I’ve examined something else, it still teaches me the EXAMINE verb (over and over) until I’ve examined myself specifically.

The actions being taught are relevant, and the game shows off some nice quality-of-life features in the process. You automatically examine something when you take it, for example, avoiding the tedium of GET OBJ / X OBJ every time—but, only if you haven’t examined it yet. Interactible objects are highlighted in bold, not just in room descriptions, but everywhere in the text; this leads to an inconsistent grayness, but it does draw the eye to what’s important, so I can see the rationale behind it. The tutorial calls attention to some of these features, as well as some of the standard shortcuts, like taking multiple objects at once.

Interestingly, the tutorial doesn’t solve the first puzzle for the player. It gets you most of the way there, but you need to supply the last step on your own. I really like the way that’s executed in this case; it ensures that players don’t just zone out and follow the tutorial by rote. Once that puzzle is solved, the tutorial kicks back in to guide you to the next one before shutting off.

Overall, I would rank this tutorial just below Epic Expedition’s. It loses points for repeating the tutorial messages every turn and not recognizing when you’ve done the right action on the wrong object, but otherwise it’s a fantastic introduction to the game.

7 Likes

Okay, that’s all the ones that I can play natively on Linux! Now to experiment with WINE…

The Abbey of the Hidden Rose

The game doesn’t work great under WINE, but it launches. The window can’t be minimized, resized, closed, or even lose focus—if I switch to any other program, the game window forces itself back on top.

I can resize it briefly, though it tries to reset itself, and there seem to be some buttons at the bottom? I can’t see them clearly, though, and the black text on purple is rough on my eyes. After that it stops accepting keyboard input completely and I have to kill it through the task manager.

Unfortunately I don’t think I can really play this one in its current state. It technically works, but the experience is sufficiently unpleasant that I don’t want to do it for any real length of time. The background music is lovely, and it seems like a great game, so if the authors ever come out with a Linux version, do let me know!

1 Like

Adventure in the Crypt

I had no success launching this on Linux, but there is an online play option, so I’m going to be using that one. Heads up to authors out there: if your game can be played as a web page, please also let people download that web page! I tend to download IF to play on the road without internet access.

My first impression is that this is the sort of color scheme I would have used in high school:

Before I discovered my colorblindness, I liked to make my website’s text be magenta on goldenrod vel sim. I was frequently told that it looked horrible to everyone else, but I liked it! And in this case, I can easily see the difference between every color here. So if people with normal color vision don’t find it garish, I say it’s a good palette. (Though every word being a different color might get grating. We’ll see.)

This is another custom system, so it comes with my caveats about custom systems: it’s really hard to make a new system that can compete with all the quality-of-life features and user-friendliness that modern systems offer. It’s definitely impressive to build a new system! But players aren’t going to say “this is very good by the standards of a new system”, they’re going to say “this is not good by the standards of existing systems”.

In Adventure in the Crypt you start at a desert campground beside the newly uncovered entrance to a long‑lost crypt, its doorway revealed after a haboob tore through the region. Ramen the Shaman is here with you, steady and unhurried, ready to walk you through the first steps before you descend. The crypt shifts. The dark listens. Somewhere inside a gold feline idol waits to be discovered.

You’ll need to solve the puzzles to pass through the relief chamber, the circular chamber, the chamber of mirrors, the hall of echoes, the idol chamber, and the crypt exit.

You’ll have a trusty guide, Ramen the Shaman, a sherpa who you can talk with to learn helpful information about the crypt.

My first impression of the game itself is not great. We get a loredump from Ramen the Shaman, but every paragraph of the exposition requires us to hit ENTER afterward, and then redisplays the room description and items before printing the next paragraph. The end of that exposition suggests TUTORIAL ON, and using that command…brings up another flood of exposition, ENTER after each paragraph, room description reprinted every time. More on that below. I’m also unclear on whether we’re in the real world (Egypt?) or a fantasy world with shamans.

The “redisplay the room after every input” pattern continues throughout the game. This isn’t uncommon in old text adventures (I keep citing Scott Adams), but those typically put the room description in a separate panel. Here, the room description comes after the effects of our action, so I need to scroll up to see what actually happened. This makes basic tasks like “examine every object in the room” more tedious than they have to be.

The grammar of the game is also shaky. When you come across a locker (for example), its name is not “locker” but “a locker”, so “the a locker is unlocked”; inside it is “a desert cloak”, so “A a desert cloak can be removed…”. The same is true (as far as I can tell) for just about every object and room: they always have “a” or “an” in front of them, regardless of grammar. It doesn’t make anything unreadable, but it’s jarring. (“You light a sturdy torch using a small firepit.”)

And to round off my points of friction, the handling of invalid commands is not great. In most cases, if a command doesn’t work, it simply says “You can’t [player’s input]”, with no sign of what’s wrong. Is the noun wrong? The verb? The grammar? No way to tell. TAKE STURDY to take a sturdy torch is rejected the same way as TAKE ALL, TKE TORCH, and TAKE ZQBLM…and the same way as UNLOCK DOOR (you need a WITH KEY), and UNLOCK DOOR WITH KEY (if the key is on the ground instead of your inventory), and so on.

If you EXAMINE with an invalid noun, on the other hand, it displays a tree diagram of the object hierarchy in the current room. This means EXAMINE can be used to figure out which nouns are implemented, if you remember that the tree diagram means “not implemented”. But this is not a great way to figure out whether the verb or noun is wrong—it would be much better if the game told you outright!

A Torch Rack 
├─ A Sturdy Torch - extinguished
└─ An Old Torch - extinguished
A Sherpa 
A Small Firepit - on fire

For a specific example:

The Relief Chamber

A vaulted stone hall, the air is cool and still. There are four carved reliefs. To the West is a serpent, South is an eagle, East is a jaguar, North is a monkey.

A serpent relief is raised up.
An eagle relief is raised up.
A jaguar relief is raised up.
A monkey relief is raised up.

You notice a sherpa.

The Crypt Entrance is open
The Circular Chamber is locked

You can go
U The Campground

Now what? lower serpent

You can’t lower serpent.

[snip]

Now what? push serpent

You can’t push serpent.

[snip]

Now what? x serpent

Score 0 / 7

The Relief Chamber

Objects here
A Serpent Relief - up
An Eagle Relief - up
A Jaguar Relief - up
A Monkey Relief - up
A Sherpa

Now what? x relief

Please choose a relief

[ 1 ] A Serpent Relief
[ 2 ] An Eagle Relief
[ 3 ] A Jaguar Relief
[ 4 ] A Monkey Relief

x which relief ?

Ah, so it can’t be referred to as a SERPENT. I have to refer to it as a RELIEF, then use disambiguation to select the serpent. Now to try LOWER, PUSH, etc on RELIEF…the puzzle isn’t hard (the game basically tells you what to do: the previous line says the key is “starting with West and going counter-clockwise”), but actually executing that solution is a chore. After that, instead of unlocking the door directly, the game gives you a key, which you need to put into the door (in the same location).

I tried to unlock the door with the key, but…

Now what? unlock circular with key

Please choose a key

[ 1 ] A Serpent Key
[ 2 ] A Brass Key

unlock which key ? 1

A serpent key is not storage. You can’t unlock circular with key.

[snip]

The Crypt Entrance is open

The Circular Chamber is locked

Now what? x chamber

You can’t x through the chamber.

I’m not sure what it means when even X fails. It seems like you can’t examine doors? Eventually I was able to take the key (that was the real problem), unlock the door with the key, open the door, and go north…but none of this was really puzzling, or especially fun. It just felt like busywork. The next puzzle had exactly the same solution as the first one (start west, go counterclockwise), which meant I spent a lot more time on the not-fun stuff (searching for the right commands) than the fun stuff (solving the puzzle itself).

So that’s where I stopped for now. Building a custom system is undoubtably impressive! But I’m just not really having fun with the game in its current form. I think the system needs more polishing to reduce the friction points (better error messages for invalid actions and keeping the room description from drowning out the action response would help a lot!), and the game needs more polishing to enhance the fun parts (signpost the solutions to the puzzles a bit less obviously). But there are the bones of something good here, and I hope it gets the polishing it needs to really shine!

Tutorial

As mentioned above, I wasn’t a fan of how the tutorial was presented. Giving all the information in one huge non-interactive blob, in my experience, can mean the player zones out and glosses over the details. Breaking up that blob with “press ENTER to continue” doesn’t help; it just makes it take longer. And reprinting the room description before every paragraph just makes it harder to keep track of your place.

The paragraphs themselves come off as rather overwrought:

The world can be as rich as the author likes. Moving around the world is a simple matter. The bottom of the description will list the possible places you can travel from this location. They will have a cardinal direction and be followed by a brief description of the location. To change locations you can put in the cardinal location and press enter. Other ways to move around would be to put in the name of the location and press enter.

If this were my game, I would shorten this down:

You can move around the world using compass directions. Viable directions are listed under the location description.

You’re moved to the “Tutorial Tent” for the tutorial, where after the exposition you’re shown a sample puzzle and walked through it step by step. This does avoid giving away any solutions to the game’s actual puzzles, but it also makes the tutorial feel disconnected from everything else. (You do keep the items from it afterward, though?)

This definitely sounds like damning with faint praise, but I found the tutorial…adequate. It showed me how the system worked, but it didn’t fill me with excitement for what was coming next. It felt like the game was going through the motions, providing a tutorial because the comp required a tutorial, rather than because it actually fit into the game. The lack of enthusiasm combined with the lengthy descriptions unfortunately made this tutorial a slog.

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And I believe that’s the comp! If I’ve missed anyone, let me know!

I specifically didn’t try to reach the end of every game; if I hit serious friction, I dropped it and moved on to the next one. Now that I’ve got at least a basic review in of each one, though, I’ll go back and poke at them some more. I may be asking for hints soon on some of these…

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I’m currently continuing with Big Deal, Oh. I’m struggling with the implementation in many places—HINT giving a blank line, room descriptions listing incorrect exits (saying you can go west when you can actually go east), and so on. But I’m really appreciating the automap for reminding me when I’ve missed an exit somewhere. Hunting for missed exits is one of the worst parts of playing parser games.

The biggest issue I’m having is with the inventory. Some inventory items don’t actually exist—trying to EXAMINE the FORMED WAX and the TROWEL fails—while other things are theoretically with me, but not listed in INVENTORY (like the PENNY MOUNDS and WRITTEN SPECS).

I think I’m misunderstanding the widget as well? I thought it indicated the number of letters in the two words you need, but SOLD GUIDE was 44.

Still, with some help from the walkthrough, I made it to the ending! The POWER TORCH puzzle is brilliant, but I never would have solved it on my own. It requires breaking the rules of the rest of the game in a way that I think isn’t sufficiently clued. And turning GATE BROOK into GREAT BOOK—moving only the second sound, not the first—feels like it breaks the rules for not much payoff.

I finished with 28/29 points; I think I got three or four bonus points, but they’re not currently tracked so I’m not sure. Fun game! Could definitely use polish, though.

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Thanks for going through these! The hints were something I redid a bit late. “They were worse before” is not an excuse … but I wrote the code to track them and never ran through it. I have a bit more time to now and I should. Having a break from your code for a couple weeks helps. Given how late I started, I didn’t give myself that.

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Thank you so much for playing and reviewing! I’m so glad you enjoyed the game. I really enjoyed The Antediluvian Weapon, too!

Apart from EXAMINE, the other lessons in the tutorial for verbs that take nouns (TAKE, OPEN, PUT, REPAIR, and LABEL) should register as completed with any valid object (not just the ones mentioned in the tutorial).

I did make the decision to treat EXAMINE a little differently, since I think the importance of that command almost can’t be overstated to a true newcomer to the genre. Being relatively new to parser games myself (as both an author and a player), I personally feel that “X ME” is not the most intuitive command to discover on one’s own. It’s one of those genre conventions that experienced players can take for granted. So I treated “X ME” as a separate lesson from the EXAMINE command, more generally. I also treated “X LIST” as its own lesson, since it’s so load-bearing to completing the first puzzle.

Disliking the repeated tutorial prompts is entirely fair, of course!

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X ME not being intuitive is an interesting thought! I decided not to include X ME in my tutorial because I feel like it’s mostly a flavor text response, and not vital for actually finishing that many games. It felt worth focusing elsewhere in terms of what’s fundamental to teach; I think they’ll pick it up along the way if they really get deep enough in the genre, in which case our TALJ games have already done their jobs!

Also IMO the biggest utility of X ME most of all seems like… something an author implements as a signal to veteran IF players: hey look, I knew to override that default response. In the same way you might add a XYZZY response easter egg. So it might be more important for authors, in that way?

Thanks for the review thread!

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