Drew Cook's Spring Thing 2022 Reviews

Thanks very much for taking the time to play, as well as for the critique! It’s true - there are several areas that need work.

I really wanted to make the writing more interesting and evocative of what it might feel like to personally be in that situation, but I think the actual “story” suffered for several reasons. The overall writing would be paramount for improvement. Thanks for the kind words on the audio - I like the overall feel, but it would have been fun to add more tracks, mix/master professionally, and release as a small soundtrack. Add original artwork for sure. I felt like I was chasing certain themes at times, so it’d be nice to make it less derivative. Add interactivity with the computer, some dialogue maybe, give the chance to fix the thrusters. It all felt too “on rails,” as it is. So many details and directions!

Essentially, I consider this entry kind of like a “snapshot” of where I was at this time. I think I’m headed in the right direction, but not quite on the right path yet. I think your assessment of feeling unfinished is on point!

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I look forward to the next release!

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George and the Dragon
Pete Chown

I like visual novels, even if I haven’t played too many. I’ve read some big name titles (Stein’s Gate, The House in Fata Morgana, Danganronpa), as well as the post-VN Doki Doki Literature Club. I suppose a common critique of the genre is that they aren’t sufficiently interactive, but they do often have more and more disparate endings than a lot of games. Perhaps it is fair to say that while they offer the players few agentic moments, those decision points are, pound for pound, more impactful than the choices in many other games.

I was happy, then, to encounter George and the Dragon, which was immediately recognizable as a visual novel. The majority of the screen is, as expected, dedicated to imagery. A small slice of screen at the bottom contains the text of the game, fed in bite-sized chunks that require many clicks to proceed. There is music.

The story is typical fantasy fare–I enjoy that sort of thing, too. Every year a medieval-esque town must sacrifice a “maiden” to a dragon that will otherwise destroy the village. The protagonist, a blacksmith’s son, may or may not have an important role to play in this year’s sacrifice. His friend, the princess, has won/lost a lottery that selects the unfortunate maiden.

What visual novels lack in interactivity is typically compensated for with strong artwork and music. George and the Dragon does not deliver on this front. The artwork may or may not be built from public domain models and templates, but in any case it does not pair harmoniously with the text. The royal family, for instance seem under- (and anachronistically) dressed.

The music can feel out of place, too.

I played through it three times, and got three different endings. I couldn’t figure out how to keep the princess from being injured, but otherwise reached a “happily ever after” conclusion.

Would I recommend George and the Dragon? I’m not sure! I think its presentation needs a bit of shoring up, and the outcomes of specific choices are not always clear. I do want to celebrate its presence here, though, and hope Pete Chown will revise it further.

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This looks like DAZ3D, and while there are free default options, more complicated styling and clothing options are not free and can get very expensive. I abandoned an idea for a VN using DAZ once I realized what type of resources I would be required to purchase.

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It seems so! Especially if the author has to double down for interactive licenses. Thanks for the name, lots of public 3d images have a similar feel; I wondered where they came from.

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A feeling of player agency is an elusive thing. It is hard, if not impossible, to quantify. I suppose the reason that agentic reading as an experience is so slippery is that the subjective impression of agency is not necessarily the same as the coded-in presence of agency. If I, as a player, feel that I am making important choices in a game, then it really doesn’t matter whether those choices are impactful–in terms of outcomes–or not. Games are experiences, not differently filled beakers on a chemist’s counter.

I have not been reviewing games in which I do not experience a feeling of agency. This is not because such works have no artistic merit, but because as a critic I am interested in agentic reading. I also have a massive backlog of traditional fiction–I will not get through it in my lifetime–that makes incessant demands on my time for less agentic experiences. This is to say nothing of all the poetry out there! It’s got nothing to do with quality, but my dance card is completely and hopelessly full already.

New Year’s Eve, 2019
Autumn Chen

When the protagonist, a few clicks into New Year’s Eve, 2019, is offered the following choice:

and, having selected “optimization problem,” receives the following feedback:

I had a feeling that it might be a kind of choice-based Suspended with constraints dictated by social rather than epistemological forces. The prospect of simulation is underscored by a “Status” screen that indicates not only physical status but relationship statuses (ranked quantitatively on a scale from 0-5). I loved the meta effects of the Status screen. Whatever the realities might be, they strongly reinforced the idea of a problem that one might be able to solve.

This “puzzle,” as it is presented, is navigating the difficult waters of family, culture, friendships, and romantic (im)possibilities at a New Year’s party as Qiuyi Zhao (“Karen Zhao” in English), a college senior home for the Christmas holiday.

However: having gotten both possible endings, there is a bleak irony to the promise of the Status screen. The reality is that the protagonist is catastrophically limited by symptoms of mental illness (is it untreated? I missed the answer if there is one) exacerbated by feelings of isolation and otherness within the social structure of family and past relations. I think people with a history of anxiety or social discomfort will identify–perhaps to a painful extent–with Karen.

The gameplay loop is simple: engage with people (or don’t) at the party, endure the stress-inducing dinner, and wind up in one of two states.

I won’t say more about the plot. I will say that New Year’s Eve, 2019 is a game in which the experience of agency is crucial to the experience of the story. It is one thing to watch someone fail again and again, and it is another thing to feel responsible their failures. I thought: “if this is an optimization problem, perhaps I should have talked to someone else. Perhaps I should have remained silent. Perhaps…”

The game makes good use of its interactive structure: I felt, simultaneously, that my choices did and didn’t matter. I wanted to do something nice for this character, but I didn’t know what to do.

A Paradox Between Worlds did something interesting with choice, too–nearly all decisions were like/reply/reblog decisions in a Tumblr-like platform. I think judicious use of systems and choice is just something the author does well.

I do recommend this game, though people currently struggling with mental health issues might find that it cuts a bit too close. Having reached a comfortable distance between my present and past challenges, I found it identifiable in a way that I liked.

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Computerfriend
Kit Reimer

I don’t want to say too much about Computerfriend, for fear that I might spoil the sheer WTF-ery of it.

The protagonist is either mentally ill or reasonably troubled over the miserable state of the earth in the wake of man-made, ecological disasters. They receive therapy in a number of modalities from a new AI technology known as a “computerfriend.”

The writing is at turns funny, frightening, or hallucinatory, and the author makes good use of the platform with text effects and simulated online activities.

I think it is brilliant–a sort of Eliza from hell if Eliza actually went someplace.

Computerfriend promises six endings. I got two, and will go back for more.

Recommended, if a close (and darkly parodic) look at mental illness and its treatment isn’t too hard to stomach.

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I agree. I played it yesterday and it’s still rattling around in my brain. I am torn between wanting another ending and fearing that I will have to eat more slimeworms if I play through again. I know that wanting another ending will win, though.

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In each of the two endings I got, the details about the game world were pretty different, so you may not have to!

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Thank you so much for your kind review! :slight_smile:

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You know, slimeworms are highly nutritious and appealingly flavored. We mustn’t let the objectionable name and texture prevent us from utilizing such an efficient food source.

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Thank you for the amazing review! This was exactly what I was trying to achieve with the interplay between the game’s mechanics and narrative or something like that; the restriction of agency was a big part of it. I’ve never played Suspended before (or most infocom games unfortunately), but it looks like something I’d be terrible at! Maybe I should still try it, though. I think there was one point where Karen said that she never saw a therapist because she had too much anxiety, buried in one of the more obscure routes.

Also, agreed about Computerfriend. It’s one of my favorites.

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Reading about it is probably better. Suspended is mechanically arcane and what I see in it (depersonalization at the hands of an authoritarian state) is just wonky, video-gamey simulation to a lot of people.

I’ll have to go check out Pageant when this Spring Thing business is over.

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My weekly Spring Thing post is up:

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The Bones of Rosalinda
Agnieszka Trzaska

Now comes a dramatic shift from my recent favorites. While Computerfriend and New Year’s Eve, 2019 strike me as critical–or at least suspicious–of what I must imprecisely call gamification or the reduction of human experience to computerized amusements. The Bones of Rosalinda is unambiguously videogamey in the best possible way. It has an engaging and fun hook–the protagonist is a skeleton who solves problems by detaching its arms and skull to solve problems.

It takes place in a necromancer’s layer and features problems that one might expect. There is an ogress, a demon, and a malevolent power. All must be won over or defeated. Rosalinda–the skeleton–additionally has a mouse that can be controlled to solve puzzles or aid in exploration. There is a lot of–forgive my informal characterization–cool stuff for the player to do and see, and for the most part the puzzles lead to brief, satisfying outcomes that require thought without bogging down the pace.

Structurally, Bones participates in a long tradition of narrow-wide-narrow design dating back to classic parser games of the 80s. The player cannot leave the first room without first understanding its unique systems (use of Rosalinda’s body parts).

The prose is charming and lightly humorous, and the use of 3rd person narration helps foster a sort of fairytale ambiance. Despite all of the dead bodies, this is not a violent game, and I think children might enjoy playing it with a helpful adult.

The penultimate puzzle (destroying the mirror) was the only flat moment for me. From a puzzle design perspective, I liked what was happening, but I wasn’t clicking on things in the right order. Alternately, I knew what I needed to do, but I didn’t know how to do it within the interface.

Still, The Bones of Rosalinda (IFDB page) is a lot of fun with a clever central mechanic. It has a winning sense of humor, and a (mostly) likable cast. Recommended.

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The Wolf and Wheel
Words by Milo van Mesdag, illustrations by Angus Barker, and programming by Jason Ebblewhite

The Wolf and Wheel is a collaborative work running on the Ren’Py engine (used to make Doki Doki Literature Club), and it has a polished look. It is a visual novel with 11 endings, featuring many aesthetic choices and a smaller number of impactful ones.

I love the world of this game. It takes place in a small town that has recently been plunged into unending darkness, as the sun hasn’t risen for weeks. It isn’t clear why this has happened, or what–if anything–can be done about it. Many events go underexplained in a deliberate, curiosity-inducing way. The world has an only hinted-at history: forgotten deities, lost traditions, and historical truth subsumed within folklore. In this ambiance, murderous wolf-men do ask psychic barmaids about the nature of happiness. Much of the narrative–interlinked vignettes scaffolded by a episode-spanning interloper–is dreamlike and fabulistic. Everything seems invested with an unnamed and elusive significance.

The authors declare that The Wolf and Wheel is a demo. I do hope that writer Milo van Mesdag does not fill in too many narrative blanks in its larger, final version. I think the quantity and nature of information delivered about this game world is very well calibrated. What this demo needs more of is art. While the few pieces on display are of high quality, they are insufficient. Scenes are not dramatized, and in climactic moments we see the same bar or forest illustration that we have been seeing all along. It’s simply not enough for a visual novel.

I’ve seen the prose criticized, which I think is fair. While entirely correct from a technical and grammatical perspective, the English is not always idiomatic. A sentence here or there will deport itself awkwardly. Unfortunately, such moments usually occur during more philosophical passages where rhetorical efficacy is crucial. I still rate the writing very highly, since style is only one element of storytelling. Hopefully close attention can be paid to such issues in revision.

I do think The Wolf and Wheel (IFDB page) is worth a look for readers that enjoy dark fantasy and/or visual novels. I enjoyed my time with it, and experienced 4 of 11 endings before writing this review.

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You, Me and Coffee
Florencia Minuzzi

I was attracted to You, Me and Coffee (it’s so hard not to add an Oxford comma!) because of its Game Boy aesthetic. The art and interface are attractively constructed in two-bit color using Bitsy, an open-source development platform that characterizes itself as a “little editor for little games or worlds.”

YM&C is, in fact, a little game (a brief conversation) set in a little slice of the world (a coffee shop). Possible outcomes–seven in total–are dictated by the order in which the player selects three topics of conversation: the titular you, me, and coffee (pictured below). For those of you doing the math, the seventh ending is unlocked when all six possible combinations have been tried.


While the prospect of multiplicitous outcomes may suggest a large game, the possibilities can be exhausted in a half hour or so. This is not necessarily a bad thing, of course. Some observations on the text:

  • The order in which the player selects these choices do not have a clear causal relationship to their outcomes. I cannnot imagine someone playing through YM&C once and feeling that they had reached “their” ending. A “full” playthrough requires seeing all possible outcomes.
  • The goal of the game seems to be cultivation of the protagonist’s contrition. We learn that our conversation partner feels mistreated by them, and, in the secret ending, the protagonist comes to regret their behavior.
  • As a player, I did not feel the protagonist’s regret. Instead, I witnessed it.

I wonder what this structure implies about the nature of ethical or moral development. The protagonist has not done the hard work of self-critique (not that we can see), nor have they witnessed the various possible conversations that we do as players–which may or may not appear equivalent to the feelings expressed in the seventh ending. How did they decide to say the things that they say?

I suppose I sound quite critical, but I shouldn’t let my comments overshadow how charmed I was by the look and simplicity of the interface. The author came up with an interesting and attractive way to present this text, and it is very well suited to that text. It asks very little (30 minutes) in return for a diverting story. It also invites us to think about Bitsy (IFDB search) as a platform for IF.

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Hinterlands: Marooned!
Cody Gaisser

I am one of those weird people who still laughs about Pick Up the Phone Booth and Die, a sort of anti-game that (I think) has two possible actions (plus another that fails) and two corresponding endings. There is additionally one object to examine. It is a heavily-rated game on IFDB (101 ratings), and is sitting at a two-star average. It is, in essence, a one-move game, or perhaps it’s a sort of Andy Kaufman bit about gameness.

While I was thinking about what I might say about Cody Gaisser’s Hinterlands: Marooned!, I visited the IFDB page for PUP&D. This is not to say they are terribly similar beyond being one-move experiences (they aren’t), and it isn’t called Interact with the Q’udzlth and Die. I did, however, laugh after the tenth death or so.

For a game with one location and few nouns (though more than you might expect), this is thoroughly implemented. I was surprised how many actions were possible, given the constraints. I never found a way to survive, but perhaps that would be beside the point. After all, the only way I can think of to improve PUP&D is not deeper implementation, even though that seems to be the prevailing opinion. It’s removing the possibility of success.

The “play online” link provided at the Spring Thing page led to some irritating behavior in Microsoft Edge. The page constantly removed focus from the cursor, so I always had to re-click on it. I switched over to iplayif.com and everything worked fine. I’m sure this isn’t the game’s fault; just saying.

I recommend Hinterlands: Marooned!. It’s fun and funny and–so far as I can tell–makes no unreasonable demands on the player’s time. It’s impressively implemented, as well.

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A D R I F T
Pinkunz

ADRIFT (forgive my omisison of the spaces between letters) is a small demo featuring two small puzzles satisfyingly grounded in Newtonian physics. An astronaut (perhaps I should say cosmonaut) has become untethered from their spacecraft and must somehow make their way back.

While I don’t feel I can say more, I do enjoy the sorts of puzzles featured here, and would welcome a science-focused space game from this author.

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Fairest
Amanda Walker

I’m generally uninterested in repurposed fairy tales, though I enjoy lesser-known folklore from both the west and abroad. In fact, I’m not sure that I would have tried Fairest if I didn’t recognize the author from this forum.

Foregoing it would, it turns out, have been a mistake. This game has oodles of charm, and its puzzles–while not so difficult–feel fun. I like fun in my games, and I especially like talking to animals–a love that dates back to Enchanter (1983). Fairest also has an interesting fourth wall gimmick that elevates it above and beyond the typical bit of western fairy tale media.

The protagonist is Prince Conrad, an aimless bumbler who–we are told so explicitly–could never succeed without your (the player’s) help. He and his other princely brothers compete for the right to succeed their ailing father as king. Along the way, he will meet familiar figures from various stories, and each either helps or hinders him on his path to success. He–no, not he. You, the player–can look into a mirror for insight into any woman character’s personality and history. The endings–there are 13–all explode typical fairy tale outcomes in interesting and entertaining ways, turning a critical eye to the customary roles of women in these folktales. The author makes it easy to see all of the endings without massive amounts of rework.

This is a very kind game, too. If there’s a way to be locked out of victory, I never encountered it. Major mistakes are easily undone. There is a command that keeps track of the player’s current objectives. It has built-in hints as well.

The prose is well-wrought and often humorous. Fairest is an easy game to recommend, and a fine choice for any first-time foray into parser IF (IFDB link).

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