Great Play Marathon: Runners' Reports

FYI: The weekly update has gone up at the top of the event thread.

Also, I’ve finished Draculaland, which was just too silly to spend much time worrying about solving all the puzzles on my own, so I used the (well-constructed) invisiclues available from the game’s IFDB page pretty liberally.

As some reviewers have noted, this very much has the flavor of a Scott Adams game, minus the hassle of guess-the-verb. My inventory got a bit long, so I didn’t always see all of the context-sensitive action buttons that popped up from time-to-time.

I’m not a huge fan of Scott Adams games, which have a reputation for whimsical riddle/koan-like puzzles. (An example of the type from this game: having to flush a hand of cards down the toilet in a royal bathroom to magically transform them into a “royal flush.”) So, not really my cup of tea, but there were some moments of humor that I appreciated, especially the line “He died doing what he loved. Hunting vampires, I mean – not being eaten by one.” which made me laugh out loud.

And that’s the end of my short course! Plenty of tempting squares left on the field, so let’s see… How about Fingertips: Fingertips, which is close by? I’ve never played anything from the Apollo Tribute album project, but “short time loop puzzler” sounds fun.

I wish I could say I had a good reason for my two-week-ish hiatus, but the truth is that I got Pokopia for my birthday and have been devoting my free time to that instead. Truly I am the hare in this race, alternating between bursts of speed and bouts of slacking off by the side of the course. I just have to hope no medium-course tortoise comes along to get ahead of me.

In any case, I have finally finished my review of Miss Gosling: https://ifdb.org/viewgame?id=742srswkma72f7jf&review=92630

I’ll be heading to Social Democracy: Petrograd 1917 next, and hopefully keep the momentum up for a bit longer.

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I (and no doubt a few others) thought this day would never come, but I have paddled away from Moondrop Isle for the final time, with a few cuts and bruises and a soggy sleeve, but also some hard-earned, shiny new wisdom to show for it. Bloody hell, that was hard work! But I enjoyed myself, and I really appreciated the non-spoilery guidance and gentle hinting available in these parts, especially from @JoshGrams.

Despite there being many faults one could enumerate in Moondrop Isle, I did (eventually) think it was rather brilliant. After my first session I was not a fan, but I’m glad I persevered. I posted a review on IFDB.

Next, for the marathon, I will move to The Missing Ring at C8 :tada:

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Way to go, @JohnD! There are definitely some mountains on this field, and I think Moondrop Isle is one of them.

I finished Fingertips: Fingertips, which is a fun short game centered around a single logic puzzle grounded in lightweight mathematics. I don’t want to say too much because it’s easy to spoil the whole thing, but as a teaser I’ll say that anyone who enjoyed Junior Arithmancer will probably have fun with this one, too. (Note that there are two endings, so if you’re not happy with the first one that you get, you can keep trying. Also note that there’s a slight error in one of the number series provided as a clue, which may or may not be intentional.)

Let’s see… The Bones of Rosalinda was fun, so how about Good Bones: A Haunted Housewarming (F1) next?

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Emily Short is one of my favorite IF authors. Her fairy tale retellings did a lot to draw me in to the form, and Counterfeit Monkey is a pinnacle of implementation. Pytho’s Mask is an enjoyable game, and it includes Short’s signature experiments in conversation, but it lacks the polish she became famous for in her later works. There is a regrettably large number of bugs, and I had to look at the walkthrough to find out the correct syntax for switching the glasses and what to do in the ending scene. I also got a fatal error when perusing the books.

Discussion of the ending

My main critique of Pytho’s Mask, however, is how it handles the ending. There are several ways the game can end, but there’s clearly only one that Short intended to be the end of the story. If a game offers multiple endings, each one should be meaningful in its own right. Since every ending but one is essentially an extended “You have failed” message, it would have been better either not to offer the choice at all (i. e. After Soteria takes the cup, she immediately swaps it with the Earth Minister’s cup.), or to have made each ending a satisfying one.

The original version of the recent Iron ChIF game course correction initially handled multiple endings in much the same manner as Pytho’s Mask; there was the one ending that the story had been building towards, while the rest of the endings left the primary tensions unresolved. These secondary endings were rewritten for the updated version of course correction, and they work much better; each one feels like it resolves both of the protagonists’ stories in a way that follows naturally from their actions. There might be an objectively better ending, but it doesn’t feel like it’s punishing the player for having made the wrong decision.

In Pytho’s Mask, it does not feel like Short tried to understand why the player might make a different choice. Soteria, as Short imagined her, has certain motivations that lead her to make a certain decision. It’s possible to imagine reasons that Soteria might choose to put the King’s goblet in anyone’s spot, or even to leave it where it is. Swapping the King’s cup with Valkir’s cup, especially, seems like it should have led to a better ending. Perhaps the player’s version of Soteria believes, like the conspirators, that the time has come for the regime to change, or perhaps she believes that the Prince would be better suited to rule if he his personality were radically altered. The secondary endings of Pytho’s Mask would have been far stronger if Short had tried to imagine why a player might have chosen the option they did, and had written endings that aligned with those motivations. As it is, it seems that the these endings are only there for flavor, and that the player is meant to try again if they get one of them.

Non-meaningful flavor choices are a core part of creating the illusion of freedom in IF, but they don’t belong in the climax. Cut the Sky, for instance, allows the player to choose how to end each scene, creating their own version of the story, but (as far as I know) it always builds to the same ending, ensuring that the player comes away satisfied. Many works allow the player to solve puzzles in a different order, or customize the PC, or even lose halfway through the game. But how a game ends has such a big impact on the player’s experience that it’s worthwhile to put in the extra effort to flesh out each ending the game offers.

This isn’t to say that Pytho’s Mask is a bad game; I thought it could have ended better, but it’s definitely still worth playing. It did a number of things very well. If you make the right decision at the end, the rest of the climax flows smoothly. The mixed parser-choice conversations worked fairly well. Short was careful to ensure there are multiple ways a player can learn the necessary information, and created a unique world. From here, I’ll be heading north to another Emily Short game, The First Draft of the Revolution.

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Good Bones: A Haunted Housewarming is pretty much pure goofiness, in which the protagonist faces a slew of classic horror tropes in the quest to find a usable bathroom during the first night inhabiting a just-purchased run-down mansion. It’s much more humor than horror, with a constant but low joke intensity that keeps one smiling between occasional bursts of laughter.

It looks like the real gameplay is to try to collect all the possible deaths; I made an effort, but I only got about half of them, implying some replay value. (A good excuse to try it again with my playgroup later.)

This has the feel of a Halloween game, but I didn’t spot anything specifically linking the holiday in-world. (For something more specific to Halloween, it looks like Costumes and Candy by the same author fits the bill. The author, Leon Lin, also wrote Kissing the Buddha’s Feet, a TADS 2 game published 1996.)

Next for me is a big jump over to Starry Seeksorrow (D6) which was a tempting choice that I had to skip to reach The Bones of Rosalinda.

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Starry Seeksorrow is a well-written short puzzler with a compelling setting that I’d love to see explored in more depth. As an animated doll charged with protecting a child, you have to deal with a threat to his or her (the gender of the child being assigned randomly) life in a world of magic – in this case, most especially magical plants.

The game is a bit finicky at certain points, but the puzzles are clever, and the world is quite engaging. After finishing and reading existing reviews, I was a bit surprised to find that there is an optional puzzle involving a statue. I had missed the clue about this (which requires a more thorough combing of the environment with >EXAMINE than I made in the relevant room), though the puzzle is straightforward enough once that clue has been seen.

Curious about the reference to a “bad ending” in mathbrush’s review, I took a peek at the internals with a decompiler. It doesn’t look like there is any alternate ending in the current release, but there is some evidence (specifically, suggestions of dead code designed to allow the cynodont statue to move and/or attack things) of planning for a more exciting ending. There was also evidence of a bit of side entertainment that had been dropped: a scripted “magic show” put on by the sweet maskelyne flower.

Another layer of polish would make this one shine, and I’d be intrigued by more details about the off-stage parents of the protagonist’s ward. (They’re painted as powerful and wealthy, but also as responsible for an infant’s death without apparent remorse.)

Next I think I’ll try The Curse of the Scarab at E7.

(P.S. Hey, free-runners: Are you out there? @Zed, @lpsmith, @Ordon? I’m curious to hear about Filaments…)

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I’m here, but I’m nowhere near ‘Filaments’? I’m still mid-Gosling, myself, having also been pulled away for Iron ChIF, and then family stuff, and then Narrascope…

Sorry for the confusion, @lpsmith. Ordon was last seen entering Filaments. (I transitioned from a general question to free-runners to a specific one to Ordon, but that wasn’t really clear.)

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About that… Not really feeling it so can I backtrack and choose another game? Also been a while since I checked in… what’s going on with the map with the dotted lines?

Yes, you’re explicitly allowed to change your mind if you don’t want to complete a game. Just let me know where you’re going from Ravine instead, and I’ll update your position.

The dotted lines are for movement after completion of your elected course, when you can hop around the field at will if you want to keep going.

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A question about The Curse of the Scarab: How long is this game supposed to be?

I’m able to reach an ending, but it doesn’t seem hugely satisfactory, and since it’s a “maximize your score” kind of game, and the best I’ve managed is about 400 pounds. @severedhand’s high score is over a thousand pounds more than that!

It seems like it should be possible to use the flammable oil to do something about the swarm of beetles (and/or the mummy). Do hints for this game exist anywhere?

The game is not large in terms of number of rooms but it is dense in most dimensions. Consider multiple uses for everything. Some things are better used than cashed in and vice versa.

A tech tip to give you more moves (though this is more useful once you’ve concocted a plan or three about things you’re going to nab or do) is that you can chain nouns after some core verbs. For instance, GET A AND B AND C, if all are gettable, will only take one move. GET A, GET B, GET C will take three. (VERB) ALL is obviously good at times when you can use it, too.

Hint (about things you can’t do):

My recollection is you can never eliminate the scarabs or mummy. You can only ever fob or avoid them temporarily.

I don’t think there are any hints recorded out there as I type this, except second-hand from reviews.

-Wade

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I finished King of Bees in Fantasy Land and I’m having trouble summarizing my thoughts effectively. It uses changes in style (both visual style and writing style) to indicate…something, but I’m not entirely sure what that something is a metaphor for. (In game, it’s the viewpoints of different species.) Propaganda? Or does it go further than that? Is it meant to show that the viewpoints of the species are so different that actual peace or cooperation is impossible?

I might give it another go and try different options. It’s a very quick game to play, about ten minutes. But then I’ll be moving on to Treasures of a Slaver’s Kingdom at D2.

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Late, but I should say that I’ve finished the first two games I was planning to play and reviewed them on IFDB. They were The Axolotl Project (D9) and Ravine (E8). I finished The Axolotl Project on June 4, but didn’t finish my review until June 14, and I played Ravine on June 18th or 19th, I’ve forgotten.

My reviews are more critical than the average, so I feel a little bad. Oh well. They’re decent games for the right audience, but I wasn’t the right audience for each.

I think I’ll do To Spring Open next, and it’s likely I’ll pursue a right-to-left horizontal path unless I get distracted.

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I completed The Missing Ring last night and I will move on to the Axolotl Project please. The Missing Ring was my first time playing a Twine game, but I don’t know how representative it is of the authoring system. The story was well written with lots of gentle humour in the representation of nicely fleshed out characters.

In terms of interactivity, i.e. game, there was less than I hoped, although you could wander around the house at will and question people in any order. There were puzzles to solve but you couldn’t really fail to succeed if you clicked all the hyperlinks… So I guess that’s just a different way of telling a story.

It was engaging, though, and I did feel like I inhabited my character (even though I was a 14 year old girl :sweat_smile:) and the overall mystery was well constructed with plenty of subtle clues. I guess the end puzzle (solve the mystery) was the one point where you could get it right or wrong.

I had a hunch and picked the right suspect, but I wasn’t close to knowing the hows and whys of it. I need to work on my detective skills.

My next stop is also a Twine game, I think, so I will compare and contrast.

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I posted a review of The Missing Ring on IFDB

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Well, I haven’t gotten very far in The Curse of the Scarab, but after several dozen tries, I think I’m ready to call my experience with it done for now. One can only be devoured by beetles so many times. I’ll probably try again sometime – the game is definitely engaging.

The functionality of author @nilsf’s custom system is impressive. I’ve encountered it before while exploring Dessert Island Adventure (a more traditionally styled magic system puzzler), and I find myself very curious about it. It’s definitely a class A system in terms of the player experience, with all of the expected quality-of-life features plus a few more.

For now, I’m moving on to Ravine on the basis of @Ordon’s cryptic recommendation.

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Today I found out that although the IFDB page for 18 Rooms to Home certainly looks like it has a bunch of functional “download” and “play online” links, none of these actually work because the author’s website has been defunct for over a year.

I also found out that the Wayback Machine (i.e. Internet Archive) didn’t capture them, and that the IF Archive doesn’t seem to have them.

Does anybody know where copies of these game files (it’s a set of four) can be found? (@Scrooge200: Did you locate copies somewhere?) If not, then I will have to replace square F7 with the next eligible game.

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Would it be helpful to reach out to the author? I have her contact info.