HereticMole's Spring 2026 Observations (A Quiet Scurry, Crier, and Our Lady of Thorns)

First time doing any sort of writeup on this forum. Despite me putting the “reviews” tag on the topic I feel more comfortable calling these “observations” rather than full-on ratings. I’ll play and comment my thoughts on the games in batches, with 22 of them hopefully I can keep it up until I’m finished.

Table of Contents:

Exchange, The Missing City Council, and The Perilous Plot

Maybe you’ll respect this dead person instead and Join the Swarm

Cyclic Fruition Number One and Social Democracy: Popular Front

A Quiet Scurry, Crier, and Our Lady of Thorns

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Exchange, by Peter Johnston

Two perspectives, a promising start

This is a demo for a longer game in development. It takes place in the future but close-enough to our world with immortality through mind uploading and some shuffling of geopolitical borders going on.

The very first choice is the biggest, as it decides the person you play the rest of the demo as, either a doctor about to administer a mind operation, or a billionaire who is the intended patient of said operation. Both characters have distinct arcs and it’s well worth doing a repeat playthrough from the other perspective (easily doable, the currently released content is not very long). There are some mismatches between first-person and second-person pronouns in the billionaire’s segment that I’m not certain were intentional or not.

I’m looking forward to how these two perspectives will collide in future installments!

The Missing City Council, by Solarius

A perfectly normal location exploration.

The emphasis on “perfectly normal mystery” is a dead sign that we are not, in fact, dealing with the mundane here. Something, or rather, some things are missing when the protagonist ventures inside City Hall. It was at this moment when I knew for a fact that the initial premise was mainly an excuse to go through the building and deal with item puzzles rather than do some social deduction with city officials. I had to use the walkthrough for some puzzles I considered unintuitive (I am also, admittedly, Bad At Puzzles).

Functions such as ABOUT/CREDITS, UNDO, and TALK TO are unimplemented. While there are some grammatical errors around objects that I assume, to my Inform-illiterate mind, are related to how items are created and treated by the development system, I did not find any other typos nor did I find anything that was outright bugged.

Finishing a game, especially your first, is a milestone to be celebrated and I am glad to sample the content and the thought put into it. If the author makes more creations, I’d love to experience them.

(this spoils a puzzle solution)

still, if I were one of those guards, I would not take drinks from strangers nor would I drink from the exact same cup my colleague drank from 10 seconds ago. But the mental hoops my mind had to jump over to suspend disbelief at this section, and the deadpan stoniness from the guards juxtaposed with King George V out of nowhere were funny enough, so I liked this implementation.

My transcript:

hmlog_council.txt (19.5 KB)

The Perilous Plot, by Carrie Berg

Person who has only read Northanger Abbey, reading a second gothic parody: “Not getting a lot of ‘Northanger Abbey’ vibes from this…”

You’re a dastardly villain in a suitably moody mansion, whose antics are limited to threatening the heroes by making quips, attempted blackmail, or, perhaps the most effective, glaring menacingly at them until they faint. You are given a choice between two random rooms to go into (which eventually repeat after eight or so turns), and in each room, decide whether to confront the heroes using your gaze or hopefully cutting words, use or scavenge for items or silently observe your opponents. Your chances of success are up to the random number god, though the effectiveness of your gaze, the location, and the weather can help or hinder you.

There are two ways to win, either by making the heroes faint enough or getting enough plot points. I thought it was pretty easy racking up the required number of faints, but I never found a consistent way of getting enough plot points. The first few times I chose to look for items, I didn’t get any. If you attempt to use an item you already have, the game will automatically pick one appropriate for the current situation or tell you it’s no use and waste a turn. If you fail your gaze checks enough, the effectiveness of your glares decreases, but some smart use of picking locations with appropriate weather (if the RNG favors you, at least), should override that. You may find the game structure and descriptions to be repetitive as you go on. (I did end up spamming Gaze when I had two more faints left to go)

Minor frustrations aside, having a stare so powerful that people faint from it is the energy I wish I could have. I see the author has quite a few (non-IF) video and physical games available which I will check out after the Thing is over.

Stats

Plot points: 4/11
Your gaze is Piercing
You caused heroes to faint 10/10 times
Locations visited: 20/20
You have seen: the Country Road, the Attic, the Garden, the Library, the Study, the Balcony, the Bridge, the Orchard, the Forest Path, the Hallway, the Colonnade, the Secret Room, the Ruined Tower, the Lakeshore, the Bedroom, the Grand Staircase, the Stables, the Drawing Room, the Laboratory, the Terraces
Weather experienced: 9/10
Last Month’s Forecast: Foggy, Windy, Sunny, Misty, Downpour, New Moon, Snowy, Cloudy, Stormy
Mirror-like objected glared into: 4
Items collected: 2/7
Hero items stolen: 0/2
You are holding: Items for Blackmail, Letters from Home

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Maybe you'll respect this dead person instead, by Ellric Smith

Summoning all monster hunters

The game initially shipped without a blurb at all, until it was added a day after the Thing opened for public consumption. The lack of a description, a wordy title, and what looked like a chocolate dessert on the cover art served to pique my interest.

As the description says, your character is a mute summoner who calls up a spirit to speak, or fight, or do whatever the situation demands. In the tradition of all aspiring fantasy adventurers everywhere, you go to the guild of violent monster hunters for work and to prove yourself. One of the things I found interesting is that the narrator is one of the summoner’s spirits. The narrative voice is non-intrusive (unless you consistently summon Cathareen), with the occasional cutting comment or inclusion of the pronoun “I” to signify that it’s not a usual second-person point-of-view.

Your choices are basically deciding which of your four spirits to summon. They have a few things they excel at and a few things they don’t, and you have to remember what they were like in their introductory scenes, and what the situation calls for, to get a good outcome. At the beginning and middle of the game, most of the choices seem to be for flavor text, with the exception of a climactic fight, which acts as a final exam where you summon the appropriate spirit in response to an enemy’s attack. I managed to come out unscathed in my first try, though after using the back button to click as many “wrong” choices as I could, the outcome isn’t too different, just changes your score a bit.

I liked the pacing and could clearly visualize the action scenes from the writing. I noticed a line near the end that I’m fairly certain is an if-clause not displaying correctly:

(If you did everything perfectly: Though you do feel her grinning at you from behind you.)

A valiant first effort, and if the author gets the urge to write the continuing adventures of the summoner, origin stories for the spirits, or other stories set in this world, it would be interesting. :slight_smile:

Join the Swarm, by Senica Thing

The Swarm-That-Walks

I played a previous Senica Thing anthology, Deep Dark Wood, when looking at past Spring Thing games. I found it a delightful, cozy yet gruesome experience. So I was excited to experience stories by (mostly) young new authors, and each of them brought a smile to my face.

A Swarm of Spiders, by DiBa

With no time to waste, author DiBa understands that showing off what your title is about from the beginning is a tried-and-true technique to catch interest. Many of the endings are some variation of “You decide not to investigate, so you go to bed and the rest of the night was uneventful,” but the ending that rewards a true explorer’s spirit? I should’ve known from the spider’s blue and red stripes. This best captured being a sleepless kid at night, wondering what creepy-crawlies are out there, and entertaining the “what if I snuck out” fantasy.

WHAT A MESS, by T.H.K.

We start with a classic “Once upon a time,” but only a few possibilities resemble a fairy tale. Most of the choices are a word or two, describing an event or an object, but how the object figures into the next passage is a mystery until you pick it. Instead of roleplaying as the couple Emma and James, this game is like having random refrigerator magnets, trying to put them in a readable order, and imagining what happens. Because of this, the story can go in wildly different directions (though paths and endings can converge), some funny, some deadly. This approach made me eagerly hit the restart button to see the different possibilities of our main couple.

Join Le Swarm, by Neural

It starts with a mysterious text message received in the dead of night. It could end in communication. This game utilizes text effects and colors, including shaky/vibrating text. The text effects combined with the sentence structure and rhythm made for quite the creepy mood. The choices will take you to varying paths culminating in four endings, all satisfying in different ways. This best captured atmosphere, making risky life-threatening decisions when you don’t know the consequences, and becoming part of a hive mind.

Dystopia, by Creator

Author Creator goes for something probably familiar to many game developers in triple-A companies in this IF where you’re a game developer signing a metaphorical deal with the devil. Corporate horror, with the author’s own earnestness about development unbound from commercial demand ensues. As with Join Le Swarm there is copious use of colored and animated text, though unlike that game, Dystopia uses text effects as a sort of character tag so you know which character is talking to you, and has a couple of illustrations to go with the descriptions. I think this story has the longest individual playthrough length, if you play from the start to a definitive happy ending. I appreciated that the villains were over the top and very punchable.

I counted a few instances of text being colored so dark it was impossible to read without highlighting, all related to when you’re talking to the receptionist. She only has about three lines in the story so it’s not too big an issue but it was a little stumbling block.

There is a hidden ending, but it might be too easy to stumble upon for most readers? There is also another hidden passage that’s harder to spot. I’m not certain how the code at the default ending is related to the hidden passages.

Swarm of Thieves, by SKIT

One of two stories in this collection that were written by someone with prior IF experience. Author SKIT previously released A Bottle from the Future for last year’s Spring Thing.

You play as TRUTH (most proper nouns in this story are written in all caps), a rebel leading a swarm of thieves to combat a King and his swarm of Kleptocracy. The writing makes it abundantly clear that this is an allegory for advancing equality for the 99% as an alternative for the stifling self-interest of the oligarchs, the 1%. This is more stylized than the previous games with a background image and text in colored boxes rather than default dark mode Harlowe. There are six short endings that determine the success of the rebellion and the King’s fate, three you can get from having TRUTH escape the authorities and three from being captured.

There were a few pronoun mismatches for TRUTH, though all in the first few passages (the rest of the game refers to TRUTH with female pronouns, so I assume all instances of he/his/himself are typos), and some other typos within the text, though they do not diminish the quality of the message.

John the Swan, by Vitalii Blinov

This is also a story written by someone with prior IF experience. The author previously released One Way Ticket in IFComp 2022, and other works that are written in Russian.

The story is unique compared to the others as its events are portrayed in a more surreal/esoteric way, it’s written in poetry form, and uses timed text to progress line by line. Additionally, when you click on a piece of text that confirms an ending, it begins to shake and the lines of the poem all disappear gradually one-by-one. This could be annoying if the game length or the timer was longer, but text appeared right when I finished reading an individual line, and as playthroughs are short you can still collect all endings in a few minutes. I found the timed text format to work with poetry, it forces you to digest each line.

All Swans and Johns are beautiful.

The Underground Dungeon, by A.S.M.

A tasty appetizer with a dark, moody undertone, like blackcurrant flavor. This is the game with the shortest individual playthrough length (though John the Swan without timers would match it), where the protagonist, a royal chef, really wants to break into the castle’s underground dungeon. Interestingly, in the “perfect” playthrough you never even encounter a hint of anything swarm-related (unless the dinner guests count). I love how the game, when presenting a locked door, immediately throws the player into deciding between attempting to steal the key or flat-out assassinating the king. That escalated quickly, and made me think: Is the king a bad ruler and the assassination also an attempt at trying to end his tyrannical reign? Are we a rogue chef who only cares about the castle’s secrets, even if that means slaying a good or passable king? Somewhere in between? A motivation for taking such a drastic action would be the perfect sauce to go with this dish.

Join the Swarm, by SAT

A mysterious nighttime occurrence awakens a swarm of voices in your head, with a little bit of Dr. Jekyll and Mr. Hyde going on. Though the description says to turn the volume up, I didn’t hear anything when I played the entire game with headphones plugged in, and I was worried that I’d suddenly be flashbanged with a really loud noise. After looking at the source, the audio link unfortunately goes to a 404 page. Individual paths are lengthy but almost all lead to a single passage where you make the final choice that determines your ending. My favorite route was where you follow a persuasive voice all the way and feel the tension of power, of doing what you want, the consequences be damned.

It’s Here, by Chaos

‘Let’s explore nature! Let’s look at a mass of animal movement!’

That’s basically the entire plot of It’s Here, but the depth of detail in describing the swarm’s behavior (this game is pretty much 90% descriptive text) makes the story stand out. I wanted to study and visualize what was going on, and the way sentences are laid out made it easy to do so. Unlike every other game in this collection, death is not a possibility at all, and there is only a single ending though you can meander through passages endlessly if you wish. There is the occasional text font or color change, mostly done tastefully, though some of the sentences had a gradient background, or were in very dark blue that made it hard to read without highlighting the text. This felt like being on a wildlife tour (well, one where you can touch the animals, which I don’t think exists) and recording your observations on paper.

Yellow Swarm, by HOT

Surprisingly, the only game in this collection with an actual bee swarm. You are a badass agent sent to stop a biotech experiment gone wrong. You explore an infested building, shoot ‘zombies’ and drop a quippy one-liner every so often. This entry stands out for having a full custom stylesheet, and its aesthetic (CRT lines?) was a good match for and enhanced the game’s setting while being very readable. There are three endings with various levels of success, although it’s not hard getting the perfect ending if that is your goal. To me, this was the most nostalgic entry, reminiscent of an action-horror flick but fast-forwarded to all the good parts.

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It is a great pleasure to read and slowly digest your reviews, dear HereticMole. I sm directly forwarding the link to the lot. I think we will have plenty of material for quotes on the participants’ diplomas. I especially enjoyed that apart from reviewing the games you checked on other works by the presenting authors - a special treat :slight_smile: Great thanks.

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Cyclic Fruition Number One, by D E Haynes

The ABCs of Hands and Heads

This is a hyperlink story that is also a demonstration of the author’s own Spiki framework. Dialogue is shown in script form with descriptions written in literary style. To progress the story, you can click underlined text within the story page or click on the choices/passage names at the bottom bar. You can actually go to any passage in the game, regardless of where you are, by accessing the sandwich menu at the top left.

Cyclic Fruition centers around a trio (there is a narrator, who sometimes speaks as if they are part of the group, but they’re not acknowledged by the others so I was confused if they were an actual entity) who decide to explore a nearby town since their train hasn’t arrived. While going through the story you will quickly, or eventually, learn that the game continuously loops. You will go back to the same starting passages (text does not change with repetitions, so you are reading the exact same words) once you explore a thread enough.

The word choice and overall structure made this story interesting to think about (I liked the descriptions), if a little hard to digest. One particular thread takes a turn into a philosophical and linguistic discussion after a short verse section. One of these passages contains a hyperlink that doesn’t shunt you towards the next passage, but rather a blog post about a real-life textbook, with its origin story quite similar to what just happened in the story. Within the blog post is a diagram that explicitly inspired Cyclic Fruition’s structure, including the direct names of some passages. After reading the post, my appreciation of the game’s goals definitely increased, as I understood what the author was going for, though I still find my comprehension of the final product uncertain and incomplete.

Still, I was immersed in this little world, and it was a great way to get me to start thinking more about behavior structure.

Social Democracy: Popular Front, by Autumn Chen

Ils ne passeront pas

I’ve played the previous two Social Democracy games, and enjoyed them even if I didn’t fully understand what I was doing most of the time. The same goes for Popular Front. I played on normal difficulty, and found it much more approachable than Petrograd 1917, where I felt like I was chasing an endless amount of tails while being thrown to the wolves in that game. At least in Popular Front, it felt like the wolves were polite enough, though this may also be chalked up to my prior experience with the series.

You take control of the Section française de l’Internationale ouvrière/French Section of the Workers’ International (SFIO for short) political party, and must create and lead a coalition strong enough to endure workers strikes, political infighting, and fascism both at home and abroad. Gameplay uses the same systems as previous Social Democracy games - take actions through advisors on a 6 month basis or through randomly drawn cards. Every month or so historical events, economic disasters, or angry factions/parties will come up and throw a wrench in your plans.

In my first playthrough, I came to a quick game over when I didn’t enact strike demands, causing the SFIO to be kicked out of the ruling coalition and fall into obscurity. My second playthrough went all in against domestic fascism, pro-workers rights (but leaving the capitalist structure unchanged), and checking off every goal in the Popular Front’s platform. My greatest woes were budget, an uncertain economy, and appeasing the Senate, the Radical-Socialists, the French Communist Party, and internal division among the SFIO (so many advisor actions were spent on party and coalition dissent…).

Honestly, internal affairs were more stressful than Germany itself. France easily repelled German attack with two rounds of defensive-focused rearmament and UK aid. I’m not sure if that’s the intended difficulty, as I couldn’t take the option to persuade the UK during the Munich conference because they thought I was too weak, so I thought I’d be crushed but turns out not. I consistently caused 100,000 casualties for the Germans and 00,000 among my troops, which might be a bug?

I found some other things that I think were oversights (in the foreign relations storylet, Poland’s relationship status doesn’t display and it also won’t let you back out like it does with other countries so you are forced to send diplomats there), plus what could be a display error in the stats sidebar (Popular Front enthusiasm went from none to 8.194577954319762 after a propaganda campaign in July 1938, and continued to be displayed in numbers instead of words for some time; a small difference between the Defense and War sections where armor divisions production is 0.25/month in Defense, 0/month in War, all other division productions were the same between both sections).

At the end of my playthrough, the final outcome of the war is uncertain, and the SFIO would probably get trounced come election time, but France, and the Popular Front, endures. When I reached the end, I had much more of an urge to replay this game compared to the previous two Social Democracies. Once the Spring Thing is over and the game is released publicly, of course.

Endgame Achievements and Stats

Completed Achievements in this Playthrough

Vas-y Léon - reach the end of the game without losing power or military defeat.
Miracle Économique - successfully revitalize the economy.
La Victoire du Front Populaire - accomplish the goals of the Popular Front.

Status

September 1940
Party actions remaining: 1
Total actions remaining: 5

Party

Resources available: 0
SFIO position: in government - Popular Front
Internal dissent: medium
Popular Front enthusiasm: very low

Government

President: Lebrun
Prime Minister: Blum (SFIO)
Governing coalition: Popular Front
PRRRS dissent: low
PCF dissent: low
Senate opposition: medium

Chamber of Deputies composition:

SFIO: 25.7%
PRRRS: 20.3%
PCF: 13%
USR + Misc. Left: 4.8%
AD: 18.1%
PDP + Misc. Right: 6.3%
FR: 11.9%

Budget: 0
Next election: May 1941

Economics

Inflation: 12.2%
Unemployment: 14.1%
Economic growth: 0.9%

Inter-Party Relations

PRRRS: neutral
PCF: neutral
USR + Misc. Left: warm
AD: hostile
FR: hostile
PDP + Misc. Right: cold

Relations with Other Groups
CGT: very friendly

Internal Factions of the SFIO

Gauche Révolutionnaire strength: weak, dissent: high
Bataille Socialiste strength: moderate, dissent: medium
Centre strength: strong, dissent: very low
Pacifist strength: moderate, dissent: high

Military

37 standing divisions
35 A-series reserve divisions
35 B-series reserve divisions
7 Armor divisions
16 Anti-air units
16 Anti-tank units
Fighters: 1130
Bombers: 377

Military Production

Standing divisions: 0.3333333333333333/month
A-series reserve divisions: 0.3333333333333333/month
B-series reserve divisions: 0.3333333333333333/month
Armor divisions: 0.25/month
Anti-air: 0.5/month
Anti-tank: 0.5/month
Fighters: 20/month
Bombers: 6/month

Projected First-round Election Results

SFIO: 22%
PRRRS: 16%
PCF: 10%
USR + Misc. Left: 3%
AD: 22%
FR: 17%
PDP + Misc. Right: 10%

Detailed results for each demographic

Workers: SFIO: 62%, PRRRS: 1%, PCF: 30%, USR + Misc. Left: 4%, AD: 1%; FR: 1%, PDP + Misc. Right: 1%

White-Collar: SFIO: 14%, PRRRS: 29%, PCF: 0%, USR + Misc. Left: 5%, AD: 32%; FR: 14%, PDP + Misc. Right: 7%,

Petit Bourgeois: SFIO: 4%, PRRRS: 26%, PCF: 0%, USR + Misc. Left: 5%, AD: 33%; FR: 20%, PDP + Misc. Right: 13%,

Rural: SFIO: 2%, PRRRS: 33%, PCF: 0%, USR + Misc. Left: 5%, AD: 33%; FR: 20%, PDP + Misc. Right: 7%,

Unemployed: SFIO: 47%, PRRRS: 1%, PCF: 40%, USR + Misc. Left: 0%, AD: 0%; FR: 4%, PDP + Misc. Right: 8%,

Catholics: SFIO: 10%, PRRRS: 5%, PCF: 1%, USR + Misc. Left: 0%, AD: 28%; FR: 33%, PDP + Misc. Right: 24%,

Support for the Republic: 40%

Reserves

3 standing divisions
3 A-series reserve divisions
3 B-series reserve divisions
3 Armor divisions
2 Anti-air units
0 Anti-tank units
Fighters: 1130
Bombers: 377

Northern Belgian Front

22 standing divisions
13 A-series reserve divisions
13 B-series reserve divisions
2 Armor divisions
1 Anti-air units
0 Anti-tank units

Southern Belgium/Ardennes Front

10 standing divisions
6 A-series reserve divisions
6 B-series reserve divisions
1 Armor divisions
3 Anti-air units
0 Anti-tank units

Alsace-Lorraine/Maginot Line Front

17 standing divisions
10 A-series reserve divisions
10 B-series reserve divisions
1 Armor divisions
7 Anti-air units
0 Anti-tank units

Italian Front

5 standing divisions
3 A-series reserve divisions
3 B-series reserve divisions
0 Armor divisions
3 Anti-air units
0 Anti-tank units

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A Quiet Scurry, by Moss & Quill Studios

Micro Night

Love that opening passage, the stark truth of the first sentence, the proceeding sentences written like zooming in birds-eye-view style on this random little mouse. The writing continues to be simple and short, emphasizing the animal senses and traits without making them overbearing, and I could visualize what it could feel like to be in this viewpoint.

The mouse is hungry. So is are its predators. Its life can end in many ways, the moments thankfully brief and not drawn-out. There is no back button and every death means starting from the beginning. Each playthrough is very short, so I personally didn’t find this to be an issue.

A excellent vignette of nature observation rather than a character study, one worth your time. It reminded me of the short chapter book pamphlets I read when I was a child that talked about the basic facts of the animal, with real pictures and diagrams.

Crier, by Antemaion

Underground Absolution Ecosystem

I was optimistic when I learned that this visual novel was by the Saltwrack author, who made quite an impression through the survival game filled with just enough information of lived-in worlds to leave you with a vivid picture, but with ample open room and ambiguity. My interest grew when I read the description on itch speaking of the assassination of rulers, underground societies with unorthodox and twisted beings and beliefs, and “antierotic obscenity.” They sure delivered.

Upon opening the game, I was immediately greeted with a background image resembling an entrance to a mossy cave, a gothic font (I eventually had to switch to a more readable DejaVu Sans from the accessibility menu on repeated playthroughs), and music that I can only describe as “sparse chime-y drone BGM” with occasional concerning-sounding human(?) vocalizations. I kept the game open for quite a while just because the title music is nice to listen to.

Crier is weird and gross (praising), perilous for yourself and others, just enough information on a the world that made me yearn for more drip-fed cave lichen lore, and a motley collection of Creatures. It is absolutely not for everyone - the presentation and a lot of the characters’ speaking habits and appearances (looking at you, proxydrone, but you rock that stinger dick) can be off-putting - but you don’t necessarily have to be a Person Who Enjoys or Is Interested in Being Enveloped in Cave Mildew While Attempting to Become a Cyborg to have a productive time discovering the nuggets of insight from this deliberately unpleasant presentation.

Descend into grime and meet homuncuslime queens, chitin drones, and blorbo from our chemicals! Tap into life-threatening violations to make deposing all-powerful leaders a reality! Listen to minimalistic ambient sounds! Sometimes there’s a Menacing Piano of Anxiety when you run into a real creep (and I mean it, one character’s description made me do a double-take over a certain word)! Appreciate the drippy lichen cavern aesthetic from a distance! Experience many gruesome game overs (the visuals fade to black thankfully)! Embrace and interpret imperfect communication in order to destroy the unjust world order!

Our Lady of Thorns, by Joel Burton

Just a little while until the color of sins is brought to light

I was intimidated from looking at the long (relative to other entries in the Thing) length and that you could mess up due to improperly managing the many moving parts like monks moving around and a strict time limit. But the setting intrigued me, so I bravely ventured forth.

Turns out, managing these parts is intuitive once you get down to it. The monks spend the entire game staying at their assigned locations until it’s time for them to go and sing choir. I personally found the schedule to be generous, starting in the wee hours of the morning until seven in the evening. You can freely look at the current time and when events take place through shortcut commands, and can wait until the hour choir offices start to minimize entering “Z” repeatedly. I meandered around a lot and was stuck in a couple of spots but finished with 30 minutes left before the deadline. Most people will probably get to one of the endings at a faster pace than I did.

To progress, you solve puzzles around the priory to get evidence, so you do have to look under several nooks and crannies, but thankfully you don’t have to find absolutely everything in order to accuse someone. I was stuck for a while on two parts, both related to getting into guarded places by giving gifts, and had to use hints. Although, to be fair, one of these instances was because I completely forgot the flashback hint when examining basil, so I didn’t know what to say and the hint seemed to come out of left field until I did a replay. And as for the other, I just didn’t know you could give a cat to somebody (I did “SHOW CAT TO WILFRED,” assumed that was simply a moment of characterization fluff and moved on until I saw the gift hint). I also had to read hints about searching the barrels. Additionally, the first time I went to the crypt I didn’t catch a vital piece of evidence, thought “that was cool but pointless” after I escaped, then looked at the hints and saw I missed a thing, after which I reloaded a save right before going down there in the first place.

In my first playthrough, I spent a large amount of time having information about one person in particular, but didn’t find any connection to the game’s inciting incident. Ultimately I pretty much stumbled into a solution by being somewhere I wasn’t supposed to be. The person who found me, who was also the culprit, attempted murder after seeing the evidence I was holding but divine intervention saved me. So my process of discovery went from “how does all this stuff lead to poisoning a kind old man” → Hugh tries to kill me after seeing I had the evidence to report him → “well if he reacted like THAT I guess that’s how there’s a corpse.” After getting the mercy ending, I started a new game to do things more efficiently and to see if I could get him to confess, incriminate himself, or open up to me, but after a while concluded that there’s no such thing implemented (and that it’s not that kind of game).

No game breaking bugs were encountered. You can turn part of a wheel dial to a number bigger than nine (you can continue to interact with it without issue), one of the box quotes gave “Inform Error: 25” but continued without issue, and the ending state assumes you kept a piece of evidence (I gave the psalter to its original owner, but both endings were written as if I kept it)

A hefty parser IF that should be appreciated slowly. It would be best to play it not as a deduction game or a cross-examination of peoples’ alibis, but as a free-roam exploration with object manipulation as the primary element. Joel Burton is definitely an author to watch!

Transcripts for the author

Playthroughs 1 and 1.5 are in the first transcript. Playthrough 2 is in the second.
hmlog_thorns.txt (311.2 KB)
hmlog_thorns2.txt (105.4 KB)

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There are now at least three reviews that say something along these lines. We’ve got to nominate A Quiet Scurry for something like Most Nostalgic or Best Game That’s Actually a Children’s Book.

1 Like

So, this is my one. It’s my first time entering (and I’ve not written all that much either) and the couple of reviews I’ve read have actually made me cry. I’m beyond moved by what you guys have said about it.

:sparkling_heart:

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Thanks for the review, @HereticMole ! I appreciate the thought you put into it. Congrats on getting to an end before Compline!

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