HereticMole's Spring 2026 Observations (latest: Before the Snow Melts, 23 Minutes, and Enigmart - all 22 games finished)

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

Cryptid Hunter, The Coffee Cake Caper, and Fantasy Opera: The Theater of Memory

The House, Unseelie, and Strings: a (bug)folk song

meminerimus, Latinorum, and The Universal Robot (Assembled By Hex)

Before the Snow Melts, 23 Minutes, and Enigmart

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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

6 Likes
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.

3 Likes
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

10 Likes
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)

14 Likes

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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Cryptid Hunter, by Adam Wade, Alex Kutza, and Skye Murrell

A. Hunter and the Fearsome Critters of Soycorn

You are a Mysterious Creature Researcher, on a Mysterious Creature Hunt after a totally-not-nefarious-front hires you to do so. To facilitate this, you’re given the location of a small town with a history of strange animals, a convenient stealth suit and a list of three such Mysterious Cryptids to catch.

You are given a choice of six set locations to go to. Each location has the same cryptid, but the list of required ones is randomized each playthrough. Once you go to a location, you encounter an unusual creature, and must cross-reference the initial description (that can be expanded with further observation and taking photos) against the traits written in the list (which is a convenient choice click away). You can back out and come back later if you’re not sure, which is advisable since you’ll most likely find at least two cryptids with overlapping traits in the required list. You also have a notebook that lets you write text for further notes, which is a nice feature but I didn’t feel the need to utilize it in my playthroughs.

The game is reasonably paced and not too long, it would probably take 15 - 35 minutes depending on how thorough you are. You’re graded on how many of the correct cryptids you got. If you got all of them right, you have a further choice between three different end states. If you get less than that, the game basically goes “womp womp try again.” The endings themselves run the gamut on how much you care about the cryptids’ wellbeing. They’re short and close the game off well while also being open-ended enough to give the viewer room to imagine what could happen next.

The writing accomplishes the tasks of creating diverse creatures (I appreciated the intentionally-low quality black-and-white photos) and a setting with history - I liked the info about the town’s locations and wanted to know more. I only noted two typos (“Your” should be “You’re” in the blurb, one section reads “it’s two hooves”). The creature in the well was my favorite, freaky guy who can imitate voices and lure people into wells. I got the cave worm in both my playthroughs so I also have a soft spot for it (sorry for the whole “sawing the body off” trick, but hopefully you will be fine after I let you go…does that mean there are two of them running around that cave? Did the halves join back together? Desperately need to know the answer to this question). Cryptid Hunter is a pleasant little pattern matcher, especially for the people who cared about filling out those Pokedex entries, though I would say one complete playthrough where you capture all three assigned cryptids is enough.

The Coffee Cake Caper, by Darius Foo

Low-Stakes Baking Drama, Some Assembly Required

You are Anna Pointed, a detective on her first case - the disappearance of a baking contest participant’s ingredients. Talk to five quirky individuals, learn their alibis, remember details of noteworthy items and scenery, confront people on their lies, and uncover the truth (and some personally embarrassing secrets)!

The system appears to be a custom one made by the author. It sort of resembles the way default Ink games look. The game doesn’t force you to memorize details, as you can scroll through previous text, all the way back to the beginning if you so desire. You’ll need it, as you’ll be quizzed on small details dating back to before you started talking to the suspects and victim, through completing sentences using available evidence from dropdown menus. The game is forgiving and will let you guess as many times as you want without penalty. Realistically, the person who hired a detective would probably tell her to get out after seeing her fumble her accusations fruitlessly for eight turns straight, but that would be tremendously unfun.

In the beginning, exposing contradictions was not too troublesome, but in the end, it starts to become a chore as the amount of past text increases. This can compound if you’re me and banged your head against one of the puzzles for quite some time before finally resorting to looking at the walkthrough. By late game I had to CTRL + F the whole text log for people’s names, pieces of evidence, etc. Additionally, the dropdown method led to some frustration in two cases where I had the right idea but didn’t pass due to some unclear evidence naming (could be alleviated by, say, using “Dorian’s costume” and “Barnaby’s uniform” instead of just “costume” and “uniform”) and having to fit them into a specific sentence structure.

Other than that, the plot made sense with fun writing and it was personally fun having my starting theory be proven half-right as I approached the final segments. (This is a major spoiler - I suspected the guard from the beginning, but I thought he did the whole thing on his own) Definitely take your own notes for this one.

Fantasy Opera: The Theater of Memory, by Lamp Post Projects

The Death and Birth of Flowers

I greatly enjoyed Lamp Post Projects’ The Secrets of Sylvan Gardens and Fantasy Opera: Mischief at the Masquerade when they were submitted last IFComp, and was very hyped when I saw the return of the fantastical Italian opera setting for the 2026 Spring Thing.

Like the first game, you play as a private investigator investigating trouble, this time strange dreams affecting the musicians, before an important performance. Compared to the first game’s crime, here I personally found the conflict much more relatable and insular. I certainly feel the fear of a wasted life and being envious towards a superior, so I could relate to Vitale.

Gameplay was smooth, with helpful tutorial popups and score information (the latter can be turned off). There is a handy notepad and history log section for reviewing evidence and the theater layout. You can even download the history as an HTML file to read as a full narrative, if you wish. You can select pronouns (including rotating sets and inputting your own), your race (mainly the well-known D&D/Pathfinder races), picking two out of three of musical prowess, magical aptitude, or architectural knowledge, and whether you’re a charmer or really good at detecting people’s tells. Nothing substantial is tied to race bar some comments and selectable choices for roleplaying purposes, but skills are tested through d4 die roll skill checks, where a random number is rolled and you add your skill bonus to the check. You automatically fail if you roll a 1 or automatically succeed if you roll a 4 regardless of how good or bad you are at a skill. Success mainly determines if you can get clues out of the people you interview, or can find out some hidden facet of the theater’s construction or possible magical influence.

It was easy to guess the culprit, as I passed most of the Observe skill checks which gave me the text equivalent of a red flag waving “this one is really sus” before I even talked to the other two suspects. However, the final setpiece, breaking the curse, is not reliant on skill checks, but is pure deduction, a rather involved puzzle where you direct five of the victims to a specific row and section of the theater corresponding to the contents of their dreams. I had a good time solving the puzzle, it wasn’t too hard especially when the game gives you a handy automatically updated notepad, dream log, and full text history (nice try being sneaky with that “I normally play harpsichord but this time I’ll sing” move, I almost fell for it). I’m glad that The Theater of Memory’s climax is much less dependent on being lucky compared to Mischief at the Masquerade (though I did like Mischief’s more fast-paced, slightly more action-y third act)

The epilogue where you go back to the theater with a work friend/date could be expanded. I recognized some of the names from the initial preset character options but I couldn’t remember who exactly they were, and the narration didn’t go into any detail. It felt perfunctory compared to the first game, whose romance/date options were at least people you spent some time with in the story and could get to know further.

I found one typo in the epilogue (“Of course, it would be my pleasure do some background checks for you.” → should be “pleasure to do”).

If you’re in the mood for a light and friendly mystery, I would push this game forward. Try putting on a performance of, say, La flora (or another period-appropriate opera) in the background to go with it!

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Thank you so much for playing and reviewing Fantasy Opera!

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I failed every single observe check, which I found hilarious. Love when the dice decide a consistent character trait.

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The House, by Miles Poehler

A possessed doll, a hopeless romantic writer, a time wizard, and taxi driver Terminator walk into a haunted house…

…and learn profound inner social truths. The game directly starts with the most important choices (well, the only choices with substance) at the beginning - deciding your viewpoint character and the rest of the party. Then you go explore a room, get a backstory reveal from one of your companions, repeat until you’ve learned about everyone (including yourself), get your Puppy of Friendship, and end the game. The number of available characters, eight, is perfectly suited for a second playthrough with the characters you didn’t pick the first time around.

Each character has their inner monologue written in a different font and color (Some can be a little hard to read). One thing The House does well is make them all have a unique voice, if a bit too reliant on humor and pop culture references. Zany referential humor isn’t quite my personal taste, so a lot of the stories left me cold, though there were a couple of them that stepped into darker territory, which was a nice change.

I did find it kind of weird that apparently guys can run a whole spectrum from space aliens to weird robots but girls can only be a mundane romance writer or a literal dog (the creepy doll doesn’t count). Certainly that’s not an automatic red flag, there’s a lot of good stuff with a “mundane girl meets the otherworldly” premise. However, I never got the sense if Jessica (the romance writer) was a character we were meant to root for - I also felt this confusion with some of the other characters like the comedy duo or the doll, but not nearly to this extent - or go “hah, look at that unmarried girl and her silly notions, now let’s go back to our fantasies of cool wizards and vampires.” I wasn’t fond of this move. (cf. Mike Russo’s review)

Without the above considerations, I would feel comfortable saying that The House is a cool proof-of-concept for a larger work. Along with tightening up the writing, adding some puzzles or really taking advantage of the “let’s put a bunch of characters from wildly different genres together” premise by adding whole party interactions (since it’s mostly your chosen main character listening to the others monologue) could be done to expand the foundation.

Unseelie, by Alun Crewe

What’s wrong babe, you’ve barely touched your glowing cave fungus?

The in-game ABOUT section says this was made as a school project, and is complete, though by the author’s admission they plan on adding content and more custom implementation.

Due to a series of mysterious and sudden events, you fall into a portal to another world, filled with strange fungi and some otherworldly creatures. You must explore this world to find out what’s going on, and how to get back home.

I found it a bit hard to progress, as the game doesn’t give a lot of hints, but the puzzles that had their solutions hinted at (luring the creature to the platform, or moving a ladder to climb somewhere else) were satisfying to figure out and solve. The game will end when you give a yellow fungi to a prisoner in a cell, but as there is no ending text (the game just says “You have won” and gives you the Restore, Restart, or Quit spiel), I don’t have an idea of what will happen next, or how he’ll use it to unlock the cell door.

…Then I read a hint thread saying there’s an intended solution. I went back to the game, spent a lot more time figuring out what to do, but got stuck with trying to open up a box at the top of the slope. I could’ve tried more, but I felt like I had spent enough time with the game to write an informed observation.

I found an interpretation error with a pressure plate/platform that opens up a door when something is standing on it. You can actually pick up the entire platform and everything on it (thankfully dropping it immediately afterwards makes things work). The aforementioned box’s description was confusing, as the default examine text implies that it’s open when it’s really closed. There are also a few placeholder examination text and descriptions that say something like “this object isn’t implemented and you don’t need to do anything with it to progress at this point.”

So far I liked the atmosphere and there’s some clear objectives (Who are those two ladies at the beginning? What’s the prisoner’s story? How do we dispel that glowing energy field? How do we get back home?). If a future version with expanded functionality and story released, I’ll definitely be down to revisit Unseelie.

Transcripts:
hmlog_unseelie.txt (207.5 KB)
hmlog_unseelie2.txt (218.0 KB)

Strings: a (bug)folk song, by Tabitha and baezil

Getting the band together

I was a bit peeved at myself for not playing Warden: a (bug)folk horror until after EctoComp 2025 had passed, because it wormed its way into my heart with its approachability and worldbuilding. Strings takes place in the same world but is much more light-hearted (though that’s not to say there’s absolutely no scary elements at all). You’re a bard gathering a band for the performance of a lifetime - impressing your lover, the moon.

To get a musician to join your night performance, you need to do a task for them - some are as simple as figuring out how to get to the musician in the first place (and being astute enough to note a certain word is common across some interactable objects), while one is a semi-elaborate “figure out where you are in a maze, search for a lost baby, and also try not to die” endeavor. Most of your puzzle-solving is done through custom commands related to playing an instrument, and the implementation is smooth. This structure didn’t feel repetitive or formulaic at all thanks to the short length of the game and the varied situations you have to deal with to get to (or help) each character.

The game has achievements! Some are easy to guess from the name, some are a bit harder and I haven’t gotten all of them, but I got the cutest achievement so it doesn’t matter to this completionist (purely for story and not difficulty achievements) here. Seriously, once Pik encounters the pupa, most of my internal thought was “AHHHHHHHH CUTE BABYYYYY” the whole time lol

Strings, like Warden before it, is greater than the sum of its parts thanks to its writing capturing the imagination and giving a breath of life to this big world of little critters. Sign me up for more (bug)folk stories, or other works from Tabitha and baezil!

Transcript:
hmlog_strings.txt (88.6 KB)

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I see what you did there. :worm:

Thanks for the kind review, and for the transcript!

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meminerimus, by diluculum

The treachery of self-serving memory

You take on the viewpoint of a simulacrum, a recreation of a human being. In meminerimus’s brief timeframe, you exist only in the view of your parent (no gender given), who alternates between “I did nothing wrong, it’s my kid who is at fault,” and “Maybe I did something wrong?”

This is a very short game, probably the shortest in the entire Main Festival lineup. Because of this, it didn’t feel like there was a lot of build up or breathing room - we know from the beginning that the parent has been terrible to their child, with little change in tension. I liked the interface styled in Bisquixe, with toggleable hyperlinks that you can use instead of typing in commands. I can tell the author has put quite a lot of thought and deliberation over this work and, if there’s more on the horizon, what sort of game will come next.

Latinorum, by Roberto Ceccarelli

(chiefly humorous) the usage of Latin, aimed at not being understood

Back when I was in high school, the oral exams for Spanish class terrified the (non-Hispanic/Latine) student population. We had to take a historical figure from a Spanish-speaking country and give a talk about them to the teacher and the rest of the class, a former Jesuit and very strict - and get grilled on our technique and mistakes (mid-presentation), with a lot of scathing comments about the hordes of people who did Simón Bolívar or Gabriel García Márquez (although all he had to say to the guy who did Augusto Pinochet was “Oh! Very controversial” and a B+ grade).

In Latinorum, you’re also a student experiencing dread over language exams, although you’re Italian, it’s the 1980s, it’s ‘merely’ a written exam, and the good thing about written exams is that you can steal the test materials and cheat from them.

The game is much more friendly than I was expecting from it being a Commodore 64 game made over forty years ago (the C64 was quite a bit before my generation). The limited two-word parser, small scope, interactable objects being highlighted, and lack of death/no-win states means it’s approachable. I was never in any doubt about what to do despite an abundance of red herring items to pick up (and limited inventory space). Some of the writing was funny, I was reminded of all the dread my classmates and I had to go through preparing for the exams. A good way to spend fifteen to twenty-five minutes.

The Universal Robot (Assembled by Hex), by Agnieszka Trzaska

CEO Relieved AI Can Never Replace Him If He Already Contributes Nothing To Company

I wanted to save this entry as a treat, since I’ve had a good time with the author’s 4x4 games and the Rosalinda series. The game is a lot more like the latter than the former, with its wild hijinks and smartly designed gameplay elements similar to a puzzly parser game or point-and-click. This includes some solutions that seem whacky based off item combinations but aren’t, because most everything is hinted well. (Except maybe the acid pool/spacesuit, but the way to solve it did make sense once I read it, I just figured I’ve already opened the crate so I don’t need to do anything more with it.)

The premise states you’re a worker building and training the machine that will replace you. This is not a contemporary drama set in the 2020s, it’s in the far future on a space station, and the story is generally lighthearted but knows when to be serious. There are a variety of different endings whether you do as expected, subvert/technically comply with the request, or give up. I got every ending thanks to the hint thread, including the secret one after save-scumming four times - pretty tiring for my mouse-clicking finger but the ending itself is worth it. I cheered in the endings where we show up upper management, raged whenever Hex didn’t survive or gets put in a worse situation, and felt really shitty reading that one ending where you throw your friend Sniffy under the bus to ensure you won’t get terminated.

I only encountered one serious progression-blocking bug, which you’re not likely to get if you play normally. If you attempt to eat the giant cookie (the regular-sized one doesn’t trigger this bug) when in a meeting with Mr. Green, you will get permanently stuck, as clicking continue just repeats the text and the menu option is disabled so you can’t load a save or reset. You have to clear your browser history or play in incognito mode/another browser.

I had a lot of fun going through the game and its different endings!

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Thank god, because I’m pretty sure I enlarged it and then unenlarged it before trying it…

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Thanks for playing The Universal Robot, and sorry about the bug! (I could try to pretend it was a puzzle – you see, the cookie causes the softlock, so obviously you have to clear your browser cookies to escape – but no, it was a bug).

I fixed the issue and updated the “play online” version on itch. I’ve uploaded a new offline version as well, but it may take a while before it’s up on the Spring Thing website.

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And what else can I say but thank, thank, thank you!

The test had actually been handed out the day before, but it wasn’t Latin; it was the much more challenging Mathematics.

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Going over your transcript for Strings now, and I see you hit a bug with the peeper and the worm—you’re not meant to be able to lead the worm anywhere beyond the shore, so the weird behavior you got with the frog following you around, disappearing, and then randomly eating you was definitely unintended! Adding this to the list for our next update!

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Before the Snow Melts, by Zach Crowe

She has kept her head lowered, to give him a chance to come closer.

Clover, your childhood friend turned crush is moving. You and her have several things to say (or not say) in seven days…including, perhaps, a confession of love. What could’ve been a frustrating will-they-won’t-they is alleviated by the brisk pacing, a down-to-earth tone instead of melodrama, and some pokes from a third friend who injects some needed levity and pointed observations to the mix.

I got all the endings, three on a first playthrough, reloading before the final choice. I started a second playthrough intentionally taking all the options that distance you from Clover which changes the endings for confessing/saying you’ll miss her to get the last two. I found the choices mostly clear on whether they signaled denialism, attempting to meet the issue head on, or simply deepening your relationship. The writing style did a good job communicating the fragile atmosphere and the characters’ emotions. Still, I was left wondering: what specifically about Clover makes her the object of the protagonist’s affection (and vice versa)? This doesn’t really get an answer, so despite my appreciation of each individual element I still felt like I was being kept at a distance from these characters.

As an aside that will probably mean nothing to the Ren’Py-unaware, every other Ren’Py game I’ve played (with the exception of very short games) has had an options menu on the title or pause screen. The lack of one did weird me out a bit, but I’ve never tried developing anything in that system so I’m not sure if that’s a built-in thing you can choose to leave out or a thing that you opt in to. The only thing I really wanted was making the “skip read text” go faster and a volume slider (music is very quiet), which I could deal with. This is not a mark against the game, but it was something I had to adjust to.

I would recommend Before the Snow Melts if you are fine experiencing a “subtle v i b e s” snapshot of the “will-they-won’t-they to confession” stage (which is very much signposted in the blurb and author’s comment) and not a full-blown romance arc.

23 Minutes, by George Larkwright

Could’ve, would’ve, should’ve

A 23 minute walk and you think on being a father, a mental grocery list, career woes, angst, breathe in and out, traffic, loss of control, your child, snapping at your wife, distraction, politics, change your path, your dad spiraling into xenophobic conspiracy theories, traffic, your students, the baby, don’t forget those groceries, will you really change?

I liked the background being a video advancing frame-by-frame as each line is revealed, it added immersion. I appreciated the pacing and variation between lines, moreso in the early parts of the poem compared to the end. I did brace myself when the narrator’s thoughts turned to his father, because I wasn’t in the mood for “talking to my parent(s) is difficult because they turned into conspiracy-believing bigot(s).” That is relatable (though more applicable to my grandparents) but something broke, a connection fractured, we can no longer pretend the broccoli, your wife and baby, and your job have no relation to your father. Yes, nurture can determine behavior and all that, but is it that simple to attribute everything to him? How he treated you and how he turned out recently? That’s like saying eye and hair color only comes down to a 4x4 Punnett square when there are about a hundred or so genes that determine those traits. Genes can be weird.

Still, a good twenty-ish minute walk being stuck in well-expressed and communicated thoughts. The perfect length for this mole.

Enigmart, by Sarah Willson

Imagine if you went through self-checkout and had to do a puzzle for every item in your cart.

I first attempted to play this game weeks earlier - on a commute, using my phone, and on spotty public WiFi. Definitely not the ideal conditions. I spent an embarrassing long amount of time stuck on the very first puzzle. Then, when I finally figured it out, I clicked into a few of the other puzzles to find out that some were dependent on pictures that didn’t load, or were laid out in a way where I would need pen and paper to solve. I ran away screaming closed the browser tab and made a note to myself to save this for last, so I could devote brain space to it without putting the game down and moving on to another Spring Thing entry.

I started off with the fill-in-the-blanks and the association puzzles (sandwich cookies and oatmeal variety pack), the ones I found the simplest to get started on. For most of the others I had to use the provided hints for just to get my mind on the right track. Figuring out the hair dye and icing puzzles gave me the feeling of accomplishment as equal as completing a short comp game. I made it through about twenty puzzles before the remaining ones frustrated me enough to look up the answer.

In between solving puzzles there is also a story going on. Initially, it seems to be a shopping trip turned app testing stint. Then it takes a turn for some themes that are very relevant to what’s going on with corporations and needless changes to processes that everyone has been satisfied with for years. This is going to sound strange from this puzzle-averse mole, but I don’t know if I necessarily needed the frame story. Enigmart’s plot made a lot of good points about how corporations consume everything we love like a leech, but it could’ve worked fine as a pure collection of themed puzzles.

I was definitely not the target audience for Enigmart, but after giving it a chance I liked it! The problems felt fair, were well-implemented, and I had fun solving them once I got past the first one. If you really hate puzzles, this game won’t change your mind, and if you’re a puzzle fiend, you’ve probably already jumped on this game already. But if you’re open to being convinced and are ok with being stuck for forty minutes on assigning True/False to cryptic statements, get your thinking caps and writing materials ready - you’ll need them.

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