I quite liked it, and I agree that it can easily be grouped in with traditional adventure games. It feels closer to an old-school graphical “point and click” game, rather than a text game per se. Navigation is map-centric. Most of the content is textual descriptions of things that you click on the map.
But, if you change the GUI for a CLI, the you have an only-text adventure.
Anyway, this reminds me that the promised future Inform 7 update will allow to use it as an engine for graphical games a-la In other waters. Commercial games taking advantage of the I7 variable text, could be awesome.
Well, the same paradigm can be implemented in several ways. So, ok, I’ll accept that In other waters would do a very nice point and click adventure
Don’t mind me, I’m just following the trail since the debate about IF Economics.
I think In other waters is really really really a clever idea. Since the clones of Lifeline are somewhat exhausted, creating text games with a wrap of a GUI or a Machine interface, sounds to me like a good trend to start.
Remember that the author entered Salt in IFcomp 17, it ended 30th.
I liked In other waters too, and yes, it’s IF-adjacent enough to be of interest here. The tactile sensation of manipulating the computer interface is nothing like IF and very satisfactory, but other than that, the whole gameplay could probably be reimplemented in a text-only fashion without losing (or even changing) any mechanics. It’s closer to IF than Failbetter’s games and Inkle’s most recent.
I’m glad Gareth is thematically in love with the sea
Also, I like how he makes a lot of variations through “Twisty little passages all alike”, where the text still feels fresh and varied. I mean. The whole-hella game happens in caves under the sea, and there is a gazillion of locations, but still, descriptions are not derivative or repetitive. I will mark this as a resource to build labyrinths, or forest, and repetitive locations of the same nature.