Introcomp 2023 reviews

This is a parser game by Lance Cirone, and it’s the first game I’ve seen use my conversation extension, which is pretty neat.

You play as a group of three kids that are trying to get money to buy equipment to go on an adventure. You explore a ton, look at shops, and pick up odd jobs.

As is normal for an introduction, a lot of areas are incomplete.

What I like most about this is the free exploration of the city and the quirks of different parts. So many parser games (including my own) have a lot of areas you can’t enter (mostly because it’s easier to program that way, but sometimes to narrow the focus of the game). But here you can browse through multiple rooms in multiple houses, which is neat. I found Noxie’s customers really amusing, though that Kash and Cash were a fun concept, and was struck by the difference in the two houses I visited.

With things that I think could be worked on, I think of my conversation system the most, not the way it’s implemented here, just things that could improve it.

For instance, you get new topics sometimes but for a person who isn’t there. Then you look in your topic inventory, and it’s gone! But it’s just because the person isn’t there. Not being able to see that, though, makes it hard to know who it’s for.

That can be fixed by replacing part of the ‘To clear the flags’ phrase from the extension (this replaces the line about new topics):

say "[bracket]New [if currentquip is a clue]Clue [otherwise]Topic [end if][if the target of currentquip is not in the location]for [the Target of currentquip] [end if]- [currentquip]";

You’d have to change it for general topics (since you don’t have clues, you could do something like this:
say "[bracket]New [if target of currentquip is nobody]General [otherwise]Topic [end if][if the target of currentquip is not in the location]for [the Target of currentquip] [end if]- [currentquip]";

And you can make an action that shows all topics possible, in case people want to see them listed for people that aren’t there:

All-topicing is an action applying to nothing. Understand "AT" or "all topics" or "all topic" as all-topicing.

Carry out all-topicing:
	repeat with current running through quips carried by the player:
		now target of current is talkative;
	try topicing;

Besides that, the only other difficulty I had was with the bucket; it wasn’t clear if I needed to be by the bucket, holding the bucket, or somehow separating the bucket from the well to get the cups.

shushgame.txt (53.5 KB)

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Thanks for playing this one! I think I did a good job with the writing, but the gameplay needs more work. I don’t have a clear direction for the plot to go, and I think it was a bit too ambitious for a first project. There’s also a bit that I messed up on with the coding, like not using private names. Interesting to see how the conversation system works – if I decide to finish this one, I’ll definitely use these fixes.

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We played this game last season in IFMUD. A good game, rather incompleted, full of interactive topics to talk about (this kind of conversation remembered me a game I am testing right now :wink: There is an issue with ask about / talk about some new topics with people that is travelling through the map. I like very much the auto-activity of the NPCs.
The exploration part seems nice to me, I lilke exploration, but free entering into friend’s houses when they aren’t there seems a bit weird to me.
Deffinitily this game worths a try.

  • Jade.
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We played also Luna Gardens last session in IFMUD.
This is a very original game, like Arabian Nights, full of lore and very inmersive due to its poetic descriptions. Is rather short, and fully extendable through more descriptive text about items listed in location descriptions and expandable with new plots and tasks.
I hope you go on improving the game.

  • Jade.
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Thank you for the kind words, Jade!

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The Chronicles of Kyrathaba

This is a pretty long Twine RPG game.

The idea is that you are sucked in from the world that we know to an videogame-like RPG world where you can see STATUS floating above another’s head.

You can equip equipment and have randomized combat and so on.

Overall it looks technically impressive: nice graphics, good fonts and margins and so on. The menus look good. It looks like a commercial game or a prototype of one. And it’s a hefty chunk of writing, too, longer than the median twine game (here talking more about the comp scene than the itch scene).

Writing is good; I had a high school student who spent years working on a setting just like this with several novels and D&D manuals. He had great ideas, but lacked the maturity of an experienced writer (which he definitely will get, and probably before I get it!) I felt like this had some maturity to it.

So what’s missing? For me, I don’t think any content needs removing, but I’d like to see more meaningful choices. The current demo has a little too many of the following kind of choices for my comfort:
-Choose something cool or don’t. Things like ‘take this diamond or leave it’, ‘accept a quest to get extra xp or don’t’. There’s no strategy here; it’s like if your work said, ‘this year, you have two options: you can have a Christmas bonus of $100, or not’. It’s great, but the option doesn’t really make it better than no option at all.
-‘Continue the story’. Long chunks of the game are straightforward exposition. Most of this is due to this being a tutorial, but the tutorial is already as long as many full games; if a player isn’t hooked from the beginning, there’s no reason to do the tutorial.

The latter example also includes combat, which consists of passively watching several screens of randomized hit/miss with 0 input from the player. You can equip different items before the match, but the match itself is played by the computer, not you.

Conversation has branches, for sure, but it often felt like ‘take this side track’ vs ‘continue pre-scripted conversation’.

Things that I thought worked well were trade-offs, like when I had a chance to barter a spell scroll for useful survival gear; deciding whether to eat my food now or conserve my strength; deciding which stat to buff with my improvement points; deciding to sell the emerald or keep it for later; deciding whether to kill the extra orcs or flee. None of them had a clear right answer and each had delayed effects so you wouldn’t immediately be sure if you chose right or wrong.

It might have been cool to go up a level early in the game, like selecting a class to go from Lvl 0 to lvl 1. It also might be nice to be able to either auto-run the combat (like now) or optionally stop and have some kind of agency during the combat (like when fighting a duo, focusing on one or the other).

Given the nice presentation and polished writing, I think this game could do well in a variety of settings, as long as it gets in front of the right audience (something I personally struggle with and can’t offer advice on).

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The Blossom

This game is unusual and interesting, but I’ve had weird experiences with it.

The idea is that it is written in journal format, in Inform, which is a cool idea. Each action is an entire day, and the concept is that you keep ‘weird stuff’ out of there by not messing around with inventory, etc.

I attempted playing it 3 or 4 times, each time enjoying the writing and format but each time struggling to engage with it the way it wants. I’ve had similar experiences before (although no game is exactly like this) with Laid Off at the Synesthesia Factory, Mirror and Queen, and My Angle, which also seek to present the game as a seamless text.

What happened here for me is that I first tried a ‘test the boundaries’ game by just typing random stuff and seeing how long the game lasted. But it didn’t stop; it just kind of went on forever.

I then tried a few real games over about a week. What tended to happen is that I’d get good responses, but then I’d type something wrong and get an error. Errors take up an entire day, and things happen during that time, like your plant dying. So I felt like I was just wasting my game by typing the wrong things.

This happened in all those other games I mentioned too. For me why I struggle with this is that most commands I enter in most parser games result in errors; in a way, the errors are one of the major parts of the game. They instruct you when you’ve reached the edges. Getting an error isn’t necessarily ‘bad’.

I’m pretty sure I never got to where the main gameplay starts. After my plant had died in my final run (the only one in the transcript), I got a message about my blood trickling into the pot, which seems like the main plot point of the story. Has anyone made further progress on this?

blossomrush.txt (15.7 KB)

Edit: Actually, I found the transcript from my attempt to see how long the game lasted:
transcript.txt (28.0 KB)

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Thank you so much for the kind review, Brian!

I’ll be happy to address the points as soon as the competition is over (that is, as soon as I’m allowed to).

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Black Street Market

This game is written in Twine and is a kind of smuggling business simulator. You live in a town where monsters have been segregated and monitored by the police. You sell illegal items to monsers.

The game has a loop where you pick one of three areas to try to pick up loot, then have a customer who may or may not be undercover approach you the next day, whom you can sell to.

There’s some cute pixel art and fun sketches. I liked this, but it quickly became repetitive; after around 10-15 days I stopped. I had been arrested a few times. It’s possible there’s an ending but I couldn’t find one. Definitely could be fun with enough variation.

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Here’s a summary of the game’s length, style, and level of completeness:

-Black Street Market: Can see most of it in ten minutes, illustrated twine scavenger game, main game loop seems complete
-The Blossom: 15-30 minutes, unusual parser game, seems like core game exists but edge cases aren’t fleshed out
-The Chronicles of Kyrathaba: 30-45 minutes, long twine rpg game, only introduction to a much larger proposed game
-Jimin, Ari, and Shush: 20-30 minutes, parser game with multiple PCs and NPCs, just the starting area with several subareas not finished
-Loose Ends: 10-20 minutes, twine RPG game based on Vampire: The Masquerade, just the intro/first chapter
-Luna Gardens: 15-25 minutes, trippy parser game with emphasis on aesthetics, feels like a complete story in a way but also seems like an introduction to a bigger game
-The Picton Files: 20-30 minutes, point and click combined with choice-based, has the first chapter of what promises to be a full murder mystery.

(These are just guesses on the times)

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I want to write some words about The Blossom.
We played this Game last night in IFMUD untill New Year’s Eve.
There was some fun and a lot of frustration becouse we didin’t have a real goal. Tried all posible commands and instructions (there is a lot of stuff implemented) and all the ideas we through about.
We discovered some situations and some issues playing the Game. I encouarage you, Olaf, to improve and finish the Game due to it’s original development as a novel under construction. Furthermore, I hope you study our transcript.

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Hi Jade, thanks a lot for your very kind feedback!
Of course I’d like to see your transcript! Where can I find it?

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You can ask It to Jaqueline

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The results may not be out yet, but voting is over (I checked), which means I can talk about the entries now!

Your judgements were spot-on. One of us was coming at the project from a parser IF background (I wrote the parts where you go around and explore for evidence with choices for every little bit) and the other from a static fiction background (Elisabeth wrote the dialogue segments where each branch is mostly self-contained); neither of us had really written choice-based stuff before, and you can tell what media we’re more used to.

They don’t have an account here yet, but they wanted me to let you know they feel vindicated by your comments about the lack of pressure in the exploration segments. They wanted ways to shut down certain scenes entirely so you couldn’t go back, but I was adamant about not letting the player actually get locked out of any items or locations during the first chapter.

The result is that, for example, after you’ve pissed off the cop, you can’t talk to him again, but you’ll never fully lose access to the medical report (you can always distract him away from the car and grab it) or the alley (you can always stealth in over the rooftops). And a lot of last-minute changes were made to the bartender scene to handle different combinations of approaches.

(Speaking of approaches: right now, all social choices with a mortal are classified as either bribery, flattery, intimidation, or subterfuge. The general rule is that you can’t get results from the same one twice with the same person. So if you use subterfuge on the bartender to get into the security room, the subterfuge option to get the sketch disappears, and you have to choose something else in that branch. Presence is a secret fifth option that doesn’t lock out any of the others.)

In the full game, there will probably be a lot more permanently-missable stuff. Because you (and Elisabeth) are right about that; without the puzzles of a parser game, the lack of pressure can make it feel a bit lawnmower-y.

Thanks again for the review!

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Oh sweet, we can talk about IntroComp entries now (thank you to Daniel for confirming that it’s over).

First, to reply more in-depth to Brian’s comments:

Funny story: The aesthetic choices almost didn’t make it in. I was going to submit with just the .gblorb file because I was sick of working on this thing lol. But Eric asked if I could export for the web and I’m glad that he did.

Thankfully I do web design as part of my work so I did a rush job using Zarf’s One Column template (thank god this thing is responsive out-of-the-box) and Figma for the logo image. I went with the white text on black background colors because it’s easier on the eyes (at least for me).

The choice in language was intended to give the place a dreamy and mysterious vibe to it, if that makes sense. I hope it wasn’t too annoying to get through! (And if it was do let me know.)

I was a little surprised that the branching part of the demo was unusual to you, but after submitting I learned more about the usual styles (if there are any) that parser authors prefer and now I better understand why.

If you were curious, the transformation branch was inspired by a book I was reading. I thought it’d be fun to see the world as two very different entities. Aside from that, this is my first hardcore attempt at making something with Inform so an unfamiliarity with convention on my end probably contributed to this design choice.

I can’t thank you enough for providing your transcript. Analyzing it was crucial for me understanding how someone else might play through this game.

For other newer folks like me, please consider providing transcripts (the command is simply TRANSCRIPT for an Inform 7 game) if you’d like to provide feedback for an author but don’t have much time. I didn’t understand how helpful these things were until now.

I’m glad this part of the game made you think that! I wasn’t confident in my prose style but I’ll take this as a sign that I’m on the right track. It was also a stressful part of making the game, so the compliments are appreciated.

Yeah… I didn’t understand how much work I’d have to do in this regard until I started implementing. Long story short, I’ll have to think about scope and how to make the journaling mechanic more cohesive.

And lastly, to Jade:

The Arabian Nights comparison is flattering, it made my day thinking about it.


Thank you to Brian and Jade for the feedback! Now I’m inspired to start my own thread to give the other entrants feedback on their entries. (Unless it’s better to just stick to here.)

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That’s neat that you have two different perspectives to draw on! That probably explains why it’s turning out so well so far.

I think there’s a variety of approaches that could work overall. For me, I do think that choice-based games, including puzzly ones, work well when it feels like you can ‘strategize’ (as opposed to the lawnmowering you mention). Weighing pros and cons and stuff. It sounds like you’re already doing that with the multiple ways of interacting with people!

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Feel free to make your own thread! I’m sure people would be interested. You can post here to but they might not see it if it’s buried way down.

I’m glad the transcript helped, and it was neat you had the branching paths (you’re right, that’s not that common in parser games). I agree on the implementing being a big chore; I’m in a grind in my current game I’m working on where I designed around 15 rooms all of which I have to feel with stuff and I’m not really looking forward to it.

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So what were the vote results. Any breakdown?

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Awaiting an official post on that now!

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In case anyone didn’t see yet, the results are out:

Had to open the site in Incognito mode to see the update. Congrats to all!

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