Return to Claymorgue’s Castle by Claudio Daffra
Is there such thing as pedigree in IF? Actually, is pedigree itself ANYTHING??? Other than a socially imposed privileging system? Wow, got off track there. What I mean to ask is “Scott Adams approved this homage of his work. HOW COOL IS THAT??” Is there anything more rewarding than getting the imprimatur of an artistic inspiration? I feel like Claymorgue has already won … something… and anything we say about it from here is just gravy. Kudos author, and kudos Scott for top-tier menschhood. Just positivity on positivity.
I think it says a alot about the chill, supportive vibe of that whole background that it did not unfairly raise my expectations in any way. The whole thing was so generous and earnest it encouraged me to engage the work in a similar positive spirit. This is a team-investigates-mysterious castle jam. It leverages an underused gameplay design of NPC specialists, who can be employed in their specific areas to solve puzzles. I know I’ve seen it before, but infrequently, and it is a welcome change of pace when I do. It also is fully committed to its pixel-art esthetic and I am here for that. It puts the piece squarely of a time with its inspiration.
Its gameplay is Twinesformer - parser gameplay via link-select UI. This choice necessarily restricts command space in a way that kind of echoes restricted-verb parsers of bygone days, but with more modern link-select chrome. Its presence is, in the context of this IFCOMP, a clear case of ‘be careful what you wish for.’ Just 8 reviews ago I was clamoring, clamoring!, for a paned UI paradigm. Along comes Claymorgue and here we go! Was it all I hoped for??
Ehhh, no.The paning did unclutter the transcript portion of the game, that’s a plus. But it broke it into 3 separate panes, on extreme quadrants of the screen, ensuring maximum inconvenience in swiping cursor around. It further compounded inconvenience by requiring a MINIMUM of 4 clicks to get anything done. Character-Verb-Noun-Enter. A default actor and enter-on-noun could have cut that in half in most cases. I’m not in the business of comparisons, but this is NOT what I had in mind. Interacting with the game was, and I take no joy in saying this, a chore.
It was further compromised by making a crucial pane scrolling, with no visual clue that this was true. In at least three cases, information (portable items!) necessary to progress were hidden below the pane bottom, with no indication I should scroll to find them. It was further, further compromised by changing its entry norms for character interaction where selecting a second character works differently than initiating action. All in all, I never stopped fighting the intrusive interface start to finish.
How about underlying (parser adjacent) gameplay? Again, I wanted more. One artifact of Twinesformers is that you have a limited verb roster to select among. This means, often, you need to play a ‘which not-quite-right verb can I contort to get things done?’ game. There are bigger issues though. For one, despite having the ability to highlight interesting nouns (a way to quietly steer the player to areas of interest), the highlighted nouns here were overrun with red herrings. Not just red herrings that you couldn’t interact with, red herrings that gave generic ‘you cannot’ messages, even when just trying to examine them! WHY WERE THEY HIGHLIGHTED IN THE FIRST PLACE??? There are ‘fiddle’ messages, random comments or business from your companions to remind you they are there. These messages are sometimes trivial, sometimes nonsensical, but sometimes read like hints or events that need addressing ASAP! They never are though, which I can attest after many fruitless attempts to engage them.
Puzzle play is similarly challenged. There were puzzles that required you to examine something twice, when the first examine gave NO clue you had not exhausted its value. Other puzzles required you to dawdle in locations for random amounts of time, despite NOTHING interesting to hold your attention there! In a key final puzzle, you needed to have told one character to read things turns ago, THEN read something later, and only if those two unconnected and unhinted things were done, was a final location unlocked.
What I’m saying is, it was unplayable without the walkthrough. I appreciate walkthroughs and/or HINTS in IFCOMP (and generally) as I have a propensity to get off a game’s vibe and struggle. With IFCOMP’s punishing time limit it can be instrumental to get unblocked to see a fuller picture of a work. If my reaction on reading HINT/walkthrough spoiler is “JJ you IDIOT, that puzzle is GENIUS!!” I know I’m in good hands. If my response is “Uh, wot?” … that’s trouble. In a particularly eggregious example, the climactic ‘you have won’ text was ONLY present in the walkthrough, it was not presented to me in-game! Without walkthrough, I would not have known the game was over!
So yeah, this was a full two hours of unnecessarily difficult struggle. But. That easy-going, positive vibe? It was EVERYWHERE. In the color text. In character interactions. In room descriptions. In object descriptions (when provided). In discoverable lore documents. As much as I struggled with the gameplay and UI, the prose and the underlying pixel art were just… welcoming. Despite all those good reasons above, I couldn’t stay mad at the game, it continually sparked with earnest good will. Despite it all, I nevertheless felt Sparks of Joy. I’m not a monster.
Played: 9/5/24
Playtime: 2hr, finished (everyone satisfied) via walkthru
Score: 4 (Sparks of Joy/intrusive ui/gameplay)
Would Play After Comp?: No, experience is complete
I think my favorite moment, which I feel compelled to document, was (SPOILER)
finding detailed instructions to transmute lead into gold. The step-by-step featured a complicated setup, complicated finishing, but whose middle step was “Do the Transmutation.” I laughed long and loud at this. Classic Step 1/Step2//PROFIT!! gag.