JJMcC's IFCOMP26 F-E-R-R-O-O-T

* Frankly Exhausting Return of Reviews Out Of Time

Last year sucked for SO many reasons. My inability to participate in IFCOMP25 might not have been the most DIRE, but it sure hit me hard. Our long midnight of the soul is over (its gotta be, metaphorically, at least 12:15a by now…). Marvel at my triumphant return! As reward for your patience and forbearance I will be COMPLETELY OVERHAULING my review approach for this year!

Haha, no, of course that’s not going to happen. No, I will be recycling the approach that has provided a framework pretty much since I started doing this thing. You know the drill:

score artistic response fn() tech intrusiveness
1 Bouncy AND unplayable
2 Bouncy OR* unplayable
3 Mechanical AND intrusively buggy
4 Mechanical OR* intrusively buggy
5 Sparks of Joy AND notably buggy
6 Sparks of Joy OR* notably buggy
7 Engaging OR* mostly seamless
8 Engaging AND mostly seamless
9 Transcendent AND not seamless
10 Transcendent AND seamless

*XOR, technically

Key Terms:
Bouncy - subject matter or writing style that bounces me away, whether author’s fault or not
Mechanical - material that may not bounce me, but doesn’t connect with me either
Sparks of Joy - uneven material that nevertheless has bright shining spots of “Hell Yeah!”
Technical Intrusiveness - bugs or technical limitations that downgrade the experience. “Intrusively Buggy” will mean its technical flaws dominated my experience. “Notably Buggy” means technical issues colored my experience but I was able to work around or power past them. “Mostly seamless” means there were issues, but they did not shade the game’s impact.

And the further tenets that have accumulated over time:

  • I do not read reviews until I have committed my own thoughts on a work. No peeking!
  • Randomizer is my master. All hail the master.
  • About 1/5 works will get a bonus/penalty point where the rubric is inadequate to summarize the experience. Some have gotten both!
  • I value my eroding time on this spinning orb, and choose to devote NONE of it to AI “Art.” I will not review a work that lets machines provide text or images. (I will except the cover image ONLY from this boycott. But know, consumer of my not-at-all-impartial reviews, that I will be silently judging the work for its inclusion.)

Incidentally, I come to you fresh from Kitchen Stadium, and the third episode of Iron ChIF! If you need a last minute warmup for Comp, check it out!

17 Likes

Good/bad news on this front, depending on how you look at it – this year’s Comp rules prohibit LLM-generated player-facing assets, including both text and art (cover images as well as in-game stuff). So there’ll be nothing to skip, or silently judge, on this front.

Looking forward to your reviews – it’s always a nice reward for getting my own done, since I also don’t read others’ until I’ve written mine!

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And the game submission page requires you to go through a checklist, marking whether you’ve used AI for various different elements. If you check anything except “none of the above”, you’re disqualified.

So there’s no reasonable chance of people not knowing about this rule change. They’d have to specifically lie about it. I’m hoping people participating in IFComp in good faith generally won’t want to do that.

8 Likes

Those ARE great news…es! And quite a relief. Though, if I am unable to SILENTLY judge works, I guess I’ll have to default to LOUDLY doing so…

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Epistemophilia by Mehmetcan Serinkaya

Sometimes, the Muse is a beguiling voice, urging the artist forward with glimpses of the beyond, sweetly spurring their vision, their voice. Other times, the Muse can be a real @^#$&. Hectoring, cajoling, threatening, everything short of physically abusing the artist to GET IT DONE. If you imagine the artist as a racehorse, and the Muse as the most entitled, self-absorbed, win-at-all-costs Jockey employing the whip as if it were the only motivational tool available… if you picture that, that is what I’m on about here. Now add the pressure of IFCOMP deadline to the mix, and you have a recipe for animal cruelty worthy of Cruella DeVille. Under such pressures, how can an artist possibly flourish, let alone the art itself?

This is an amnesiac-awakens-to-sci-fi-world scenario, a choice-select work rendered in Ink. I find the Ink platform’s typographical layout classy and appealing. It suggests a maturity of product, a refined implementation just in its elegant simplicity. Cruella DeMuse is having none of that. If I were to identify an overriding impression of the work, it would be an anti-Orson Wells situation. We are definitely selling a wine before its time here. The contrast between the polish promised by Ink and the actual product is quite jarring.

The most obvious manifestation of this is also its most confrontive: the work is rife, just chock-a-block with typos, bad spelling and bad grammar. This certainly COULD be the product of non-native text translation. If so, it is singularly unfortunate, as the pervasive nature of it ends up being the overriding impression of the work. (Sidebar: translation is an easily underestimated skill in literary works. Words do SO MUCH with allusion, metaphor, vernacular, cultural context. It is less a mechanical syllable-substitution exercise and more an art of its own, devoted to capturing the full intent of an artist in language not designed for such.) I have included an incomplete list for the author’s consideration, but will not belabor this further. Suffice to say, Cruella has NO patience for spell checkers. While inarguably the most impactful compromise of the work, it is not the only one.

The design of the work is ambitious. While many choice-select works are content to provision 1-3 options at each choice junction, E routinely provisions six or more! The branching narrative possibilities this suggests are astounding if not daunting. Inevitably, some of these branches are more rewarding than others. As an amnesiac exploring the space, there is no disconnect between protag and player. We are both experiencing the world cold. It’s not UNFAIR to punish both of us with surprise instant deaths. It is also not very FUN. If the difference between turning right and left is DEATH, with no information available to cue choices, it creates a capricious atmosphere. Yes, you can save scum (I would suggest you HAVE TO) and try again, but to what end? Saves are not narratively justified here, the deaths not really tied to the themes of the piece in any way. They are simply delaying tactics that pull us out of the narrative and into transactional player space. Experience enough of these, and the large decision space starts to feel like a threat. On the one hand hinting at a branching depth you have NO HOPE of fully experiencing while simultaneously undermining that depth with suspicion that deeper paths are going to be hard work to excavate.

But there is decidedly depth here! As you explore the sci-fi base, every choice that doesn’t kill you unveils more and more backstory (as these things do). There also is a shift though: while the density of choices rarely lets up, the paradigm shifts from branching to collection. Choke points become laundry lists to click through, assembling lore. The choice is mainly how MUCH lore to consume, which, as the artistic POINT of the work, doesn’t feel like a true choice at all. Worse, after establishing a paradigm of meaningful choices, at some point, ACTUAL choices are ceded to the plot. In my longest play through, the last few decisions of the protag were taken without my consent, and in one case actively against what I was angling for! The Muse really did a number on our artist here. Yes, instant death super late in the game would have INFURIATED, but taking away established player autonomy is not really any more rewarding.

And it was buggy too. At one point, I was cycling through a map - gathering details on multiple paths forward in hopes to make a decision. As I consumed each link, they dutifully disappeared from my dashboard. No worries, once I’ve seen them all surely… surely I would be trapped in a linkless cul-de-sac ending my session? Where I had not foreseen to save state?

So yes, the shrew of a Muse has a lot to answer for here. Which is a shame, because as an assemble-the-lore game, it is no less ambitious. At first blush, the familiar tropiness of it all rushes in on you. Are we at the mercy of inscrutable aliens? A rogue AI? Dehumanizing corporations or autocratic World Government? Are we bio-engineered? Cyber-enhanced? Socially devolved post-apocalypse primitives experiencing prior generations’ godlike super tech? We’ve seen all of those before, right? Know what we haven’t seen? ABSOLUTELY ALL OF THEM AT ONCE, LITERALLY EVERY SINGLE ONE. The raw, Muse-driven HUBRIS of that is breathtaking. And it’s pretty engagingly rendered! Yes, it is lore dump on lore dump. But it is paced pretty well, in convincing logs/reports and documents. Best of all, the details are WEIRD, so offhand, so suggested-not-told, even the most cliche of background feels fresh and intriguing. Nevermind compounding all of it on each other into a very rich stew! It is hard to know if the choice architecture ramps to an increasingly brisk pace, or if that is up to the player’s choices. In my case, it made for an insanely disconnected patchwork that takes longer than normal to stitch together, but does so at an accelerating pace that can’t help but sweep us along.

And it has a puckish sense of humor too. The humor is dry, wry, and often kind of cruel but enjoyably so. In perhaps my favorite moment, you are put into a stereotypical machine room of knobs, buttons, and switches searching for an exit. A parser implementation would have you pushing, turning and flipping EVERY DAMN THING until you lit on the magic combination to progress. Here, that effort is summarized in a sentence or two, bypassing all of it in the most hilariously dismissive way possible. It is a poke at the worst excesses of parser traditions, even as it seems blind to the choice-select excesses it is embracing!

So yes, a lot to love here, but maddeningly shortchanged by its implacably demanding Muse. Which is a real shame. The work is so dense, so deep, its surprises so singular it is hard to justify revisiting it later in a more polished ‘final version.’ Meaning that its charms are forever going to be tarnished (if not overwhelmed) by the overweening not-quite-ready feel of it. So many Sparks of Joy, for sure. Compromised by an Intrusively impactful technical rendering. I can’t help but imagine a much more fulfilling experience, had this work been given a few more months of polish.

Cruella DeMuse, I’m not going to pretend I don’t recognize you, but seriously, you gotta let the artist work. Step out for a coffee or something, yeah?

Incomplete Typo list for Author

yet loose like gravels. Unlike the gravels, the tiny pieces are round. They feel like seaside pebbles yet, you’re almost sure that the sea is millions miles away

surrondings
enogh juice
fomr
thing tat
entity that resided in, nodes (lotsa stray commas everywhere)
aparthy
precius
semi-unconcious
twp
stardarts
counclie
feauterd and bespeckled
tect
apetizers
structured reports was never easy
affraid
everybıdy

Played: 9/1/26
Playtime: 1.75hr, lots of aborted playthroughs, one long final one.
Score: 5 (Sparks of Joy/Notable technical intrusions)
Would Play After Comp?: No, experience (however compromised) seems complete.

9 Likes

High School Reunion by Sanj

I’ve been to exactly one High School Reunion in my life. It was my 5th. What a weird thing that was. A collection of friends, enemies and acquaintances who were nowhere near fully formed people when they knew each other. Reconnecting post-college where SO much independent self-actualization had occurred. They all LOOK like people you should know, but whatever connective tissue bound you at the time was long since replaced with sturdier, long-term stock. Leaving vestigial knee-jerks of relationships largely tangential to new inner lives.

In a weird resonance, it has now been four years since I was introduced to Texture as an IF platform. At my first introduction, I was immediately smitten, like an adolescent first love. Its potential and novelty initially blinded me to its less admirable qualities. Now, four years on, with SO much IF growth behind me, I have to squint to remember that thrill. I mean, much like first loves, the memory is still accessible, but it is very much a snapshot of its time, a snapshot of ME at that time.

Also like a first love, there was an inevitable thrill to seeing it again (seems like its been a few years! Has its use waned? I presume there is still an avid community out there somewhere). The things I loved about her, ah, it came rushing back - the unique thought connection mechanic, the potential in its drag and drop subtext, the balloon flourishes that could offer refinements and complexity.

As this game played out for me, also inevitably, the seeds of our breakup came back too. The dynamic font size changes. The paragraphs appearing mid-page requiring excavation to find the new text. The all-too-often squandered potential. Towards the end of my relationship with the platform, I remained a champion of its possibilities, but could identify vanishingly few works that fully exploited it. I found even fewer that successfully mitigated its shortcomings.

I want good things for my exes, I really do. Even you, Jess*. It gives me no joy to see Texture not having moved forward, stuck in High School as it were, still bound in the dramas that beset her when we were less mature. This work suffers all the downsides: dancing text sizing, new text hide-and-seek. It doesn’t exploit the thought-connection mechanic in a satisfying way, something the setting could easily enable. Its drag-balloons are simple word repetition, no additional nuance. HSR even makes it a bit clumsier to use: rather than immediately advancing when the drag and drop is effected, it instead unveils a second arrow icon to move forward. Forfeiting even efficiency of UI.

I hope you are acknowledging the tortured lengths I went to to connect the platform and the work’s conceit. If we’re not already too extended, let’s reach a little further to include the work’s execution as well. In a few key ways, the work itself reflects a lack of.. I really don’t have a better word.. maturity. When examining the 10th reunion banner, the protag observes, “you know that because you’re an old man now”. At the ripe old age of 28??? That is some “Hope I Die Before I Get Old” stuff, the anthem of the decidedly NOT-OLD.

Then there is the matter of your limited options: leave, enter or steal a classmates identity. By beating him up! Who is this protag? Were we really like this in High School? It doesn’t help that there is a seeming bug with the ENTER option, where the game just restarts, effectively refusing to allow you participate WITHOUT committing assault.

All of this reflection might seem to suggest the piece is self-serious and tone deaf. That’s a critique more appropriate to this review than the work itself. There is a read of the banner as wry humor. There are some paths that abruptly end in comedic death scenes. The assault itself is more slapstick than gritty. Its just.. instant, comedic deaths undermine our engagement here. We are laughing AT the protag, not with them. This disconnect persists as the narrative attempts to shift to more emotional realism. How invested can we be in a character that MEDITATES HIMSELF TO DEATH? The tonal whipsaw here is missing a unifying theme or connective tissue to that turns this dissonance into complexity. Like we needed college to crystallize our adolescent identity search.

I am afraid to say I found this work and my reunion with Texture, much like my 5th reunion, more evocative of MY growth than an opportunity to improve on the past. Between its inexplicably Loony Tunes protagonist, its stuck-in-the-past storyline and its submission to Texture’s most Intrusive artifacts, I never breached a Mechanical experience here.

Maybe I’ll be more mature about it at our 10th reunion? Y’know, when I’m AN OLD MAN.

Played: 9/2/26
Playtime: 10m: 2 deaths, one abrupt restart, true ending
Score: 4 (Mechanical/Notably intrusive)
Would Play After Comp?: No, experience seems complete

*Jess: name changed, as no one deserves a legacy as my punchline. Not even… Jess

10 Likes

As it happens, I was just at my 40th reunion just one month ago. I missed my tenth, but attended the 20th, 30th and 40th. At each one I realize the conversations I’m having with the others are a continuation of a conversation I had with them at the last reunion, or a message we shared the last time we were on Facebook together, before one of us unfriended the other for posting some unseemly political meme. None of the conversations are about any real memories from high school. In several cases, the people I spend the most time socializing with at reunions are people I didn’t even know in high school.

When I talk to people who did not attend my HS, a lot of them (like yourself) have had the good sense to stay away from class reunions. Somehow I keep getting called back. I’m a sucker for nostalgia and these self-invented narratives about my own youth.

2 Likes

This was my precise experience, even at my 5th! This observation ended up on the cutting room floor of my review, but couldn’t let your invocation of it go unsaluted!

Honestly, more power to your embrace of these things.

2 Likes

Ass in the Woods by Alice Vartevanian

At some point in everyone’s life, you’ve consumed more RIFFS on Shakespeare than the bard’s actual work. It’s really a single variable function: how much original Shakespeare do you engage? The culture at large (at least Western culture) is going to throw those riffs at you in a never-ending light rain of works, the numerator if you will. Your exposure to Shakespeare is the denominator and the only variable actually under your control. It’s a weird dynamic though. If your denominator is small enough, you end up encountering large swaths of work ONLY via its riffs. Midsummer Night’s Dream is one such work for me. I believe I have a functional grasp of its beats and characters without ever consuming the original. This is the benighted perspective this review will spring from.

See, culture has figured out the hack. Shakespeare’s originals are foundational to Western storytelling, exploring a daunting array of themes, tones and settings. And doing it really, really well! It is unfair to suggest derivative works are pirating the Bard’s accomplishments to achieve unearned impact. A more generous read is that those original works are just so INSPIRING that they become simultaneously beloved and the muse for further exploration. Like constructing a new house on a Frank Loyd Wright foundation. It’s hard to imagine a BETTER foundation, but the implicit challenge is that the building doesn’t pale before or betray its bones. (Actually, that’s a rhetorical ‘best’. In practice Wright’s work takes quite a bit of upkeep.)

The keys to a successful reimagining are 1) having something to say; 2) knowing what to carry and what to tweak to deliver that message; and 3) justifying itself against the original. Story and thematically, this work definitely does! It is kind of a light character study of pretentious ACTING, using familiar characters as chrome. It is sized quite well for its aims: it makes its points, name checks its inspirations in amusing ways, then gets out. And it has successful comedy beats, which, good. I think the 80s and 90s exhausted all our patience for the “gritty melodrama” reinterpretations of light entertainment. (Thanks Alan Moore!)

I would say this work fares pretty well in its aims, certainly against the first two criteria. The third is a more complex question. On the one hand no art ACTUALLY needs to ‘justify itself.’ It is enough that the artist wants it to exist. On the other, by explicitly invoking beloved, accomplished works, you are not just ASKING for comparison, you are practically DEMANDING it. For me, I think my lack of direct familiarity with MND ended up being a missing push needed to propel the work from Sparky to Engaging. Not for a lack of wit or pacing, just an insidious, looming ‘what resonances am I missing?’ Look, the only quote I know from the original work is “What fools these mortals be,” and I have failed to figure out a way to build that into my review. So you see what you’re working with here.

Overall, the interactive crafting of the piece was satisfying - playing with dialogue colors, text pacing and experimental UI elements. While most of it was amusing and fun, there were wobbly bits. In particular my most and least favorite flourish was a ‘crowd babbling’ implementation. The work sometimes presents a flow of conversation as text overwriting itself, complimented with a player response link ALSO overwriting itself. The INTENT is to encourage the player to interrupt an ongoing gabble of a conversation in a really nifty, innovative way. But it doesn’t quite land because this is not how reading works. We are biased to READ words put before us. Most stories implicitly assume you read everything, in the order presented. Why else would the author put them down that way? This UI choice of changing text in multiple planes confounds our ability to read it, making our engagement with it more ‘can’t follow what you’re saying’ than ‘lemme stop you there.’ Too, while the work’s use of timed text was reasonably effective for most of its runtime, towards the end it seemed to drag proceedings a bit.

So. AitW is a short, fun lark, trying some interesting things. For me, I peaked out at Sparks of Joy, and found its implementation glitches Notable to the experience. I think I was missing JUST enough context to cap it there. “What fool this reviewer be.”

Oh, wait! I DID get the quote!

Played: 9/2/26
Playtime: 15m
Score: 5 (Sparks of Joy/Notable tech intrusiveness)
Would Play After Comp?: No, experience seems complete

8 Likes

Me three here. I did the opposite of Doug. I enjoyed my 10th high school reunion precisely because it was relatively low key. It was actually sort of nice to meet new people or even say “Hey, I forgot that, thanks for reminding me.” And it was nice how there were certain things we didn’t talk about but would have at 18. I’m glad I went. I missed the 20th. From the private Facebook group fallout, that seemed the right choice.

It was flattering to trade a few “hey, I’d have liked to know you better.” Maybe not to know that person specifically, but to remind each other we’re worth knowing going forward.

3 Likes

Purgatory by Lorenzo Cellier

Purgatory delivers a looping tale of horror, the player/protag repeating an abstract ‘day’ of violence and turmoil. I really respect what it is trying here, and am confounded that this premise, this execution did not land for me. I love horror AND time loops! As I tossed this dilemma around, I think I came to the conclusion that this particular story would be better served without the interactivity. Or at least THIS implementation of interactivity. Here’s how I got there. I guess a numbered list is as good a framework as any.

  1. The player-protag disconnect. This is probably the biggest one. The work’s central conceit drives straight into this artifact. We are asked to drive a protagonist in a day at the office. The options we are presented with are extreme, coercive, and unnatural. And we are asked to make them without context of any kind. Nothing about those choices invites us to merge with the protagonist, quite the opposite. We take choices because we HAVE to, but are resisting their stark illogic the entire time. This ends up being narratively justified, by the way, but only after the player-protag gulf has yawned impossibly wide.

As the day goes on, we learn more about the protag, and everything we learn is repugnant and distancing. Then the day restarts. Ok, so now we are incentivized to try something new, meaning the NEXT LEAST REPULSIVE option. And sure enough, they are worse! Eventually, the cumulative effect of these loops and decreasingly convincing choices paint a picture of our protagonist and the fate they are suffering. Thing is, every step of the way we are given details and choices that underline how NOT US this protag is. Every loop gives us less reason to empathize with them, more reasons to think their fate is deserved, more reasons to resent the choices we are becoming complicit in.

  1. The looping mechanism itself. When looping games reuse text, there is an effect on the reader. “I’ve seen this before, where is the new stuff?” Our eyes glaze over, and the mechanics of repetition pull us away from the text. This is an artistic choice other media have conquered. Happy Death Day is a wonderful time loop-slasher mashup that I have infinite affection for. It gets its looping exactly right. The Final Girl protagonist is looping, experiencing the same events repeatedly throughout the movie. Crucially, her REACTIONS to those loops evolve throughout the story, going from incredulous to comedic to tragic. No two loops FEEL the same because our protagonist is on the same discovery journey we-the-viewer are. Her compounding reactions are both relatable and entertaining. Despite the common events, the narrative still feels propulsive. Here, by reusing vast swaths of text with only slight tweaks it feels much more wheel-spinny, repetitive, and less engaging. A non-interactive implementation of this would not rely on looping text, it could move forward against its repeating setpieces. I grant that this repetition has a narrative function, arguably a critical one for the aims of the piece. It’s just, this function is prioritized over player engagement.

  2. The repellent nature of the protagonist, once fully revealed. The title of the piece is spot on. As the loops progress, it becomes clear the loop is a trial, a punishment, a reckoning that might someday lead to redemption. Thing is, as we grow to understand WHAT needs redeeming, the loop is either too harsh (because the infraction was symbolic) or too generous (because… it wasn’t symbolic at all, meaning redeemed how?), and neither of those possibilities resonate for the PLAYER who has only committed infractions because of the game’s inflexible architecture! If the theme of the piece is to be honored, the infractions at the heart must be internalized, not mentally rejected.

Looking at those three observations it really comes down interactivity. It is OUR presence, our outsider mindset that is the jarring component here. The protagonist, the setup, the chain of events are all poetic and justfied and suitably horrific. By putting us in the protag’s shoes, with none of their inciting motives or guilt, we feel unfairly chained to the proceedings. We are selecting among dire choices that make no sense to us, and the ultimate protag revelations come too late to justify the journey.

As an interactive experience, it kept me at an arms length, Mechanically clicking links because I had to. If I had instead encountered this as an episode of, say, Twilight Zone, this would hit so much harder. There, we get to be the dispassionate observer of bad choices, bad actors, and poetic justice. Character revelations and surprises come from a place of new information, not complicit choices. Actions justify consequences. By being railroaded into actions, the consequences never feel like OURS, and come across as punishment for someone else’s transgressions. What develops into Justice for the protagonist is INjustice for the player.

Postscript: It doesn’t fit cleanly into the thesis of my review, but I wanted to acknowledge that the line “His bald face vaguely reminds you of the punchballs hanging at those funfair machines” is my favorite of the Comp, four games in.

Played: 9/2/26
Playtime: 15m
Score: 4 (Mechanical/mostly seamless)
Would Play After Comp?: No, experience seems complete

7 Likes

Thank you for the thorough and thoughtful review. I really appreciate you taking the time to engage with the game in such depth. I’m planning to write a post-mortem after the competition, if you’re interested :slight_smile: Thanks again!

2 Likes

It turns out that a typo (Epistomephilia) had almost deprived me of the pleasure of reading your review. Now that I’ve got lucky, I wouldn’t be sad if yours was the only review I got. It may be the most well-thought-out feedback that I’ve received during my lifetime. Thank you from the bottom of my heart.

Take care,

Mehmet

P.S: Thank you for the list you’ve provided. I’ll make the necessary corrections as soon as I can.

2 Likes

Ha! Amazing that a review that makes a point of documenting typos had a misspelling IN THE VERY FIRST WORD. That is some poetic justice there. Glad you got something out of it, and thanks for kicking off the IFCOMP with a bang for me!

2 Likes

Ruined Temple by Alex Crossley

Ok, your party is at the entrance to the dungeon housing the goblin raiders, right where the townsfolk told you it would be. What do you do?

Take stock of our party. Who have we got again?

Three fighters - a human, a dwarf and an elf - and a sorceress. Between them, there are two magic swords, a bow, an axe, and a hair trigger fireball spell.

Hm. Nothing else? A little unbalanced, no? No Rogues? No healers? You know I wanted to play a Rogue. Which one of them am I again?

You’re all of them. Don’t worry about juggling their character sheets, your friendly neighborhood DM will handle that. The dungeon is fairly easy to navigate. You knock about a bit encountering goblins, ghosts, undead, that kind of stuff.

Got it! I attack the goblins!

No, sorry, as the sorceress, you’re not really built for front line combat.

I thought I was the human fighter? Can I be him?

Sure, for now. It takes a few actions though. Ok, you’ve dealt with everyone in sight, now there’s a locked door.

Be great to have a Rogue now! I break it down.

No, your elf fighter isn’t strong enough for that. Your dwarf is a fighter-rogue though.

Wait, now I’m the elf? And since when is the dwarf a rogue??? Ok, I pick the lock.

You find a room overflowing with goblins! Boy, are there a lot of them!

Ok, we quickly retreat, must need another way to resolve this. Re-explore the dungeon a bit.

You knock about for an hour, finding a flooded sub basement but nothing else new. Every attempt to reengage the goblins is foiled by the fortifications they have hastily thrown up.

An entire hour??? Am I in an unwinnable state? (Evil, ambiguous DM chuckling.) Sigh. Ok, let’s just restart, shall we?

Your party is at the entrance to the dungeon housing the goblin raiders, right where ..

I know, I know! This time we charge the goblin horde that waaay outnumber us. Y’know, swinging swords and axes, lobbing fireballs, the whole 9 yards.

You win! Only there is a bit more to the dungeon.

Great! We loot the bodies.

There are no bodies.

What? But… we just… ahh! Ok, we explore some more…

You encounter some undead!

And no cleric. Great.

If you want, you can cast a WALKTHROUGH spell, and I’ll give you a hint.

Fine. Cast WALKTHROUGH!

The elf is sort of a fighter-cleric. Also, she has a magic ring.

You didn’t need to blur that for me. Also, why didn’t I know any of this? Dispel undead!

The sorceress can’t do that.

AAAH!

[some time later]

You have defeated the final evil of the dungeon. Good thing WALKTHROUGH was a cantrip and not a spell slot!

Well that was a LOT of confounding work that you could have cued a bit better. I liked the characters and foe variety, once I figured them all out though. Jumping roles was neat, but couldn’t we have smoothed the changing mechanism a bit? Had an indicator which one was current? Really wish you didn’t lean so hard into Evil DM mode. And what was up with the disappearing bodies?

You haven’t seen the final treasure. You have been traveling in the magical land of TADS this whole time!

TADS!!! I LOVE THIS ADVENTURE!!! Same time next week?

Played: 9/2/26
Playtime: 1hr, concluded I was in an unwinnable state, +45m with constant walkthrough goosing
Score: 5 (Sparks of Joy/Notable cuing, noun, and identity mechanism gaps) Never have I been closer to discarding my credibility to give a bonus point just because TADS. I didn’t, but BOY DID I WANT TO.
Would Play After Comp?: No, though I hope its followon games will address the sometimes opaque gameplay. Because if it’s in TADS, I WILL PLAY IT.

transcript:
rt_jjmcc.txt (114.6 KB)

4 Likes