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!

18 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!

11 Likes

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…

8 Likes

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.

10 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

11 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

9 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

8 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!

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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)

9 Likes

Dear Anna by Bijan Stephen and Eden Rohatensky

Seems every year, I find ANOTHER gap in my beleaguered judging rubric. I’ve complained about both the top and bottom of the scale. Now I see a gap right in the middle too. Its almost like the person who invented this had no idea what they were doing! This newly-discovered gap is where I transition between these:

5 Sparks of Joy AND notably buggy
6 Sparks of Joy OR* notably buggy
7 Engaging OR* mostly seamless
8 Engaging AND mostly seamless

You see what I did? I reversed the AND-OR relationship! That begs the question: are technical problems a CEILING, or is artistic impression a FLOOR? I’m not sure why I’m bringing that up here, he said disingenuously. Let’s drop that for now and look at LISTEN TO Dear Anna.

Anna is a wonderful, fascinating audio experience. It is structured as a collection of audio clips: voice mails, audio diaries, interviews (of sorts), recollections. All hearsay reminisces of an enigmatic woman circling their lives. It is COMPELLING. The voice acting is terrific (with one quibble - the recollections do not carry the weight of knowledge we have not learned yet, but the characters have. Contemporary sound clips are not weighed down by this.) Ignore the parenthetical. Even with that qualification, the clips were uniformly transportive. I spent the majority of my 1.5hrs in my recliner, headphones on, eyes closed, just drinking it in.

The titular subject of these audio clips is a tragic, magnetic presence throughout it all. Her depths are revealed by contradictory and complementary anecdotes from those in her orbit, painting a fully realized character unable to escape her demons and not deriving meaning from a circle that derives meaning from her. She simultaneously touches everyone around her, while remaining untouchable herself - a tragic isolation, profoundly communicated.

Late in the story, details start clashing. One narrator’s identity seems confused, some parent/daughter timelines get jumbled. It could be a nod to the transience of memory, of people remembering things differently, except some are contemporary audio artifacts that should not be so clouded. Instead of degrading the experience with ‘plot holes’ it rather has the effect of hyper-reality, of alternate life paths that while perhaps not true to conventional cause-effect timeline is somehow even MORE true to the central character. The timeline may muddy, but the character study sharpens. All in all, the audio storytelling was Engaging, nearly Transcendent. Were this a scripted podcast we would be done now.

Of course, were this a scripted podcast, I would not be reviewing it for IFCOMP. I found the least accomplished part of the work the interactivity itself. A few reasons for this.

For one, as a presumptive archive of audio clips, we are given vanishingly little control over how to consume them. This has no impact on the narrative per se, but the FACT that it doesn’t highlights how inessential the interactions are. For large swaths of the story, the clips will simply transition from one to the other. A click is available to do so, but if not it will forward anyway. Occasionally, we are invited to sample an additional audio aside or bypass it. As an audio mosaic, it is unclear WHY we would choose to bypass any of it, but choose we must. It seems to me if the game were structured as a massive collection of clips that we autonomously navigate, this might feel more organic, instead of screeching a flowing narrative to a stop for some token clicking.

Then there were the bugs. Peppered throughout the proceedings are notes or documents. Whether they have audio attached or not, they flash on the screen, linger for maybe two seconds, then forward to the next. This required a frenzy of backpage/read next sentence/auto-advance/repeat until fully read. A uniquely UNsatisfying way to consume lore. The audio mix had issues too: two characters (Mark and Sarah) were nearly inaudible against the (wonderfully moody) background music, requiring dynamic setting futzing, then REfutzing when another character steps in. Finally, some link options just silently did nothing when clicked. All of this technical wobbliness summed to a Notable intrusion into the experience.

So you see my opening dilemma? A wonderfully Engaging, complex character study, with Notably intrusive interactivity. What do I do with those lemons? I make lemonade, that’s what! This is a FEATURE, not a bug. I am empowered to decide WHICH of those criteria are dominant on a work-by-work basis. In this case, that’s a really easy question to answer.

Played: 9/2/26
Playtime: 1.5hrs
Score: 7 (Engaging/Notable gaps)
Would Play After Comp?: No, experience seems complete

7 Likes

Out by Midnight by Arthur DiBianca

The latest in DiBianca’s ouvre’ is recognizably of a piece with his signature style. An ascii-graphics map. Peppy command space, tight descriptions, all wrapping a challenging and engaging puzzle. Here, you are attempting to complete a scavenger hunt before the haunted mansion site turns on you.

As the title clearly conveys, you are on a timer. Naturally, everything you do takes time. In additions to multiple possible objects to satisfy the search list, you also encounter numerous time-reducing objects that will trim your execution times, at cost of time to secure them. It is a deep optimization puzzle of where and how to expend your time to try and get all 10 objects. Boy did I embrace the hell out of it.

There is still, on my desktop, a color-coded spreadsheet annotating each location with objects available, time costs, remote objects that can REDUCE time costs, and scavenger hunt objectives. Sortable and cross-linked. Is this document redundant to an inherent RECALL command that provides some of that data? Not really, it proved essential to my completion. I threw myself into the problem - exploring every place I could find, documenting everything, then immersing myself in the data, digesting the possibilities.

Does it sound like I was Engaged? More like, sounds like I was OBSESSED. Which, for purposes of scoring we’ll just alias to Engaged. The time I was playing just FLEW by. It culminated in a 9/10 object run, where I escaped at the last possible moment: 11:59. That was thrilling! SO thrilling, that despite having a half hour left on my review clock, I decided to wrap the session, write the review, and save the final run for a triumphant post-COMP reward.

[two days later]

As is my wont, my COMP routine is to play a game, compose a review a day or so later, then sit with it for a while to make sure it reflects my thoughts to my satisfaction. (And to give the typo gnomes an opportunity to do their nocturnal work.) A funny thing happened in that maturing span. The feverish spell it cast on me receded. I started to question the impulse to make that garish spreadsheet that still hovered on my desktop. It started to feel like the work of a crazy person, silently and sternly judging its author harshly. My triumphant 11:59 finish still left a warm glow, but the extreme effort felt almost… embarrassing? No, not that, I would need a LOT more sense of shame for that. Perhaps just eliciting a vague sense of unease about my life choices.

I also started to consider how much MORE effort that 100% finish was going to demand. What kind of MENTAL SPIRALING would be required by that intrepid player. And then I considered the undeniable RUSH of finishing at exactly 11:59. Could the effort/reward ratio POSSIBLY deliver more than I had already received? I mean, it is a DiBianca jam, certainly possible it could. But.. what if it didn’t? Am I not better off quietly disposing of the evidence of my mania, and letting that last run be the victorious ringing bell of my experience?

Are we not all, all the time, weighing the Known against the Potential? And does not the Potential, when realized, so frequently disappoint? ESPECIALLY against particularly triumphant Knowns? Can I somehow sublimate my deeply trivial, all-consuming obsessions into a semblance of Truth by throwing syllables and Capital Letters at them?

InDubiTably!

Ah! Fortified with Universal Truth, and with lingering suspicion that the pendulum could yet swing back the other direction, I regretfully conclude that its Seamless, Engaging impact was undeniable, magnificently rewarding, but also seeding its own ephemerality. Feels like a penalty point?

Played: 9/2/26
Playtime: 50% @20m; countless mapping runs; 60% @ 1hr; 90% (11:59) @1.5hr
Score: 7 (Engaging/Seamless), penalty point for slippery post-glow deflation
Would Play After Comp?: I thought so, but turns out no? Gonna enjoy what I got.

9 Likes

Invasive Species by Rachel Helps and Steven L. Peck

I’ve run at this three times now, and every time I fall into the trap of invoking and/or comparing this to one of my all-time favorite IF works, by one of our co-authors. I mean literally top 5, maybe top 3. There are common threads for sure, but I desperately want to evaluate this as its OWN work, not least of which because they have very different aims. I am hoping by providing a link to that previous work here: (Admiration Point - Details), this will protect my review from its incursions, like a mystic ward on my doorstep.

InvSpec is a powerfully designed futuristic narrative that covers a LOT of ground. Its concerns span from genetic augmentation, to thinly-veiled AI analogs of dramatic technology outstripping human comprehension, to alien contact. In most ways though, its sci-fi conceits are second to the human intersections of those conceits. Here, the work is using human augmentation to test ableist assumptions, and reveal just how deeply complicated and unresolved that conflict is. It uses corporatist legaleze to expose the coercive, unchallenged exchange of autonomy and accountability for vaguely-defined (and carefully UNpromised) benefits. Magically advanced technology is projected onto the parasitic-symbiotic-providential spectrum with no clear answers but an implicit challenge to interpretations that want to pin it to one extreme or the other. Whistle blowers we might uncritically lionize are shown to have biases of their own that both provide discrediting openings to foes AND qualifications to their exposes. It is satisfying complex is what I’m saying.

It sets the stage for all of this both with its graphical design - creating an atmosphere of verisimilitude in its advanced technology - AND its all-too-human-legalism. There is a lengthy User Agreement that I guarantee I read more closely than any I’ve mindlessly clicked through in my real life, and it was compellingly authentic. Text communications are graphically rendered, font and color creating a specific vibe of the world to marinate in.

Stage setting is one thing. It is the deeply convincing HUMANITY of it all that so compellingly sells it. See, all of this is in service of a human story of a grandmother helping her autistic grandson navigate this treacherous world. Interacting with desperate people with motives ranging from self-aggrandizement to grasping for easy solutions, to navigating no-win circumstances. All of the characters are painted convincingly and specifically (including a genetically modified simian!), their all-too-human specifics adding exactly the grounded perspectives necessary to make the outlandish sci-fi feel real. The deeply recognizable humans that populate the story both justify and magnify its fabulist premises.

In this regard, IS is clearly is of a piece with… No! I thought we banished you! (Admiration Point - Details) Out foul comparison, out!

So yes, Species as a narrative was super-Engaging in the most empathic, convincing way possible. As a ‘game’ (or perhaps more accurately an ‘interactive experience’) there were burrs. The most technical of these burrs was a sometimes-clumsy choice-response architecture. During my playthrough, I was frequently given choices that amounted to embrace/reject/or wait-and-see key technologies and social agreements. It will come as no surprise to long-time readers that I leaned to the reject/wait-and-see side of things. Despite that, more than once the narrative seemed to attribute embracing motives or effects to me. Sometimes I could correct those in flow of game, sometimes not. These were jarring discontinuities.

Another technical burr is really just a bug report. After filling out a body-mod form I ultimately deleted, the UI went blank. Some back and forth navigation restored the text with a visible </div> in the text.

Then there is the problem of incomplete narrative. The work announces this early on: “Only 3 out of 5 planned parts are written of this story. The narrative arc is such that it should feel like the ending of the second book in a trilogy.” It… didn’t? It ended on a cliff-hanger for sure, but felt less like an organic dramatic crescendo than an abrupt end-of-road while we were at full speed.

If I’m honest though, this is not the narrative-block that had the biggest impact on me. The work has an enviable breadth of dramatic concerns for sure. It opens foregrounding a particularly fraught one: ableism’s bias to ‘fix’ things without interrogating what ‘broken’ means. Wow, is this a BIIIG question. Just bringing it up at all, nevermind starting to grapple with it, is breathtaking. I don’t have answers here, our characters don’t have answers, I’m not sure anyone does. And that makes the topical engagement SO much more courageous and compelling. Except that it is ALSO the thread that seems to disappear against the others as the narrative progresses. Yes, the other threads are also magnetic and vital, but by comparison feel both more well-traveled AND less daring. Certainly, the third act could bring this back and I super hope it does, but the deprioritization felt deflating.

Quibbles aside, the cumulative impact of the work is as an ambitious, convincing, ENGAGING (despite incomplete!) story with just enough Notable design choices peppering the experience. In some ways, this echoes my experience with the author’s prior …

AAAAH! Back! Back, vile tempter! The power of hyperlink COMPELS you! (Admiration Point - Details) The power of hyperlink COMPELS you! (Admiration Point - Details)

Played: 9/4/26
Playtime: 1:55 ending 2/4
Score: 8 (Engaging/Notable Implementation artifacts) Bonus point for thematic daring and ambition
Would Play After Comp?: How can you ask me that? Of course. Probably multiple times, once finished.

7 Likes

Archive 13 by Anistasiia

There is a phrase maddeningly tickling my brain, one I am sure I encountered during a college literature course that purported to characterize a very Russian genre of storytelling that combined Soviet bureaucracy, magical realism, and folktale-esque reality-adjacency. The internet has been singularly UNhelpful in conjuring this phrase from the depths of my memory, making me wonder a) what wild things am I conflating that never actually existed..? and/or b) has AI crapped all over the world-wide-web so thoroughly that it is no longer retrievable?

I’ve given it a few days, and my brain is not giving up the goods. I’ll just coin one for convenience: “Stalinist Bureaucromancy.”

This is a work of Stalinist Bureaucromancy, despite only partially being set in the USSR, historically speaking. It conveys the hallmarks of this perhaps-only-in-my-head genre: dream-like setting of unexplained phenomenon against a backdrop of mind-numbing paper shuffling. Of the inadequate and inflexible demands of INSTITUTIONAL IMPERATIVES bouncing off the ineffable, the story happening in the gaps between the two.

I am not SURE I would have tumbled to this take on the material if the work were not written in Russian. Probably? Since it is unverifiable, I say ‘yes, I would have.’ But it is written in Russian, meaning my gameplay was an unrelenting cut’n’paste between game window and translator window. This is not the best way to consume ANYTHING, perhaps slightly more forgivable (if clumsier) in an interactive work. It also highlighted that maybe I am unsuited to make any artistic pronouncements on it. Y’know, because otherwise I would be TOTALLY suited for that.

Consumed in this herky-jerky fashion, the work is going to end up being the lesser of a) the author’s talents and b) the capabilities of the translator. In this case, it is quite obviously b), and glaringly so. As an example, it had no ability to translate cultural currency. Phrases like “the singing of a cat from a tree” and “so you’re barefoot” contextually implied an aphoristic abstraction, but remained impenetrable to my translator. Or worse, the translator not being capable of resolving words at all. I can only conclude that ‘karndash’ was NOT the misspelling of a Russian clown’s name, but some other term unknown to Google.

The story I was able to glean was a supernatural, time-spanning investigation of missing children, and that investigation’s repercussions for both the protagonist and his employing institution. The vibe of it was compelling to me, even in translation, playing directly into my most Russophiliac tendencies. Notwithstanding that, the two endings I achieved were “fired” and “evidence buried.” Both failures to solve the mystery. In my case, the clumsiness of the translator experience was just too high a bar to run at it again. In deference to my compromised play, I will not be rating this game as the author’s intended experience is simply beyond my capabilities. I WILL say, even compromised, I thoroughly enjoyed the moody, phantasmal atmosphere of the thing, and would relish attempting to play a fully translated version of it.

Played: 9/4/26
Playtime: 30m, fired, evidence disappeared endings
Score: - (Sparks of Joy/Intrusive translation gameplay)
Would Play After Comp?: No, though an English translation decidedly YES

5 Likes

RV’s AC’s Murder on the Orient Express by Ryan Veeder

A review in two parts. Part 1, JJMcC’s Arthur Conan Doyle’s Sherlock Holmes’ “The Accumulated Clues”.

In these annals, we have become familiar with the peerless, singular mind of my colleague, my friend, Sherlock Holmes. All manner of malfeasance and cupidity, awash in deception and mystery, all of it falling before his mental ministrations, carved away like so much dissembling gristle before his impossibly sharp scientific method. There is an unseen foe to this method, as often introduced by Lestrad as Moriarty himself: the implacable ticking of the clock. In his latest consulting endeavor, on behalf of the formidable Dame IFCOMP, this foe proved… but let us interrogate it from the beginning.

Dame IFCOMP lit on our doorstep with a deceptively simple request. Might the detecting mind of our age assist another mental major in solving a train-bound murder, under the relentless advance of a 2hr timer? Sherlock paused only to secure the fortifying presence of his well-used snuff box, donned cap and cape, and charged forward. The Game was Afoot!

Our new partner, the renowned Hercule Poirot whose sharp mind was only outstripped by his fussy culinary preferences and opinion of himself, set a furious pace, at once impressive and detailed. It was not long before clues were wrung from passenger cars, weigh points, and explorations of the journey’s Capitals. So numerous were these clues their details blurred, their simple presence spurring our investigations onward. What a delightful variation of our usual, though Sherlock may disagree, plodding approach! Compounding the novelty of constant clue-finding, what Sherlock is perpetually ill-prepared for, was the delightful wit of the thing. It seemed no location failed to be populated with our partner’s social circle, all of them both suspect and ally. And clues showering every stop! The whole thing became a wonderful, amusing scavenger hunt, with locations gated by sufficient clue counts or more traditional ciphers, locked doors or passcodes. I confess I must have tested the Consulting Detective’s patience as I could scarce restrain a near-constant laughter at our partner’s antics. Anachronisms, puffery, self-satisfaction, all of it conspired to reduce me to a tittering mess.

The allotted two hour span sped by distressingly fast, propelled by our indefatigable sleuthing progress and the bubbling wit that, but for the discipline of my companions, might have confounded my comparatively limited capabilities. The experience was Engaging and Seamless, and simply a joy to participate in, however unequal the partnership. Puzzles satisfying both in their cleverness and their crisp, contained design. A feeling of momentum that encouraged our ever-deepening investigation amidst an explosion of suspects.

And here, reader of these chronicles, I report a historical anomaly no less portentous than the Great Flood itself. Sherlock Holmes failed to close the case at the two hour mark! Not through lack of progress - 33 separate if somewhat indistinct clues had been assembled to that point - but through the sheer magnitude of the mystery. Did our patron, sly Dame IFCOMP know this? Was her mission to accomplish what none before her could, of confounding the peerless Sherlock Holmes? Such was the breathtaking pace of the mystery I gave no thought to the Walkthrough that might accelerate our work. Why cheat ourselves of the Great Game? Yet without that crutch, expire the timer did, the mystery unresolved even as multiple paths of inquiry yet lay before us.

Per our patron’s strict instructions, we had no choice but to render our verdict on this adventure, and such we did. I leave it as a postscript to this entry, along with this considered advice: if, unlike the Great Detective, your heart is moved by levity, by momentum, by puzzles abstract and specific, do not forego opportunity to accompany Poirot on his journeys. As to Sherlock, I fear this experience may only deepen his relationship with the snuff box.

Played: 9/4/26
Playtime: 2hrs, 3 levers, 33 clues, NOT DONE
Score: 8 (Engaging/mostly seamless)
Would Play After Comp?: No. Continued playing DURING COMP.

4 Likes