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

Maximilien by Yohan Dupuy and team

When you mash two things together, there’s a binary expansion involved. On the input side, there is either “I love these things individually, they must be awesome together!” or “Who knows WHAT this is gonna make, let’s find out!” On the output side there is either “Hey, that worked great, this is better than sum of parts!” or “They can’t all be winners.” Either of those inputs can lead to either of those outputs - out of water and grain, we discovered beer; chocolate and pineapple produce an acidy mess. IF itself is a mashup of sorts, combining narrative and gameplay, and IFDB is a repository of works across the output spectrum. There is a third path - I know, I’m sorry to poison the simplicity of the binary but I don’t think life ACTUALLY works like that, it’s just a rhetorical tool. There is an extra-binary approach where the thrill of mashing up takes over in a fever of additions, where the charge of combining something, ANYTHING, is just too compelling and everything starts flying into the stew. If the final brew is not revelatory, the blend may defy your ability to identify which ingredient(s) took things down a wrong path.

Maximilien, as its central conceit, implements a “Two Great Tastes” mashup. Sleuthing gameplay ala Detective/Sherlock Holmes Consulting Detective and supernatural thriller. I love both those thing! The central play loop is one of budgeting limited daily actions against developing and following leads in a turn-of-last-century Boston. The investigation itself leads the player through family histories and Jewish Kabbalah lore where you are solving the mystery of your own supernatural affliction. As the revelations get more and more esoteric, it becomes a race against your own sanity (ala Call of Cthulhu). These two tastes seem engineered SPECIFICALLY to pull me in, and the central game loop was terrific. Centered on a map of Boston, where investigations unlock new locations, your quest zips from archives to interviewing outsiders, to suddenly violent encounters. The breadth of things to do in the investigation is varied and entertaining.

The content of those encounters is also a terrific blend of historical flavor and real-world Jewish mysticism (at least as far as my limited exposure can judge). It felt so incredibly grounded which is one of my favorite ways to sell the supernatural - make its mysteries seem darkly inevitable rather then wildly surprising. In setup and conceit, this work seemed a slamdunk “Awesome!” combination. Certainly, it delivered copious Sparks of Joy wherever those two elements rubbed against each other. There definitely were more than just those two flavors in the stew though.

Far and away the strongest taste in the work is presented by its prose. It reads like the prose is attempting a Victorian flowery formalism. For this reviewer, it tipped deeply into poetic verse that did not resonate, either as a period affectation or as an image-delivery mechanism. It was consistent, I’ll give it that, though for someone for whom this elicits grimaces that is not a strength. I will grant that this is very much a personal-taste thing, but because the entire work was drenched in it, it couldn’t help but color the entire experience. For me, that experience was, “less please.” I grabbed a few examples of off-putting prose, which I reproduce not to mock, but give a flavor of the excess I could not embrace. If you are unbothered by these flourishes, this might not be a problem for you.

“I loosen the vise formed by the bitter grimace of my jaws.”
“…well aware that the strained line serving me for a smile is anything but natural.”
“my flesh is lashed by some coarse matter”
“The partition wall to the right is pierced by two doors.”

That last one really got me. The verb “pierced” is SO WRONG: active subtext whose implications are kind of nonsensical. The impulse to apply it to the most prosaic of “two doors in the wall to the right” gives you an idea how pervasive this was. It’s the kind of description that serves itself more than the narrative. And somehow ALSO fails to be a convincing pastiche?

Discomfort with this kind of prose is something long-time readers will not be surprised by. I wonder, if this was the only off flavor, would its powerhouse gameplay engine have overcome it? A hypothetical I have no answer for, as there WERE additional elements that tainted the work. Technically, graphically its presentation was VERY accomplished. The artwork and especially the central map did wonderful work establishing sense of time and place. Infrequent technical issues undermined this a bit. In one spot, you are asked to input text to focus your research. Open ended inputs can be a pitfall, and sure enough my progress was stalled because Baker Street Cemetery was rejected, and only later when I felt blocked did I spam some alternatives until the first two words alone proved sufficient. In another spot spot, an error message polluted things

Error: <<audio>>: error during runner initialization: track "play" does not exist

The work also used timed text, reasonably well for most of the work, but in a particularly egregious spot (when making a phone call) it was SO SLOW, I was sure either the game had hung or that my machine had been coopted by bots. It was only providence (and frustration) that prevented me from quitting and restarting before the narrative resumed.

The last confounding artifact for me was some late game plotting decisions. To that point, the game had really presented a SOLID investigation architecture. Leads progressing naturally from one to the next, a nicely varied mix of investigative techniques to navigate, mystery coming into focus on a really strong pace. In not one but two places, initiative was seized by the narrative to advance the plot with all the subtlety of a blow to the head. I mean that LITERALLY, a textual blow to the head, as the result of a seeming innocuous choice. On the one hand, yes, a staple of the genre and a nod that the protagonist’s initiative isn’t the only thing at play here. On the other, the game did SO well putting the mystery into the player’s hands, by abruptly grabbing the wheel, in particular in response to completely pedestrian player choices, it felt capricious and unsatisfying. Like the player was no longer trusted to move things forward.

These plot developments ALSO had the effect of pushing me to endgame before I was ready, leading to a failed ending. I don’t begrudge bad endings in supernatural stories, sometimes they are the perfect closure. But only when perceived as dramatically appropriate culminations of the preceding narrative. It is certainly POSSIBLE my failure was not the fault of those capricious events, that my detective skills let me down in the end. It didn’t play that way though. It PLAYED like I made two bad choices I had no way of knowing would be bad, and lost opportunity to finish the investigation as a result. After putting in so much rewarding time on it!

This work has a lot going for it - its fundamental mashup is RED MEAT for me, and the architecture and presentation of it so very, very good. Notwithstanding the elements that pushed at me, my overall gameplay experience was Engaging. But an Engaging experience with Notable off flavors.

Played: 9/24/26
Playtime: 1hr 55m, Sanity 54 or lower; Possessed; Boston Surveyor achievement
Score: 6 (Engaging/Notable prose and gameplay artifacts) Notable artifacts outweighing the Engaging (-1)
Would Play After Comp?: I really want to, but re-traversing two hours of that prose is a daunting prospect.

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For the score, isn’t Engaging at least a 7?

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Great question! I actually had to grapple with this a few weeks ago, where I concluded I needed to decide which criteria was dominant, case by case. I had to reluctantly go the other way this time.

In other reviews you have “+1 for YBTT” or similar, maybe add “-1 for …” here?

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Doppelgangers by Benjamin Knob

This is not a review. It will not appear in IFDB. For sure it is a combination apologia and screed. The discerning eye might detect some review-adjacent content sprinkled in below but despite my best efforts those are merely fragments orbiting a gravity well of angst.

What I have glimpsed of the future sucks ass. In the AI- (and spyware-) free cocoon of my home it is easy to pretend it can be ignored or rejected. Yet all I have to do is crack my door, or my browser, and the world will rush in. Even here, into my cozy parasocial world of artistic competition. I am now forced to regard this IF-Xanadu like the rest of the world, where the specter of AI hovers over it like an omnipresent threat, threatening to insinuate itself and taint what used to be unambiguous joy.

If I squint (hard!), I kind of get it, the impulse to engage AI artistically. This is the undiscovered country of the moment - a new technology thrashing about for relevance, pregnant with promise and lacking true direction. In my day, the Internet was the technology that sparked this kind of fervor. The internet democratized global reach to SOOO many artistic visions that came and went as failed experiments. 3D Link visualizations, crude animations, multi-site artistic works, all flashing and fading until someone pointed a webcam at a coffee pot. If you can ignore the naked monopolist motivations of its progenitors, and the rapacious resource requirements of it, you can maybe see AI’s similar kernel of inspiration that artists might want to engage. And also assuming you can turn a blind eye to the scourge of generative AI “Art”.

I’m not great with “ifs” of that size.

Doppelgangers is perhaps the best possible example of a work that is grappling with AI/LLM as an artistic tool. Not necessarily in its artistic achievements, we have a LOOONG runway ahead of us before proclaiming anything like that, but in its transparency of inclusion. And yet, with its opening screen that is a ROLE MODEL of transparency, I could feel my hackles rising. Its opening screen attempts to draw a line between its inclusion of NLP and LLM/AI and that assertion started a spiral that won’t end until this post runs out of steam under my shaking fingers.

Drawing a line between Natural Language Processing (NLP - which is what Chatscript is, the purported key technology at play) and LLM/AI is somewhat disingenuous. Yes, NLP predated LLMs, informed their development, and yes Chatscript is a FAR lower-resource technology. It is also true that NLP is a fundamental capability of modern AI, generative AI in particular. You don’t get LLM WITHOUT it. That said, I understand why the work is making this distinction. For purposes of COMP rules, I truly believe the distinction matters for purpose of letter-of-law, and Doppelgangers doesn’t need MY assurance that it is on the side of angels here. Making its ACTUAL AI optional is also appreciated, all the better I can yell HELL NO at the screen. So satisfying. But all that dances around the core concerns of the work: how to leverage NLP/AI/LLM into a gameplay experience? A concern I am actively antagonistic towards.

Why am I so mad? That impulse is not so alien, is it? From IF’s earliest days, the idea was to communicate story, puzzles and gameplay through natural language. Making it BETTER understand the player’s intent can only help this. (Never mind the accessibility boon to people needing to speak to computers.) Chatbots in particular, behind their NLP front-ends, are rules-based responses. In TADS these are AskTellTopics, code objects that get invoked by triggering nouns and dialogue verbs to provide canned responses. Chatscripts are really just that, with a more sophisticated front end parser. I don’t hate TADS, I love it! If I’m sledding, how do I love the top of the hill, and despise the bottom? And where on that hill do I pin Doppelgangers?

Understand, what I have conveyed so far is an approximation of everything that ran through my head BEFORE THE FIRST COMMAND PROMPT. You don’t want to see inside my head, it is RAW RED CHAOS in here. Is this tormented mental state the best to engage an IF work with? I can say from experience, no. No it is not. It ended up putting Doppelgangers in a no-win situation with me. It set an expectation of enhanced NPC dialogue where more natural interaction was possible and rewarded. It also was DARING me to attribute any gameplay shortfalls to the inadequacies of its LLM flirting. These were like the two sides of a pair of pliers that I applied to Doppelgangers and squeezed so hard I probably violated international torture treaties.

On the one hand, I did not find the traditional parser play very enjoyable. It seemed fraught with the more traditional problems of inadequate cuing, lack of alternate solutions, exits hiding behind subordinate text, and opaque RPG-stats and -skills mechanisms. In particular, when I eventually resorted to the walkthrough, its mechanical challenges fell into the ‘well there’s no way I’d’a known to do THAT’ class of puzzle. Try as I might, I don’t think I can lay these artifacts at the feet of AI or NLP.

On the other, the expectation of enhanced NPCs encouraged me to try SO MUCH MORE than the game was prepared to respond to. Meaning I got GOBS of ‘NPC doesn’t say anything’ discouraging me from ever discovering that there are things the NPC WILL say, in some cases MUST say just to progress. I will say this. Doppelgangers let me enter the command >ask doctor if cigar is just a cigar and that’s got a spark to it! Didn’t give me a fun answer though. It seems like the NLP engine allowed PARSING of complicated player dialogue, but did not actually lead to better RESPONSES. Mostly I got either ignored or stock ‘silence’ responses to enhanced dialogue attempts. I’m not sure I ever got a moment where I said, ‘Hey, good use of NLP!’ Ok maybe not an intended good use, but a pretty fun UNINTENDED one:

>say well you don't smell great either
"Why thank you, Dimitri!"

It is my wont to clown with IF works if I am having fun with them, issuing nonsense commands I have no expectation of getting responses to. This was a new, darker dynamic for me. I was not clowning WITH a work, I was clowning AT it. Every jarring moment of dialogue, every janky NPC interaction, every stalled progress moment I got a perverse pleasure out of. I was self-fulfilling a dark prophecy all but unrelated the work under review.

What the ^@#$ had I become? This is not why I do this. Until given reason not to, I want to like EVERY work, even women-roasting porn works. A better person than me might take this sad epiphany as cause for reflection and self-improvement. Me, I don’t want to unmake the stew of biases and manifestos that comprise my personality. I’m not sure I know who I would be without them. Absent that, the best I can do is recuse myself as unfit to pronounce ANYTHING about this work. It never had a chance with me, and I really hate what I became by engaging with it. Like Pilate, I’m not gonna to do the hard work, I’m just gonna wash my hands.

This apologia has more apology than most. I’m truly sorry, Doppelgangers. I really hope you find a review that helps you. I am clearly incapable of that.

Played: 9/23/26
Playtime: 1.5hr, 30min of ChatScript research, lobotomized
Score: I recuse myself
Would Play After Comp?: No, not compelling enough to challenge my biases. What happens when a work shows up that is? Well, that will be an INTERESTING DAY.

dg_jjmcc.txt (36.5 KB)

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Tableaux Vivants by Lamp Post Projects

The review sub-series “Yr Better Than That!” continues! This is the 6th entry in “not quite Engaging, but better than Sparks” category of works. Given the dark turn my randomizer threw at me recently, I couldn’t be happier.

TV is a pretty traditional parser work. It showcases a protagonist rebuilding her memories through cottage-magic. It combines a LOT of hoary IF tropes - amnesiac PC, playful transformation magic, limited-interaction NPCs, search-collect-use gameplay. These elements, at this point in IF history, are not noteworthy. What is noteworthy is how WELL they are utilized and blended into a story of self-sabotage and self-discovery.

The transformation magic is the most singular gameplay element here. A library of books and a magic terrarium? enable two kinds of transmutation: books into objects (including plants) and plants into objects. Transformational magic is a staple of the hobby for a very good reason: it encourages out-of-the-box problem solving, but in a way that plays to the strengths of IF’s limited command space. With a single new verb (sometimes not even!), you can transform blase’ to BLAZE and light that sucker up! Ok, that was a strawman example, not implemented here. Here the levels of indirection were much tighter - what can I look up in the library that might be TRANSFORMED to help? Which nearby plants might be coaxed into usefulness?

All of this bounded by a TIGHT play space. The map is constrained to a modest manor whose layout never really needed mapping. The contents of the manor are in that sweet spot of important-details-only, where the picture is painted clearly enough, but also concise enough that the player is never chasing scenery looking for clues. More often than not the clues (and barriers!) are evident enough. The language of the work does a lot to keep things bubbling along - in the moment I cannot think of a stronger example of soft cuing. I was rarely at a loss for what needed to happen next, and the challenge was to figure out HOW to do so.

The most important element of this work, the object that was CRUCIAL to everything about this piece, was its library. It functioned as, in the parlance of TADS (my IF native language), a Consultable. An object the player will >LOOK UP X to get important information. The trick with these kinds of IF objects is to populate the puzzle solutions, of course, but ALSO populate enough OTHER topics that LOOK UP is rewarding to and encouraged of the player. Too many ‘no resources found’ and the player will shrug and decide its use is inessential. But as a repository of general knowledge, the work must grapple with HOW MUCH GENERAL KNOWLEDGE IS IN PLAY. I mean, in the real world GOBS. Even in the scope-limited parser world, STILL GOBS. Not only that, it must provide mechanisms to not DROWN the player in useless trivia. TV quite naturally and ably did the tricky work of provisioning random topics, but also soft steering back to the crucial ones. I found the library’s implementation truly impressive, the keystone on which the entire structure was built, and one that supported its structure flawlessly.

So, here we have a VERY friction-free parser experience that leads to effective problem solving, segueing us to the post-memory-recovery narrative. Which was also pretty good! Almost all of the game’s conceits are justified by the story. The protagonist is revealed as complex and somewhat prickly (the best KIND of complex!), in service of a player-chosen ending for the character. The few I played with hinged on the final choice, which in another narrative might have felt unearned, but here was completely justified by its newly-recovered-memories plotline.

All that feels like gushing, and it absolutely is, so a fair question is, “Wait, why is this a YBTT! work, instead of an Engaging one?” I have an answer for that, in the form of a metaphor. You’re not going to like the metaphor. I stand by it, but boy is it going to be off putting.

Ok, sex, right? It’s super fun! A good number of us can probably agree with that. I hope those that don’t have enough cultural osmosis to get my point? whuff Oh, you’re not going to like this.

So, sex (like IF) is really best with some.. friction reducing. Where its… mechanics… are smooth. But suppose we posit a marital lubricant that has a friction coefficient of 0.0. An experience so slick, there is nothing for super-sensitive genital nerves to sense… I need to keep this abstract, and I’m trying. At some point, doesn’t that have the effect of rendering the endeavor fruitless? No, not fruitless. Just not as FRUITFUL as we might want. Please tell me you see what I’m getting at so I can stop trying to explain it.

THE METAPHOR IS OVER NOW. So yeah as amazingly tight and well constructed (don’t bring that snickering here, I said its over!) as the game is, I found it almost TOO helpful, TOO smooth. Some puzzle solutions were straight-forward library lookups without much indirection. Other objects telegraphed their single use overtly. I don’t say this as a criticism of this really terrific work, so many works crash and burn because they DON’T accomplish this. I only mean to explain my positioning of it, how its easy downhill jog left me little opportunity to really grapple with it.

Maybe I should have gone with a jogging metaphor.

This is a work with MASSIVE Sparks of Joy (I said the metaphor is OVER!), a really well constructed parser in service of a finely calibrated and emotional narrative. Somehow, because of its Seamlessness, it caps there. But not quite, because it is still great fun! Hey, TV? “YR BETTER THAN THAT!”

Played: 9/25/26
Playtime: 1.75hr, score 100/100; 4/7 achievements
Score: 7 (Sparks of Joy/seamless) +1 YBTT! bonus
Would Play After Comp?: No, experience seems complete

tv_jjmcc.txt (171.3 KB)

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That was a really thought-provoking review, the idea whether a game can be “too slick?”

One thing that bugs me about some parser games is a feeling of too many guard rails, e.g. there is a cabbage but you can’t eat it, for no good reason except that later you will need to solve a puzzle involving a sheep. That’s not really the same thing as being “too slick”, but in a similar vein I think, something about being constantly ushered in the right direction instead of having the freedom to figure it out yourself and make mistakes (game-breaking mistakes even) along the way.

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Hi,
Thank you so much for this review, as generous as it is attentive. I’m truly happy that the investigation loop, the map, the historical grounding and the Kabbalistic esotericism spoke to you so much. As an experienced Game Master, I’ve written many scenarios for Call of Cthulhu investigators, and those are the qualities I wanted to breathe into this solo narrative.
Thank you as well for pointing out the technical issues, I’ll fix them. Your remark about the two moments where the story abruptly takes the wheel is also very useful to me. I tried to address this with the intuition system I designed this year, and I think I can still refine the delicate balance between taking the reader by the hand and guiding them naturally through the many possibilities open to them.
As for the prose, I understand it isn’t for everyone, and I appreciate the respectful way you talk about it. Descriptive density, especially when it puts you off, naturally invites you, I think, to let the story rest for a while, unless you skim, as I sometimes did during my many playtests. That’s the time I used to take with gamebooks, the Fighting Fantasy kind we call “Livres dont vous êtes le héros” in France. Faced with failure, I would let them sleep for a year or two before trying to let the story surprise me again. Conversely, back then it was rather the thinness of their writing that made me lose interest.

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Wait-Our-Way Tower by Andrew Shultz

I live in the Southwest. Water is a huge deal for us, meaning I have some sensitivity to groundwater levels, and their impact on well water systems. Our news is increasingly stocked with stories of properties needing alternate water solutions because wells that produced for generations suddenly run dry. Desert living is a constant negotiation with water supply, and modernity has done us no favors by obscuring this for so long, encouraging indiscriminate use. You know how I roll. This is going to be relevant.

WOW-T is the third (I believe) of Mssr. Shultz’ wordplay games that revolve around two word homophones - word pairs that sound alike with different spellings. Word games are inherently fun, they encourage lateral thinking without needing Rube-Goldberg complexity. They also (usually) have the property of AHA!!! when their solution is revealed, which is the feeling all puzzle makers really want to induce. Thing is, language FEELS infinite but its not. It’s super LARGE, but finite. Homophones are a deep subset of this, so… more finite? Does that come in degrees? Like my desert neighbors, is it possible we have drained the finite well enough that what remains is less clean and refreshing, and just a little.. sludgy?

Let me break down the multi-dimensional charm of this series. 1) The inherent AHA! of wordplay; 2) the hilariously tortured text that explains WHY homophones resolve specific puzzles; 3) the belligerently low-fi graphics that set the mood wonderfully. 3) is still at play here, no qualifications or caveats. 1) is still MOSTLY in play - there were one or two puzzles whose solution was deducible but not as SATISFYING. I’m thinking of a particular one where the solution was “A” something and obviously so, but only EH would suffice, and not even a Canadian explanation why.

The part that really struggled to work was 2). In previous iterations, the baroque way homophones resolved the problem were very much the joke. Here, it felt more strain-y. The explanatory text felt longer (though possible this was a fake impression, due to the larger Adventuron fonts). Certainly its rationales fell more towards the reaching side, just not FUNNY straining. In some cases I wasn’t EXACTLY clear why the homophone had the effect it did, even after a few paragraphs. I took the point for solving the puzzle though! I had acknowledged, but not fully realized how crucial those comedic explanations were to the clockwork.

There were a few gameplay glitches as well, though these are admittedly pretty minor. When played with COLOR mode, the work highlights the wordplay text to focus on. Not strictly necessary, but a nice friction reducer. Except in one key area it failed us: when homophones were buried in the location name. There, we had to notice that the location did NOT include its homophone, and therefore we’d need to supply it. It was a break with its own conventions that felt glitchy. There was also a near-endgame loop puzzle that required me to go to the walkthrough, and did not deliver “OF COURSE!” as a response. Less said the better.

I do not raise these things to condemn the work. They were, in the final accounting, pretty minor qualifications to a still-sturdy and amusing game conceit. Delivering two dimensions of fun is more than many works achieve. I only raise these things to explain why this iteration capped out at Sparks for me, where previous ones felt Engaging.

In previous reviews, I have attempted to deliver homophones of my own, to show I can play in the space. Like my impression of this work, I may have siphoned off all the good ones. Let’s give it a shot.

What did I make of this Sparky, Mostly Seamless ENCORE, MON? A little like my takes ON CORMAN, Roger Corman the famed exploitation film producer. Specifically, the slice of his ouvre’ that falls under the “mockbuster” category, the films that ape much more popular cinema. Possessed of firm conviction of their conceit, a lot of fun on the way, but inescapably invoking its inspirations and not QUITE living up. Let’s do a deep dive into his Carnosaur trilogy of Jurassic Park ripoffs… (following three paragraphs excised).

Played: 9/26/26
Playtime: 1.5hr 50/50, one walkthrough peek
Score: 6 (Sparks of Joy/mostly seamless)
Would Play After Comp?: No, experience seems complete

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The Count and the Communist by Tristan Pun

For a vanishingly brief period of time in the late 80’s early 90’s, during the heyday of BBS and Usenet, ASCII graphics were quite the rage. ASCII brought it on itself, with its inclusion of vertical bars and underscores in its encodings - if you give a mouse a line its going to want to make line art. Is tCatC the apotheosis of this form? Discuss!

Certainly its ASCII UI is the most immediately prominent thing about it - its tabbed frames, dynamic map, prominent command dashboard, and oh those lovely “animated” dialogue cutscenes. When the thing implemented speech balloons I positively (ok, figuratively) swooned. Its UI is so confidently implemented, it demands attention. The character designs are similarly wonderful - each character has their own distinct look, heck, their own distinct HAIRSTYLES. THE PROTAG HAS TWO (hair up, hair down)!!! Our human brains can anthropomorphize ANYTHING, and representations this evocative just draw us in to this sketched world without so much as a “by your leave.”

It would be easy for a UI this singular to completely define a work, but tCatC has more up its sleeve than that. Its plot and gameplay BOTH are wonderfully atypical too. As a post-Communist-Revolution spy, we are charged with joining the domestic staff of a Tsarist(?) expat, the better to further the Proletariat Revolution across Europe! Maybe not as daring a premise now as it would have been in the '50’s, but in a US election year still pretty daring. And it does so pitch perfectly, taking as given the optimism of people-centered social order nevermind our knowledge of history. I would say ALL of its table setting is equally adept. The mechanics, politics and personalities of domestic work are ALSO matter-of-factly rendered, bringing us into the household with a litany of duties and transgressions we might be BEATEN for. The undramatic acceptance of all this in our protagonist and characters around her put us immediately and cleanly into the piece’s sense of time and place, nevermind the parens and asterices it is rendered in.

Gameplay-wise, the setup is kind of ingenious. As domestic staff, early on we are limited to the servants’ portions of the manor, limiting our play space with promise of CONSEQUENCES, focusing our goals, and constraining the NPC cast to constantly be swirling around us, complicating our mission. As we cautiously explore the space, there is real tension of discovery that makes every forward step sing. This is a work where our primary cover duties are laundry, and we spend SO MUCH TIME DOING it. It is as repetitive and distractingly off-mission as imaginable, but the game’s commitment to its conceits draws us right in. Damn RIGHT I’m doing laundry, AGAIN, mustn’t raise suspicion! The Revolution is counting on me! Yeah, I found it magnificently Engaging from the moment I put up my hair, even in its drudgery!

Which is not to say the work is without its frictions. Probably the biggest was its limited-parser paradigm. It is a curious KIND of limited parser, one whose 1-letter shortcuts SHOULD make for a fleet, peppy experience, but whose definitions are contextual AND limited. Meaning I was constantly consulting the dashboard to figure out how to accomplish what I wanted. Verb menus of evolving numbered nouns meant there was no sequence I could program my fingers to execute, I had to engineer every single action from scratch. Too, the limited command space meant I OFTEN had no idea how to use it to accomplish simple things. I can’t tell you how long I struggled to put up my hair until landing on >COMBINE ME, HAIRPIN. The Inventory screen I found the most intrusive in this regard - requiring a string of keystrokes to get anything done, including enter and exit the submenu. Even the simplest of tasks, advance to next screen, often require period-return instead of the more natural return-only. It’s not a question of being UNCLEAR how to operate it, well, not ALWAYS, but of how much attention it took away from immersion to get stuff done.

I would love to say this effect lessened over time, but at the two hour mark, I was still laboring. Not enough to dim its charms, but enough to resent it TRYING to do so. The two hour limit was its OWN constraint on the work, at least for purposes of IFCOMP. In two hours, I only managed to get through three days. Lots of cool discoveries and suspicions, helpfully guided by my handler who kept me on task. But SO much more to do! I have no reason to believe it adheres to a three act structure, but if it DID, I’m probably towards the end of ACT I. At best. I have yet to encounter what are probably some wonderfully dramatic and tense setpieces, character revelations and plot twists. As such I can’t judge the work based on ANY OF those!

This isn’t tragic. I was so thoroughly drawn into its presentation, setting and gameplay that it was definitely an Engaging experience. It’s just, the UI clumsiness was not offset by story escalations, nor after two hours becoming less hunt-and-peck-y. Meaning its Notably Intrusive effect on gameplay was not drowned in awesomeness. Yet. YET. So that’s where it capped out for me, in this first two hours. I will say this. Of all the Would-Play-After-Comp works in this field, this may be the Would-Play-After-Comp-IEST. VIVA LE REVOLUCION!!

Played: 9/26/26
Playtime: 2hr, day 3 Night
Score: 7 (Engaging/Notably clumsy UI) UI artifacts more prominent than desired (-1)
Would Play After Comp?: AbsoLUTEly must finish

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Logic Land by Ryebread

I think the secret attraction I have for this IF endeavor is how IN THE WEEDS these broken, broken authors are. Seems like rarely a comp goes by when I’m not sent on an Internet scavenger hunt for some new emulator or linux library. Oh, I absolutely LOVE IT, don’t get me wrong. It may shock you to learn that, prior to now, I had no cause to install an ATARI 2600 EMULATOR on my system! No fair LL, generating Sparks of Joy before I even start the game!

ALSO no fair creating a game whose entire conceit is mashing up as many Philosophical Analogies as possible, and rendering them as crude IF puzzles! I’m sure I have mentioned my long-atrophied Philosophy Minor at some point, acquired so long ago that some of the references in this work POST-DATE my degree! I have barely gotten into this thing and it’s sparking all over the place, but even in my heady swoon, I have to acknowledge what a NICHE swoon it is. Like a niche inside a crevice, inside another niche, somehow form-fit PRECISELY to my body!

In the course of play, I captured a list of philosophical references, got as far as Chinese Room, Mary's Room, black swan, zeno paradoxes, shrodingers cat, ship of theseus, Plato's Cave and just stopped writing them down. I was too deep in the sauce to bother. For references like Black Swan, I ended up bailing on the game for a Wikipedia sidebar to orient myself. I didn’t do the math, but I am pretty convinced I spent more time on Wikipedia than in the emulator in the course of experiencing this thing. And I kinda loved it!

In fact, this would be a uniformly glowing review if I didn’t end up having to PLAY the game. The UI was janky, no way around it. It might be partially excused because it was janky in the EXACT way the original 2600 would have been. Only partially though. Arrow keys and enter are your means of navigating a pretty tight space of move/collect/use verbs and inventory. Puzzles are pretty exclusively use the RIGHT object, in the RIGHT location, with the RIGHT verb. Sometimes, knowledge of the philosophical construct in play will help inform your actions. Most of the time, not really, you’re just playing with imagery. So… it’s lawnmowery. Try every verb, against every object, in every location. Eventually, one will work. Even in a game as tight as this, that’s a big, not-so-fun ask.

I was unfamiliar with the Black Swan metaphor prior to this game, so forgive me if I misinterpret it badly. According to Wikipedia, the hallmarks of this logical construct are:

  1. The event is a surprise (to the observer).
  2. The event has a major effect.
  3. After the first recorded instance of the event, it is rationalized by hindsight, as if it could have been expected; that is, the relevant data were available but unaccounted for in risk mitigation programs. The same is true for the personal perception by individuals.

This is just about the MOST PERFECT summary of the puzzle play in LL. Yeah, maybe you can rationalize WHY a certain puzzle needed to be solved a certain way, but that is almost certainly YOU doing the work, not the inherent construction of the puzzle. Eventually, the improbable joy of recognizing and looking up the history of philosophy exhausted itself, and it came time to just finish the thing. I resorted to a Walkthrough by someone much more clever than me, and I would tab it if you intend to play (which you totally should!): Logic Land walkthrough

Armed with the walkthrough, which I ended up using for about A THIRD OF THE PUZZLES, I was able to finish. This much walkthrough is unlikely to lead to an Engaging gameplay experience and it didn’t here. So I took an inventory of the Sparks this work elicited. Imagine my surprise to conclude that they were ALL outside the text of the game! I loved the IDEA OF the 2600 janky UI, even as I acknowledged its frustrating reality. I devoured each new room as an excuse to sidebar into waking up long-dormant Philosophy neurons. I deeply admired the FANATICAL impulse to construct a game around them, and just how omnivorous the work got. I loved all that so much, the gameplay itself felt like so much tacked on busy work. I feel like my rubric, strained as it sometimes is, is well suited to capturing a work whose metatext is its BEST text.

Played: 9/28/26
Playtime: 45m, finished via walkthrough (and lawnmowering)
Score: 5 (Sparks of Joy/Notably clumsy-but-accurate UI)
Would Play After Comp?: No, experience seems complete

8 Likes

Interesting. I have a 100% opposite reading of the game. As I understand it, the protagonist is hoping for something from outside to expand the possibilities of their life… but such transformation never comes from outside, and that is what they realise at the end. So I think it is precisely not about the experience you describe, or rather, it is about not having the experience you describe. (Which also would be a cool experience to write a game about!)

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Yeah, this isn’t the first time I fell into the trap of reviewing what I WANT the game to be, rather than what it is. My tepid defense is that its early flirting with musical discovery sparked so brilliantly for me that the turn became unwelcome?

We could have at least CONSIDERED the Meth alternative? :grimacing:

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SCAVS by David Hunter

From its cinematic opening, SCAVS’ graphical and audio presentation puts you on notice that you are in for something special. Its blue collar scene-setting, its hostile planet-rise animation and Title Card flourishes make promises that are delivered on over and over and over again. Its choice-select engine is gorgeously wrapped in animated computer scrolling text, radio transmission fonts, a multi-aspect map that evolves over the course of the game. All of it built so deliberately around the illusion of you, the player, at a seat, at a screen, coordinating the work of a remote agent via the tech-based tools at your disposal. The graphical presentation of this thing is nothing short of professional grade, tuned precisely to the specific needs of this narrative.

Imma go ahead and air my one quibble with the work now, just to dispense with it. The ONLY friction I felt with this game was its on-demand map. It carried SO much information that having to toggle it with the gameplay input was far and away the busiest interaction of the game. I am surprised I can still read the ‘M’ on my keyboard. Given its centrality, and a fairly generous full-screen real estate, it seems like it could have been pretty easily integrated into the main screen presentation and not needed to be on-demand. There. Quibble dispensed.

Cory Doctorow is a towering figure in tech criticism. Most famous for coining the term “enshittification,” his latest work is about reverse-centaurs. In his parlance, (normal) centaurs are analogous to technology-enabled humanity. We humans are the brain, the controllers, the manipulators, the upper torso of the Centaur. The powerful animal body is technology, under our direction and enabling feats of strength and power our human bodies alone could not achieve. REVERSE centaurs are a glimpse of today. Technology (specifically AI) as the deciders, the planners, the prioritizers - the horse head. Our feeble human bodies are only useful in this brief span of time where robotics has not progressed enough, and they must rely on our clumsy fingers and shaky legs to interact with the real world. Under this formulation, WE are the go-fers, executing THEIR commands. At least until their robot bodies are ready.

Instead of offloading drudgery to allow humanity time and resources to pursue loftier artistic goals, it turns out the only thing AI can’t do IS the drudgery. AI will offload loftier goals like expression and art so we can REALLY FOCUS on scrubbing those toilets. This is the (analogous) world of SCAVS. Humanity bent to service the power needs of Galactic AI, encouraged to treat each other (and implicitly casting ourselves..) as the disposable cogs in the machine we are to our digital masters. We are their spindly little human legs. Anyone surprised that this theme speaks to me SO loud?

Our mission is to harvest power McGuffins from an alien world. We are the coordinator, directing the efforts of two foot soldiers whom we are ASSURED are despicable enough to warrant this dangerous, high-mortality job. Hey, better them than us! It is a fun, well realized premise that really fits its typing-at-keyboard gameplay. Once in orbit, we direct an exploration, discovering evidence of prior teams and mysteries, all while battling the harsh storms and geology of the alien planet. I am loath to describe the plot more as, like any sci-fi exploration worth the name, escalations pile on escalations. Further, if I were to describe it, you might be inclined to dismiss it as ‘derivative.’ For sure there are elements of Dune, of Alien, even of, improbably, A New Hope and Empire Strikes Back. Believe me when I tell you (which, if you were not inclined to believe, WHY WOULD YOU BE READING THIS???) that familiar beats are NOT a negative here. SCAVS’ presentation is so self-assured, the plotting so well constructed, that it feels more like hearing a familiar musical theme under new footage.

Along the way, you interact with your away team of two. Each of them are taking on this mission for very specific reasons, and sometimes inclined to challenge your directions. Y’know, like real people with their own agendas and histories! By the end of the game, the plot pulls together threads from everywhere - background lore and setup, your actions, the characters you direct, the emergent gameplay, to deliver a cinematic ending that rivals the best crowd-pleasers in movies. Like those entertainments, the key is that the climax feels EARNED, even the surprising parts of it. SCAVS does a wonderful job of sprinkling its plot beats throughout the work, of depositing an ARMORY’S worth of Chekov firearms, and doing so while focus is on more transactional gameplay. By the time the endgame ramps, the track has been so thoroughly laid we are white-knuckling along with the narrative. Here is the power of it. At one point, when failure and sacrifice are at their most overwhelming, there is a plot twist that is SO familiar it is both immediately called to mind AND generates the exact same joyous celebration as the original did! This is not a shadow of another narrative. This is one that achieves the same triumphant beats, and is not ashamed to acknowledge its predecessor while doing so!

I love this entry unreservedly. Its graphical design is immersive. Its world building, and the choice architecture that it presents the player is broad and rewarding. Its gameplay is tense and engaging. And its dramatic beats are so well constructed their familiarity does not detract from them at all. I assumed for the longest time that this was going to be an Engaging work. Its narrative crescendo, where I fist pumped and grinned, and but for a wife who would question my sanity I might have WOOHOO’d out loud, was enthralling. Its denouement, and the difficult and thoroughly earned decisions presented there, serviced EXACTLY the narrative I wanted. Y’know, the INTERACTIVE part of IF! These achievements pushed it to Transcendent for me. Not because it revealed some secrets of the universe to me. But because it showed me familiar things still have POWER, when this well executed.

Played: 9/28/26
Playtime: 1.25hr, Liberator and Rebel
Score: 9 (Transcendent/mostly Seamless)
Would Play After Comp?: No, experience seems complete

6 Likes

Perhaps I am deconstructing your scoring scale a bit too liberally, but shouldn’t trascendent + seamless be a 10?

1 Like

I love you keeping me honest! You are correct, but MOSTLY seamless is < Seamless. The lack of Capitalization is on me.

Heh thanks, I understand the difference now.

Thank you for your review! Really glad you enjoyed it! It’s great to see the game has actually landed for some – I think maybe a lot of that is down to the player getting the ‘tone’ its going for – and the influences you’ve mentioned are definitely the intended tone (and you are totally correct, they were absolutely influences!).

3 Likes

WITHOUT Corporation by MAXFOG

Finally! An AI-centered entry in this COMP I can get my teeth into! This is a work whose central concern is subtly (or not-so-) deflating the AI mystique. Can I be pandered to? Oh, you bet I can! So much so, this earns a spot in the increasingly dense review sub-series “Yr Better Than That!”

Its central conceit is gloriously novel: the player is an entity charged with plugging the gaps in an AI IF. Our host is the presumed AI manager and author of the work. Our role is to use ‘system commands’ to shore up execution glitches for a ‘player’ whose interactions with the game we see, but cannot interact directly with. You with me? The main players are: 1) Host AI (MAXFOG itself?), who is guiding you while revealing its debilitating performance anxiety; 2) a faceless player, whom we only see as a series of parser commands while they navigate the game; and 3) us, the Facilitator.

Sit with that setup for a moment. Our (HUMAN) job is to plug holes in an AI product, patching together an experience that it is incapable of delivering on its own. Our behind-the-curtain glimpses of the game in question are pretty great. It is a small-geography horror work, of a mother’s quest to reunite with a husband who may be transformed. Its descriptions are hilarious (to me) pastiches of awkward grammar and imagery, very clearly evoking the uncanny-valley-authorship of wordy, try-hard AI. (As opposed to the VERY human wordy, try-hard prose of my reviews). I’m going to be hard-pressed to pick a single favorite element of the work, but its faux AI text fumblings are definitely in contention.

The early game is devoted to explaining its conceit and command space, which are basically a limited palette of system scripts. We can trigger canned sequences, move objects around and shade the game, all in hopes of delivering a smooth experience to a fumbling player. Made more complicated by diagetic ‘bugs’ in the game. The first time I moved an object into the player’s eyesight to try and goose opaque gameplay they moved on without noticing. So I chased them around with the object until they found it. I found this just hilarious. It was shades of every AI author ever, bemoaning a player-transcript where if they had just done THIS ONE THING they could experience the game you intend, but they stubbornly refuse to. I’ve been on BOTH sides of this equation!

I also had a flash of recognition that delighted me to no end. Between its kinda cheesey and tropey horror premise, and the behind-the-scenes fiddling, my epiphany was, “I AM WORKING IN THE OFFICE OF CABIN IN THE WOODS!” You’ve seen that movie, yeah? If you haven’t, drop everything, including your WIP and go watch it. Yes, RIGHT NOW. It is an INGENIOUS meta-commentary on horror movies, both a send up and a loving tribute. Once you’ve seen it, you will instantly recognize the gameplay in this work as role playing the office staff of that movie. This movie is an all-timer for me, and putting me into THAT space was going to buy my eternal fealty independent of any other merits of the work.

But there were plenty more merits! Its overarching commentary is about the false promise of AI, of ceding creative control to a bot that is incapable of the task, anxiety-ridden about it, and ultimately requires so much human glue to work that the obvious question is, “Is it less work to just author something yourself?” AI is making MORE work to patch itself than it is “offloading” from humanity. (Using our familiar, trivial world of parser IF as stand-in for all the more serious uses it could be put to.)

The work is set in the future, where today’s IF authors have been recreated in AI, specifically the author interpreting his OWN work as an AI product. It works as both self-deprecating humor and a reflection of REAL performance anxiety. But the work has yet one more meta-surprise in store. The fumbling, incompetent player we are attempting to shepherd? THEY ARE (presumably much older) IF COMMUNITY MEMBERS AND CRITICS! When you fail to shore up the gameplay sufficiently, the player eventually gives up and reveals themself to be… well… US. I got to see future reviews by @mathbrush and @deusirae (I mean, pastiches of, but really amusingly executed pastiches!) A loving pop on the nose to the good-faith critiques most of us attempt, while silently glossing over the tortured gameplay we fumbled through earlier. Assuming we’re not dumb enough to publish transcripts. (Sidebar: good job guys, still being around in 20+ years!)

So the central, unspoken question of all my YBTT! reviews (works that don’t quite get to Engaging) is “why not Engaging?” For me, it was the shrouded nature of our core goals. Implicitly, it seems we are ATTEMPTING to orchestrate a successful run through the game, to goose the “player’s” experience so they can succeed. I clearly missed something in our system capabilities, because once the player was successfully poking around outside, I never tumbled onto what success might look like. Either the earlier, more training-wheel tutorial did not sufficiently prepare me for its late game puzzles, or I am in fact just as inept as the “player.” (Which is kind of its own delicious meta-commentary: the AI constructed game is impenetrable to humans, making us ineffective at correcting it! Even humans allowed behind the curtain!)

I spent so much time >Z’ing, waiting for the “player” to get into the position I wanted, the AI chirped and disabled the capability! (It came back later.) This made for a deflating game loop where I WANTED to goose things but the only ideas I had involved specific setups that I needed the game to random-walk its way into. This is a less-than-Engaging experience, an experience I fought for the better part of two hours before my timer ran out. It’s a fine dance. If I had been TOO successful, would that have undermined the “AI is too incompetent to fix” message? How do we reconcile that thematic beat with the pressures of IF that make us WANT to succeed?

I don’t have answer for any of that. What I DO have is great appreciation for this work, which dovetailed with a lot of my preoccupations in a thoroughly innovative and amusing way. COPIOUS Sparks of Joy in the premise and execution (and pervasive wry humor). So many, they ignited the AI-diss-parched dry brush of my mind into an INFERNO of “Yr BETTER THAN THAT!”

Played: 9/28/26
Playtime: 2hr, 2 ‘endings’/reviews; crash (on purpose?); 1 file
Score: 7 (Sparks of Joy/mostly Seamless) +1 YBTT! bonus
Would Play After Comp?: Yes, but partly out of selfishness of trying to figure out if I made it to this bleak, bleak future. Likely with hints at the ready (WITHOUT corporation hints)

wc_jjmcc.txt (172.8 KB)

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** ERROR: Cannot compute divide by zero // Please try again---

OMG, thank you so much for this review! I’m delighted that it was so enjoyable (or some offset of “enjoyment”) for you.

And yes, you did survive, it seems, though who am I to know?..

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