JJMcC's SpringThing23 A-S-T-O-O-T

Your Post Apocalyptic To Do List by Geoffrey Golden
Played:
4/11/23
Playtime: 20min, finished as prizefighter

Oh randomizer, you sure got a sense of humor. You follow Protocol with an Adventure Snack!

When I first found Adventure Snack in IFComp, I went bananas. What a lovely thing to exist in this world. Bite size IF for the busy guy/gal on the go. YPATDL is very much on brand. It is a pretty stripped down hog farm simulator, with post apocalyptic flavor in the tasks (like shoveling toxic dung or Road Warrioring). (I promised new verbs.) You have more tasks than you can complete in a day, but rudimentary prioritization schemes seem to work just fine in keeping the oinkers happy until you can figure out what you want to do next with your life. In my case, apparently, fight in death matches.

The text is consistently fun and light, more bemused chuckle than belly laugh. The graphical presentation is nicely informal. The algorithm is pretty forgiving with only slight time management tension. It appears, based on what you prioritize that you might get different end game careers. And then it’s done! I feel like an extended review a) would miss the point of these things and b) would be less successful than Adventure Snack itself in navigating the value/time equilibrium.

Adventure Snack indeed. So far, every one I have encountered (YPATDL included) is a testament to Oscar Wilde’s ‘brevity is soul of wit’ observation. It is impossible to begrudge even the goofiest premise or constrained gameplay when it is so deeply respectful of your time. The word I want is impish.

“Adventure Snack: what’ll those scamps get up to next?”

Spice Girl: Sporty Spice
Vibe: Playful
Polish: Smooth
Is this TADS? No.
Gimme the Wheel! What would I do if this were my project? I mean, clearly start working on the next Snack.

9 Likes

The Familiar by groggydog
Played:
4/12/23
Playtime: 1hr

Oooh, this was a fun one. Retro font, graphics and sensibilities married near perfectly to retro gameplay. The game makes really smart decisions, limiting the verbs available to a very small list. This effortlessly casts aside the vocabulary guessing part of parser play and focuses on the story and puzzles. It also has a perfect in-game rationale. You’re a crow, how many verbs do you need? (Feel free to use that as a cover blurb.) It is hard to overstate just how well all these elements play with each other. At no point are you thinking “well, this would never have actually been on screen back in the day.”

The text is a full partner in the time warp surrounding the game. Descriptions are tight, evocative, with just the right blend of concrete detail and suggestive back story. If there’s a noun, you better believe there’s a description. (paraphrasing, wish I’d grabbed it)

>X BIRDS
A flock of birds flying past.  You don't recognize them.

Lol, that is just old school personality right there. Not a word wasted!

The art is also spot on. Every location has an 8-bit rendering whose distinctive image matches text description, and carries the mood effortlessly. Your encounters on way to gathering the spell elements you need are varied and melancholy. It’s not high adventure, it’s encountering people and places with full histories you just happen to intersect with briefly, so they can give you stuff. Just like life!

There’s a few things I might wish for: maybe one or two more verbs to add nuance to simple puzzles; an alternative to crow backpacks; a subversion of an enemy’s all-too-expected endgame return; a typo fix (“think->thick billowing of smoke”); a bug fix (“drop chocolate” “you don’t have it” “drop morsel” “you drop the chocolate morsel”). But none of those are hugely impactful. This work has excellent moving parts that combine to make something even greater - a precisely paced, pitch perfect portal to the past.

Pastiche/homage is hard to do well, near impossible to do this well, and often unappreciated as an endeavor. I’m here for it. I SEE YOU, CROW!

Spice Girl: No Spice Girl! Will go with “Jem and the Holograms” here, as 80’s predecessor. I’m reaching, there’s no true connection there.
Vibe: Old School
Polish: Smooth
Is this TADS? No.
Gimme the Wheel! If it were my project, I would probably spend a lot of time trying to figure out how to eliminate the backpack, only to conclude that every solution made gameplay more frictiony and less fun. Like a LOT of time coming to that conclusion. So many attempts, each worse than the last. Then just go back to the backpack. As an afterthought, I would fix that bug and typo, to somehow legitimize all that wasted time.

I would also reach out to this reviewer who would love to know the details of the 8-bit font and what tools were used to create the delightful art.

11 Likes

Thank you so much for the thoughts! I’m going to update the game post-release with the couple of typos that people have caught, so thank you for pointing those out. I have not been able to replicate the “drop chocolate” error yet, though, so I’ll have to keep looking into that.

The default font for this game is DAAD which comes packaged as an option in Adventuron and I believe was from the Spectrum but I don’t know its actual history.

As for the pixel art, it’s a mix of MS Paint (the owl scene near the end was made entirely in MS Paint, for instance, with a heavy dose of translated/skewed thought cloud shapes for the all-red bit and most of the game’s trees), and a neat paid program called Aesprite for the more complicated pieces (I used half-opacity layers to help keep the perspective lines in check on some of the Gennemont scenes, as an example).

All in all, so glad to read your review. It’s incredibly gratifying.

8 Likes

Etiolated Light by Lassiter W.
Played:
4/12/23
Playtime: 45min, 4 cycles, 2 unique endings

Author’s Comment: “For those with jewel-eyed ancestors.” LOLWUT? You got my attention game!

Mood is a tricky beast. Every word on the page builds on every previous word to weave an atmosphere, a vibe of the piece that can work on you, independent of the narrative it is conveying. (I kinda wish I had opened this door in my review of Protocol but we can tackle it here. I wasn’t thinking this clearly after that one.) Hemingway’s big literary revelation was that Less is More - that you can convey ideas, events, emotions and mood as or more effectively with minimal typing.

But you know what else is More? More is More. Just ask Melville! You can also use carefully curated metaphors, nuanced adjectives and cross-sentence resonances to build mood out of scale to the words you put down. It is very delicate business, though. Done inexpertly, it can become jarring or worse self-parody.

Gothic Horror leans more heavily on the More is More tradition, and Etoliated Light leans into Gothic Horror. I don’t want to say I’ve cracked the code, but EL gave me a hypothesis I’m going to test in front of you all. Elaborate verse is most effective when it presents an interesting new idea (or a new expression of an old idea), and also reinforces the developing mood and/or narrative of the piece. I found EL pretty competent at this, but not without faults. Here are two early examples I think work really well:

One smiles and the others’ face slackens, as if the expression is something they’re passing back and forth between them.

You’re pleased by this because you’re a child. It feels wonderful to be bigger and stronger than others.

Both have mood, novel observations, and reinforce other spoilery parts of the narrative. Here’s one I don’t think is as successful:

You grab onto your mother’s skirts and bury your face in that comfort yet again.

While arguably nicely observed and expressed, it actually came out of nowhere that the comfort was wanted or habitual, and did not resonate with any other text around it. It felt like a showy/writery statement mostly thanks to its isolation. Overall, I credit EL with a pretty high nice/clunk ratio. Certainly it was high enough to competently build the Gothic mood that powers this story. I’m going to call the language here a win, with an asterisk.

The presentation is pretty bare bones - black screen, white text, blue selection links. You are launched into the story without cover page, cover art, acknowledgements or preamble. The intent seems to be to put you into the young protagonist’s not-quite-sure-what’s-going-on mindset but it had the side effect of making it feel more amateurish. A more robust presentation could have offset that. You get some nice atmosphere, set some genders and names, then find out you’re being married off. I’M SORRY WHAT?? It’s a nicely executed shock.

Fast forward to wedding day, then past it, and you are living on a remote island with a sickening spouse and an elusive caretaker. The requisite family revelations, historical horrors and physical dangers unroll on cue which sounds condescending phrased that way. I found it to be quite effective actually, mostly on the strengths of the mood the text continued to weave. The details of the threat were unique and creepy enough to be effective. It also had quite a bit to say, metaphorically speaking, and for me at least the combination of mood and monster just clicked. The protagonist selection options for conversations and actions were similarly nicely curated. They were clearly steering you into the plot, but they allowed a good latitude of control over the mindset of the protagonist, which really swept you into the proceedings.

I will say, the ending was a mild letdown. For one, the resolution suddenly demanded a sacrifice including a child option that somehow was not mentioned earlier at all. Also concerningly, there was no non-sacrifice option. I would say the endings I found were THEMATICALLY on point, but NARRATIVELY ill-justified. It’s possible other story branches covered that ground. But my narrative choices seemed to enable a branch that was unceremoniously cut from beneath me. I’m on record as appreciating dark, no win horror. But I do need the work to do the work to convince me it’s no win and not just TELL me.

It’s probably a clue how much text you’ve seen on this entry that it did stick with me. Yes, I had quibbles. I always do. Always. ALWAYS. ahem. But the combination of prose mood setting, really effective Gothic Horror, nice interactive character building (until the end), monster-as-metaphor, and even the maybe not earned but appropriate endings… that combo really came together. I’m only 2/3 the way through the Thing, but for me this one is in the ribbon conversation.

Also, it improbably but convincingly justified that “Jewel-eyed” teaser.

Spice Girl: Scary/Posh Spice
Vibe: Gothic Horror.
Polish: Textured.
Is this TADS? No.
Gimme the Wheel! If it were mine, I would do another pass of editing, with an eye to trimming easy lines that are flourishy but don’t serve the narrative or mood. Also ones that are a little too on the nose: “The Cahncor ‘home’ is sprawling and carnivorous.”

7 Likes

Loved your review! Thank you! I feel like my life has been thoroughly spiced up.

4 Likes

Nothing Could Be Further from the Truth by Adam Wasserman
Played:
4/12/23
Playtime: 4.5hrs of contradictions, finished

NCBFFTT seemed like it had an attitude about it from the start. It simultaneously flies in the face of convention, and embraces what consensus seems to categorize as the worst aspects of early IF. Instant, not always clear why death. Magic nouns and verbs with incomplete synonyms. Extended puzzle sequences that can play as hurdles for the sake of hurdles. Looking at you, vending machine. Incomplete descriptions that require just the right sub-component EXAMINE to shed important details. Repetition of lengthy, specific, random interaction scenes. A CONVENTION-DEFYING NAV SYSTEM THE AUTHOR THEMSELF STUMBLES ON.

Details

Outward is the Museum of Athletic Ability, occupying the very center of the plaza. There, a group of exercise enthusiasts has gathered for some intense stretching. Inward is the entrance to Research Lab A-U61.

Their actual locations are reversed.

It is reasonably fair play, in that most of these things are told to the player right up front. There isn’t any confusion of mismatched expectations. Just confusion of WHY. Any one of these things could just sink an IF work outright, vanishing without a trace in the pool of “too much work.” Most of these have established best practices to manage or mitigate. Punters, sez NCBFFTT. So how on earth did I manage to last 4.5 hrs?

NCBFFTT has a big thing going for it. Its setting is loosely based on an ancient sci-fi satire rpg, Paranoia. For the uninitiated, this was a deeply cynical, deeply funny sci-fi dystopia where the main feature was repeated, arbitrary death at the hands of a dysfunctional bureaucracy. Where incompetence was if not a virtue, certainly a pervasive force to be reckoned with. Where the resistance was basically as disfunctional, just with less resources. So much good satire and slapstick to milk from that premise.

And NCBFFTT is pretty good at it! For a while. The protagonist’s back story, death scenes, the wry newspeak descriptions of locations and items, the random newscasts and interactions with NPCs, these are consistently funny and biting and kind of sad. It buoys things along for quite a while. It is fighting the good fight, but man the moving parts of the game do not make it easy. Opaque descriptions, usually unclear paths forward, inconsistent levels of detail, all challenge the player. In an environment where the learning curve is punctuated by constant death/restore/undo. In the first 3 hours, I found myself on the verge of rage quitting practically every 5 minutes, but something about the alchemy of the setting, the wry text, *just* enough unhinted progress kept me afloat. Even though there was no escaping the Hint System.

So yeah, the hint system was used early and often. It is complete, I’ll say that. There is a special kind of anger though when consulting a hint “How do I open door?” “Turn the Wheel” When the room description mentions the door but no hint of wheel. >X DOOR Oh yeah, did I not mention there’s a wheel on it? That’s my own paraphrase, btw. Doesn’t it seem like its trolling you on some level?

To make matters worse, here’s my analogy for the hint system. Take a complete set of progressive hints and navigation menus. Then shuffle them. Shuffle them, like you’re a Vegas blackjack table on the Card Counters World Tour. Shuffle them like the penalty for two spades in a row was death. Then tell the player to find the Queen! Every trip to the hint system felt like a minigame of its own, trying to guess where the relevant clue was. It was actually perversely engaging (because I am damaged), in that it felt less like cheating, more like you EARNED that daggum hint.

For the first 3 1/2 hrs, it felt like the game was crossing the room with a towering, inverse pyramid of jello desserts. Every step pitched dramatically one direction, its thundering crash a seeming certainty. Yet somehow a quick sidestep changed the angular momentum enough to forestall disaster, only to wobble precipitously in a different direction. FOR 3 1/2 HOURS! I mean that exhausting endeavor alone kind of has its own majesty.

At the 3 1/2 hour mark though, there is a narrative choice that ultimately torpedoed me. To solve a puzzle, the protagonist commits mass murder. Including of innocents and children. And seems fundamentally unaffected by it. On the strength of the hint system, I assume this is an unavoidable outcome. I might complain that the text (and a death-fail) kind of led me to believe that would not be the outcome, but really, the clues were there, I just ignored them. I mean it was called 'Cleansing Fire of God" or somesuch. Now even that didn’t HAVE to be a destructive narrative choice, but somehow the wry comedic tone that had kept things from crashing until this point chose that moment to take a bathroom break. (It probably says a lot about me that I’m half convinced even a choice that dire could be salvaged with the right tone. I accept your judgement.) The text shifted to a near cold, journalistic description, and THEN tried to overlay a jarringly light comedy puzzle.

“Woooah…woo…woooah.waaaCRASH.”

That was the point I finished on auto-pilot. Yes there is some fun business in the final boss, but the jello was already on the floor so to speak. Which is ABSOLUTELY going to be a catch phrase in my reviews going forward.

So in retrospect, I still grapple with this one. Far and away the biggest time investment of the Thing so far. So much of it in fighting the parser, the physical descriptions, and omigod dying. A lot of it skimming big blocks of repeated text. A lot more of it fighting the Hint system. But the breadth of the puzzles was amusing, the amount satisfyingly large. Often, the hints left me with, “hey pretty cool, wish the text had given me more to go on.” The fact that the amusing text and puzzle mix kept the jello aloft that long, against those challenges, is noteworthy. I do not begrudge the playtime. (Another resounding blurb quote!)

Spice Girl: Ginger Spice
Vibe: Dystopian Satire
Polish: Distressed
Is this TADS? No.
Gimme the Wheel! I mean if it’s mine, it’s gotta be rewriting that climactic scene/puzzle, no? At least for tone if not rethinking it completely. You could assemble a year’s long to do list of text/puzzle/hint cleanup, but without addressing that I think you’re still back to “Oh, no. No no no.”

jjmcc_ncbetc23.txt (1012.6 KB)

7 Likes

Hey, this is great! You know, when I first started reading your review I thought of my friend’s mother. She is the first person who ever bought one of my books (not a Bunker book) at a county fair, back when I used to do those things. When I asked her what she thought of it, she sighed, looked me in the eyes and said, “Well, I finished it.” I love this woman. I consider her a friend, too.

You are right about the directions: I tripped up on them multiple times and had to rewrite the map a few times, especially in the first game. And thanks for the catch. It’s going on the list. It’s a big list!

I know the game is frustrating. I mean, it’s supposed to be frustrating - but only mildly so. There’s a lot of cleaning up to do. Your transcript will be a big help. Depending on how much feedback I get and choose to incorporate, I imagine a post-comp version will be released in the coming months.

The repeated text is a definitely a problem. One of my testers kept berating me for it. But I just didn’t have the time to spice it up.

If you play this game, you’ve got to embrace the dying.

I laughed about the hints. To make matters worse, I changed some of the headings right before releasing to the comp. Then I realized at least one of the hints referred to a heading that didn’t exist any more. Doh!

About the best practices: you are correct in that I rejected them all in favor of what I wanted to create, hoping that people would actually want to play it. Except one: not allowing the player to trudge on in the game when it was impossible to win. I tried to catch all those scenarios and end the game. However, given how rough the game is, some might have slipped through.

I was surprised by your reaction to the mass murder. It reveals to me that you saw the characters in the game as actual people you might have empathized with. Maybe that’s a failing on my part. The random dying that’s part of the game applies not just to the player but is a core characteristic of the world and applies to everyone else. And the humor is dark. Still, I don’t reject your reaction because it was clearly genuine.

7 Likes

Said this in IM, but want to repeat it here: on the enjoyment scale

Is several notches below

Cold comfort perhaps, but there is definitely fun here!

5 Likes

I just replied to you! I appreciate your review very much and took it positively. I’m glad you had fun, at least until the end.

I’m curious if others will react the same way. I could remove the deaths and leave the destruction if the community feels they ruin the game.

3 Likes

A Single Ouroboros Scale: My Postmortem by Naomi Norbez
Played:
4/14/23
Playtime: 20min

As a CWM parser author wannabe with no IF community history prior to last fall (and clumsy at best emotional intelligence), I think the best thing I can do to honor Bez’ work is admire its courageous honesty, step aside and presume no further commentary than that.

Spice Girl: Inappropriate
Vibe: Memoir
Polish: Smooth
Is this TADS? Gag feels really bad taste, just now.
Gimme the Wheel! Not my project, not my place.

11 Likes

Bez’s entry hit me right in the chest. This was significant.

5 Likes

Writing is not a democracy. Don’t let something nebulous like “the community” pressure you into altering your vision. (Actually, the sample group here isn’t even “the community”, if such a beast exists, but rather the small number of people playing your game during the comp and writing a review or sending you PMs about it.)

8 Likes

Red Door Yellow Door by Charm Cochran
Played:
4/15/23
Playtime: 1.25hr, bad ending

RDYD has a really nifty setup - school age girls playing what seems to be a party-hypnotism game. The writing is just perfectly on point. There is significant risk of potential confusion between competing reality layers (one mostly dialogue, another mixing dialogue and surreal scenery). But between font cues, authorial voice and crisp writing it is all conveyed seamlessly and compellingly. It was understated in the best way, accomplishing a lot with minimal verbosity, just precise and pitch perfect tone.

The surreal mindscape you navigate is pretty bare, deliberately so, but punctuated with one-off colorful details that reinforce the unreality of it all. At one point the game uses the word “uncanny” and I’m like, “Well yeah, that really sums it up, doesn’t it?”

I think what really won me over though was the upper layer dialogue between the un-hypnotised girls. You have a lot of interesting dialogue choices and all of them are crisply rendered with the character of the speaker. Really well executed, natural dialogue set the perfect backdrop to this tale, and really sold the plot when things got weird.

It’s a parser game, and the bareness of its environs nicely contain the description space to minimize the noun/verb implementation gaps. Even so, weirdly, the longer I played, the more I seemed to trip over stuff. Maybe its not so weird. Exploring/looking/collecting is more straight forward than anticipating every crazy player object manipulation, and the former dominates early game play.

An hour in, I felt like I had exhausted the map. Thanks to some clues, I had a pretty clear idea what I wanted to do, and what I DIDN’T want to do. Suddenly, the game got combative with me. I could not figure out how to do what seemed easy enough: pick up some rotten meat with a plastic bag. I spent a crapton of time trying and getting nothing but “nope,” and not even gently steering or cajoling “nope” just cold, stock “nope.” It felt like a noticeable departure to what had until this point been a pretty convivial, immersive conversation between me and the game. That’s where I went looking for HINTS to help me.

Yeah, there’s no HINTS. Or walkthrough. I wasn’t prepared for how much it vexed me, and I think I know why. I think of HINTS as weakness. Sometimes, on the part of the game where puzzles are unfair or inadequately clued. Sometimes my own because missing the obvious is my brand. HINTS are usually how I tell the difference. “Well, this is on you game, you expected me to guess MASTICATE when you didn’t even implement CHEW.” “Ooh, yeah that’s a clever puzzle. If I’d just remembered the speed limit sign and turned both dials to 5…” Due to reasons maybe only a therapist could explain, the NOT knowing is the worst. “Whaddya mean it could have been my fault BUT I’LL NEVER KNOW FOR SURE??” It was made worse, I think, because the tone of the thing, and the smooth progress I had to this point had kind of convinced me the game and I were on the same frequency. Like a skeevy parasocial relationship, I presumed the game thought more of me than it did. It stung a little!

So that whole spiral put me on tilt. What I SHOULD have done is internalized “ok, clearly this is not the path I thought it was, what am I missing or how do I approach this differently?” Where instead, I went with “WHY CAN’T I DO THIS?? FINE, I’M JUST GONNA DO THE THING I DON’T WANT TO DO INSTEAD.”

So I did it, and it was bad. Outcome wise I mean. Narratively, I was still in capable hands despite the maybe under-justified leap the plot took.

I can already feel the wheels turning in my psyche though. Like the memories of an immature first infatuation, I am losing the crappy way I ended it and dwelling instead on the early attraction and heady honeymoon period. Not sure how long it will take, but will undoubtedly take another run at this, when I’m mature enough to handle it. What? That day could come.

Spice Girl: Scary Spice
Vibe: Psychological Horror
Polish: Textured
Is this TADS? No.
Gimme the Wheel! If it were my project, I would let the reviewer know it wasn’t him at all, it was me. And as a peace offering to show what we have is REAL, I’d implement a hint system so robust, he’d come running back and we’d have a glorious future together of running hand in hand across sunny fields, feeding each other expensive food at sunset and relaxing in inexplicably matching outdoor bathtubs. Yup, that’s what I’d do.

If it were my project.

jjmcc_rdyd23.txt (86.7 KB)

12 Likes

Elftor and the Quest of the Screaming King by Damon L. Wakes
Played:
4/15/23
Playtime: 30min, 6/10 tracked endings plus 1 untracked

I’ve been down this path before. When you play a lot of games in a short burst, inevitably similarities emerge. We’re humans, we’re wired for pattern recognition. EATQOTSK is a short option-select joint, oozing with comedic tone, whose main point is to collect all the endings. It’s not the only such experience this Thing, but has its own strengths and weaknesses in this emerging subgenre.

You are the titular Elf, called to solve a fantasy mystery, how to end a curse that forces everyone in the kingdom to yell at the top of their lungs. Excepting the protagonist and their manservant. This is only the thinnest of premise, used to connect a variety of unconnected subquests, each with a wry twist on expectations, tropes, or just an excuse for old fashioned slapstick. The tone is self-aware, with characters commenting on everything from screen layout, to fantasy and rpg tropes to the game itself.

The paths are of varying lengths, but none are long. The formatting is creative, and lent itself to quick digestion. I got a lot of dry chuckles at it and it was done! It could easily fit in what I have come to think of as the Adventure Snack product line - short, funny, does not overstay its premise. Is this the Showbiz Pizza to Adventure Snack’s Chuck E Cheese?

There did seem to be some technical issues. One of the setup’s conceits was a header and footer with inessential RPG-like stats. Those seemed to reappear and disappear during subsequent loops without obvious pattern. It was particularly unfortunate when the text was riffing on rpg tropes that were not on screen. There was also a tracker, showing you the endings you found, though it appears not all endings are tracked? I found one with no accounting.

Like a downhill mountain biker, none of that stopped things - it was moving fast enough to roll over those bumps, where a slower pace would have caused the bike to spill. Momentum compensates a lot! I feel like maybe I’ve said it three different ways by now, but it’s short, it’s funny, it’s pace makes it’s shortcomings non-impactful. Like potato chips, it’s a lot of satisfying if not good for you crunch, and once the bag’s empty, you can get on with your day.

Spice Girl: Baby Spice
Vibe: Playful
Polish: Textured
Is this TADS? No.
Gimme the Wheel! If it were mine, I’d have to get the disappearing header/footer addressed. I might even tweak some meaningless values during game progress to underline the arbitrariness. Y’know, while I was in there.

5 Likes

Marie Waits by Dee Cooke
Played:
4/15/23
Playtime: 1.25hr, die twice, then win

At this point, I think we sometimes agree to pretend that parser IF will be enjoyed equally by novices and old hands alike. That as a form its evolved norms have made parser IF more friendly and less obtuse. There is some truth to this, of course. Certainly modern games are less cruel than their ancestors. Everyone who has a second is going to have a first IF experience and it COULD be any modern game in the archive. Even so, there are many informal norms that are deduced over time, like:
* If it’s listed, it will likely be important sooner or later.
* Walls and ground are rarely, but sometimes, interesting.
* Any location not connecting other locations has a purpose as a source of clues, objects or puzzles.

Despite having recently returned to the hobby (and enjoyed discovering the intervening years’ progress), my game play can never not be informed by the informal norms of the form. (“…informed by the informal norms of the form.” I wasn’t even trying and look what my brain came up with!)

It doesn’t feel calculated, so I’m going to say Marie Waits effortlessly leverages these informal norms to make a rarefied parser experience. The game opens with you, a plucky English detective, captured by villains and needing to escape before time runs out and their plan comes to fruition. There are objects to find, locked places to escape, and backstory and clues to discover. The text is constrained, with terse descriptions of environs and objects. The places are tight - each location with just a few things to interact with, maybe lugging around to be used later, maybe needed now. This has the nice side effect of constraining the noun/verb space within the bounds of normy actions. The ‘can’t do that’ messages seem fair and few. The spark of this game is the time limit. You are given three hours to secure your escape, and minutes tick by maddeningly fast.

Between the text, the location design, tight vocabulary space and the time limit, after two missteps I felt like this game put me in some Platonic Ideal IF Player zone. Leisurely trying random things to see how deep the implementation was was not going to be rewarded. There was a premium on leveraging meta norms to search, poke, prod at high payoff areas and shed distractions. And they were almost always rewarded! There’s a bush here. Imma needa dig that soon as I can." “Can’t find exit, check the walls.” “Got a match, gonna need to light it when it gets dark.” It sounds like I’m running this game down, but I don’t mean it that way at all. It really felt like I was in the IF Zone, clicking along with the puzzles because of the tight adherence to metagame in a way that felt harder for newbies than me, but made me feel like a king.

Everyone who has a second whiskey has had a first. And it suuuuucks. The mouth experience runs contrary to millennia of species-preserving evolution. It’s kind of a miracle anyone ever has a second. But maybe you take it with coke for a few years in college, then someone introduces you to a perfect Old Fashioned, and before you know it, you’re having two fingers at night just to stay sane. I mean, you have grown to appreciate the nuances of the flavors. You even start differentiating whiskeys from each other as better or worse, but really as what is the best whiskeyness for your palate.

That’s what this felt like to me. Not a super sweet combination of spirits drowning in fruit juice. An unadorned experience that showcases the learned pleasures of a very specific flavor for someone who has trained themself to appreciate it. A perfect two fingers of cask strength IF to be savored and enjoyed, but quickly before those thugs come back.

A quick note on the narrative. The game makes an interesting choice to foreground the ‘escape from bad guys’ stakes (that is where the urgency lies after all), but background the underlying mystery that got you caught in the first place. As you navigate the spaces, bolting for freedom, you periodically find clues that trigger flashbacks. These flashbacks provide discrete snapshots of mystery pieces, puzzle pieces if you will. Some that snap into others to expand your knowledge, others that are in empty spaces of the puzzle tantalizingly hinting at a larger picture. The incompleteness of the mystery both underlines how inessential it is to the urgency of the escape, yet implies a compelling larger struggle outside the bounds of this 3 hours (game time. less than half that clock time.) It is just the right spice, the bitters to the cocktail if you will, that make this a crisp, satisfying experience.

So, I’ve spent a lot of time comparing this game to a perfect cocktail for the spirits enthusiast. The dirty secret is, when I really enjoy a perfect cocktail, I usually want another one behind it! Marie? You gonna keep me waiting?

Spice Girl: Ginger Spice
Vibe: In Media Mystery
Polish: Smooth
Is this TADS? No.
Gimme the Wheel! I see that this is an entry in a series of games, which is absolutely what I was about to recommend. If it were mine, I might entertain a deconstructed mystery approach: a series of short IF showcasing discrete sequences of an overarching mystery. Perhaps out of order. Standalone IF type puzzle games, (or even disparate IF forms: a Twine detective relationship game! A Texture code breaking excercise! An I dunno Ren’Py point and click!) whose full mystery only makes sense when fully assembled. Call me author, I’ll set up a meeting, draw up some papers. If this was already the path… points for guessing it?

jjmcc_mw23.txt (74.7 KB)

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What a great review! Thanks so much for playing!

Not for too long I hope!

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Repeat the Ending by Drew Cook
Played:
4/17/23
Playtime: 4.25hrs score 23/33

I, ah, wow.

Boy do I owe my randomizer an apology. Deferring this particular work to the end absolves whatever sins I attributed to it. The Thing would have been an altogether different experience if chance had front loaded it. RTE is an incredibly layered work, taking on a broad collection of themes and commentary with some central conceits that I found… deeply dispiriting for reasons that are specific to me.

Self Serving digression you should skip but I can't bring myself to delete.

There is a special kind of Hell created when you see echoes of your own in-flight project so compellingly rendered that your eventual work can only suffer in the inevitable comparison, to the point of casting a deep shadow over the future of the project.

But because I am a heroic reviewer of Epic Scale I must cast all that aside to describe what a wonder Repeat the Ending is. The game purports to be a “25th Anniversary, Critical Directors Cut Rerelease” of a technically crippled but thematically unique 1996 IFComp game. The remainder of this review takes that claim at face value.

There are at least 5 layers to this work: 1) the original troubled magical realist/mental health focused game (itself with several layers!); 2) the historical context of psychological narrative IF and its reception 3) the updated version of the game, most especially the significance of the modern changes; 4) tropes of IF, including “post-puzzle” tropes; and 5) the critical analysis of all that.

It is a collected work, a collage, the playable portion of which is the minority. There is companion text in separate pdf-eelies and integrated into the hint/GUIDE system. There are context-building historical blog posts, critical essays and reviews. Exhaustive explications of the limitations of the original game that act as stealth training. Deep annotations by a trio of critics that act as hints as well as context builders. I was over a half hour in before typing my first command. I was still reading for 45 minutes after typing my last command. It is deeply effective in portraying a body of discourse surrounding the work, compelling in its breadth and vision. Each component of the patchwork has a distinctive voice, especially the trio of critics that are our guides (with varying levels of esteem for the project), and the author themself whose wry commentary peppers everything with suspect honesty.

All of it tonally perfect, from the erudite critiques, the playful and perhaps disingenuous hints, to the raw sometimes immature game play at the heart of the work. As I do, I grabbed a few lines that tickled me early on, before the scope of the work overwhelmed me and I just clung to the dashboard for the rest of the ride.

"In a recent survey of parser IF fans, four out of five respondents were found to care far less about mimesis than they initially believed."

author's hegemony (which you are conseled to fight)

Cook's use of "score" is almost certainly ironic. Audiences who consider themselves too sophisticated for such outdated narrative features might better enjoy themselves by referring to it as a "failure index," "success deficit," "flop quotient," or, more portentously, a "present assessment of counter-narrative guerrilla action."

It would be easy to just grab funny/well-written/cutting quotes, but man, out of context they are insufficient, and even somewhat deceptive, in conveying the scope of the work.

There is so much to latch onto here. The historical context stuff was a clever, yet melancholy series of observations about artistic endeavor. The way the author subverted his own game, by layering a counter-narrative motivation that started funny but got increasingly unpleasant. The critical commentary that was in some ways a gentle parody of facile criticism, of the insufficiency of both fawning and ‘takedown’ critiques. Girded with legitimate caveats and observations that acknowledge the simultaneous importance and unachievability of full perspective.

(Sidebar: I topped out my “flop quotient” at 23/33 by choice. While my completist nature initially pushed to get all the ‘soft’ endings reflected in the score, the tongue in cheek humor sublimated to something altogether uncomfortable as time went on and made completism less attractive. This seems a deliberate, and effective, artistic choice.)

Awash in all that, to me the most compelling thread was the contrast between the original work and the 25-year-later revision. The early work rings like the work of a young artist - in love with their narrative conceits, possessed by a powerful emotion demanding documentation, convinced of the importance of their artistic vision to the exclusion of mundane craftsmanship. And fraught with an epic helplessness, a not uncommon youthful preoccupation. The modern revisions (some small, some dramatic) showcase a more mature artist, actively rebutting his younger self with nuance, generosity and insight. "Yes, and"ing his earlier work, both acknowledging its power, and offering additional perspective. And, not for nothing, smoother game play. The picture is a compelling one, most especially in the progressive ‘new’ endings created for the later revision, suggesting a final gift of freedom from the raw suffering inherent in the original work. It’s not just the devastatingly gentle rebuke of those alternate endings, but the fact that the way to achieve them is to actively resist the defeatist track of the main story. UNTIL THAT RESISTANCE ITSELF BECOMES DEFEATIST! How perfect is that?? Yeah, I don’t know why that observation deserves a spoiler and not the whole rest of it, but that’s just where my head’s at twisting over this thing.

The work is simultaneously super controlled and shaggy as life. As a reader/player, you can bounce around this vast creative space engaging any or all of these themes as your mood strikes. It is a rich environment, with many ecosystems, each with their own marvels - some standalone and no less compelling for it, others that shed new light on previously superficially understood areas.

It is a compelling achievement. Deeply immersive. Demanding a lot from the reader, but pretty consistently rewarding for it. I hate how much I love it.

Spice Girl: Posh Spice
Vibe: Psychological Meta
Polish: Gleaming
Is this TADS? No.
Gimme the Wheel! If this were my project I would burn it to the ground, and deny its existence forward. I’d probably take legal action to silence the beta testers and even the cast of Spring Thing 23. Just expunge this thing from the record and people’s memories. I wouldn’t want this impossible miracle to POISON THE GROUND FOR THOSE THAT MIGHT COME LATER.

jjmcc_rte23.txt (591.8 KB)

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You’re not gonna tell me if I guessed it??? :smile:

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I will at least say that I was not planning a Ren’Py point and click… until now, perhaps? :smiley:

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Reminds me of this (mildly censored) meme:
Untitled drawing

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