Lucian's IFComp 2025 reviews (latest: whoami)

So! I actually have some time in my life right now, so can play and review IF Comp games again! Woo!

As has become tradition, I’m playing through all the games (i.e. no filters, though that’s not a promise I’ll get to all 86) with my ‘personalized shuffle’ list. I won’t give games a public ranking, but will instead just write about my reactions, then answer two questions:

  1. Did the author have anything to say?
  2. Did I have anything to do?

Generally, I’ll enjoy games where the answer to either is positive, but the games I really like are the ones where both are true. Obviously, if both were negative, the game was not for me.
Which brings up another point: these reviews are going to be highly subjective! I’m not really going to worry about trying to talk about features of the game in any objective sense; it’s just going to be how it hit me, personally, at the particular moment I happened to sit down to play the game. Hopefully, this will both make the reviews more interesting, as they are more likely to cover things that others might not have covered in their own reviews, but also make them more ignorable if necessary: I’m just a single person, and works of art are almost always hit-or-miss. If it missed me, it shouldn’t be that big of a deal.

Finally, there will be spoilers. I’ll try to spoil-tag the larger ones, but I might miss some. If you find something you wish was tagged, let me know and I’ll add the tag!

Also: Transcripts for grown-up systems that let you keep transcripts (I kid, Twine, I kid!) are available at IF Comp 2025 - Google Drive

8 Likes

WATT
Co-written by: Ces, and humikun

This game did not give a great first impression. There was a misspelling on the instructions page; there was a weird grammar issue with a double period after a quote (‘“Hello.”.’) Then you make several choices that are instantly negated with a mocking, ‘Ha ha you thought you had a choice?’ Yes, game, I did. You are a choice-based game. Then there’s an old-timey poem that starts, “O’Hero”. What, exactly, is being omitted by the apostrophe?

None of these things are particularly egregious, but it indicated to me that the game hadn’t been beta-tested, or at least not beta-tested very well? At that point, I kind of settled into a, “OK, let’s not sweat the details of this game,” mode, and it worked better, as I didn’t see any more typos for the rest of my experience. Maybe the introduction was written last, and that’s the only place there were problems! Maybe I just stopped noticing them! But at the cost of me disengaging a bit, so there you go.

The rest of the game was… well. It’s overtly metaphorical and odd, and some of the oddness was at least interesting. You meet a girl living in a vase, for example, which is at least a visually interesting scenario. But the metaphor was either opaque to me or just obvious? I guess? I dunno; imagery is not really my jam, and I was already in ‘let’s not sweat the details’ mode, so it mostly kind of lost me.

From there, we go though a few kind of on-the-nose metaphorical scenes about different stages and aspects of your life, followed, weirdly, by you at the end of your life remembering back to earlier scenes… that we had never seen. There’s a whole thing with your mom; there’s a whole thing with your family, and we literally played through this part of our protagonist’s life and neither showed up at all. What?

I feel like this game could work with someone who was primed to bring a lot to the game from their own experience, who could think about their expectations and assumptions and how either were confirmed or subverted by the game. But for me, it mostly kind of sat there being mysterious without being compelling.

There were some nice turns of phrases! And I was compelled to replay the ending (spamming ‘undo’ about 50 times) after the final choice to see both paths, and they were at least both different from each other, if (again) both overly vague and metaphorical. But it never hooked me in. This is almost certainly mostly a ‘me’ issue, as I’m not big on metaphor, so it was kind of doomed from the start. Sorry, game! The prose was competent and occasionally engaging, and the stuff with the fonts was cute.

Did the author have anything to say? Probably? Though if so, they managed to hide it from me.

Did I have anything to do? No, not really. My guess is that there were maybe 4 choices in the entire game that it kept track of at all, but even those were opaque: there was never any sense of what might happen in one branch vs another, nor any sense of what kind of protagonist you were creating by making a particular choice—the only characterization (if any) was after-the-fact. The final meaningful choice in the game is a good example: there are two stories hiding behind the two choices, and zero way to predict what they might look like, even vaguely, before you’ve seen them. It’s possible to do this well, but I felt like my influence on the plot was as a random number generator, and not as a person making meaningful decisions.

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Operative Nine
Arthur DiBianca

I am reminded of when Zarf implemented a LISP interpreter in Inform, entered it into IFcomp and gave you programming exercises in lieu of a game with the story being something about a genie. ‘Operative Nine’ is, similarly, a sokoban-like series of puzzles implemented in Gluxe in lieu of a game, with the story being something about a secret agent. As ‘interactive fiction’ the game fails, then, but also doesn’t try, and doesn’t pretend to be something it’s not (well, at least not after the first puzzle appears). As a puzzle game, it’s… reasonable? I found the puzzles to be kind of clever, but tended to overstay their welcome. Almost every time a puzzle series had more than one screen/objective, I found the second and later screens tedious.

I think I also found a bug where I solved the lights puzzle but didn’t accomplish the corresponding objective. And I gave up on the timing puzzle and the pass-phrase puzzle, so between those three things, I never saw the end.

Did the author have anything to say? Nope.
Did I have anything to do? Play sokoban.

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Phobos: A Galaxy Jones Story
Phil Riley

Weirdly, this is the second game in a row (out of only three so far!) to almost defeat me with constant mini-games, this time in the style of ‘lights out’. But! This time, there was a way to skip them! And, probably, a clue in the game that I sort of saw and then mostly ignored because I was already tired of that puzzle. But! It meant that I could actually play through the whole story, which was fun. I mean, don’t get me wrong, it’s pretty much just ‘rollicking space secret agent’ vibes, but the end sort of dips its toe into some relatively convincing pathos. And I absolutely loved being able to deduce the correct sequence of events at the end, with ‘show’ and ‘remove’ (he said vaguely). So! A fun game with fortunately-skippable minigames.

I also appreciated how the translations evolved over time.

Did the author have anything to say? Yeah, kind of! Nothing too deep, but enough to give the story some heft.
Did I have anything to do? Yes! ‘Skip puzzles’ and ‘deduce what to do and feel clever’.

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The Reliquary of Epiphanius
Francesco Giovannangelo

This game was lovely right until the moment where it stopped working for me, which seems to be several moves before @odetolava got stuck (Chloe's IFComp Reviews 2025 - #2 by odetolava ). I was at the point where the spoiler in that review reveals the solution to a puzzle I was also stuck on—except it then didn’t work, and I couldn’t continue the walkthrough and go south.

So as-is, this seems like a lovely game that was not beta-tested well enough. Not only did the walkthrough not work for either of us, but there were a lot of other odd bits that beta-testing should have uncovered: an unimplemented door, a “locked car” not set ‘lockable’, a major change you could accomplish in a room that didn’t cause the room description to change at all.

It’s a shame because the game was obviously lovingly put together, and everything the author thought of has very nice responses! And the music was nice, and the maps were lovely. They just didn’t notice the stuff they didn’t think of, nor realize that their walkthrough could be broken.

Did the author have anything to say? Probably!
Did I have anything to do? Yes, until a bug (I think) blocked my progress. (I have transcripts if the author would find them helpful!)

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The Promises of Mars
George Larkwright

Excuse me a second while I muse about something this game made me realize:

In a parser game, you can’t get away with a prolonged opening cut scene: lots of scrolling text with just ‘hit space to continue’ before you finally get an actual prompt is just obviously bad. But in a choice game, it’s easier to hide: you can break up whether the player is clicking anywhere on the screen, or on a single line of text, or on a word in the middle of a paragraph or whatever, and the player is fooled into following a huge cut scene before ever getting to actually make a reasonable contribution to the game.

As you might suspect, ‘The Promises of Mars’ has a HUGE cut scene at the beginning, long enough that I finally noticed what it was doing and went, “hey!” End of digression.

I feel like this is the first complete and normal game I’ve played in the comp so far. It had a story! I moved through the story and solved puzzles as I went, doing normal in-world stuff an actual protagonist in a world like that would actually do! It had a particular perspective and invited me to comment on that perspective!

The story was sparse and austere, both in content and in presentation. The prose was straightforward but insightful, inviting you to draw the obvious but also not-as-obvious conclusions from basic descriptions. We’re traveling in a post-climate-apocalypse world on an outing from your bunkered society. We travel through the ruins of a city (haunted by stories from your mother along the way of how things Used To Be), make our way to a broken-down station previously run by the people that sent you here. The interface gives you a map to click on to revisit places you’ve been, entirely consisting of differently-sized rectangles, and somehow each rectangle had enough unique purpose and relation to everything else that I never once got ‘what rectangle do I click on to go to X?’ wrong! So you progress some, then back up to grab a thing, then go back to the obstacle and use the thing. Sometimes this became a little tedious, when room descriptions had to be clicked through several times before they were complete. But generally it was reasonable, and it gave me things to do while exploring the world and the backstory.

Eventually, you find a thing you can restart. And then the game asks, “Do you want to restart it?”

And it’s a good question! It seems kind of futile, but it’s something, at least, right? Is that worth it? The game has by now pretty seamlessly introduced you to two now-deceased people with different perspectives on the question, and both are treated seriously. And it’s interesting that I feel this way about this work, because in the past, when a game has asked me a question without having its own perspective on things to add to mine, I’ve found it incredibly tedious (‘The Baron’ being the first game where I noticed this happening and was able to articulate it). You might argue that the same thing is happening here: you make your choice, and the game gives you a bit of text to confirm it, and then the game ends, and you don’t know what happens next. But somehow, in this case, it was much more satisfying. Perhaps because it’s a question you have to answer without ever knowing what happens next, and, indeed, part of the point of the question is that you don’t know what’s going to happen? Perhaps because the game had already shared alternative but fair perspectives on the question (the two dead people), and then essentially asked me which one I agreed with.

One final digression: What’s up with the title? At first I thought the whole game took place on Mars, but pretty soon I thought instead that it actually just took place on Earth, though I guess we’re never explicitly told this. But if I’m right, then the most relevant reference I can think of for ‘The Promises of Mars’ is Elon Musk saying that humanity will need to move there, all the while actively trying to make life on Earth more terrible. So it’s sort of… ironic, I guess? And it would mean that the final question is sort of ‘is it worth latching on to someone’s terrible plan if there’s no better plan available?’ It’s a bit haunting.

Did the author have anything to say? Yes! They had a very specific, nuanced, and intriguing vision of a particular future in mind, and a question to ask me about hope in the face of hopelessness.

Did I have anything to do? Absolutely! The puzzles were slight but satisfying, and the final question made me actually think.

5 Likes

Thank you very much for the review and for pointing out the problem! I’ve found a way to fix it and I uploaded right away what I hope is a corrected version. Unfortunately, some things got mixed up during the translation process (and some already were!). I’m sorry for any frustration this caused, I guess that’s why beta testing—which, unfortunately, I couldn’t do for the English version—is so important.

Thanks again!

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Glad I could help! I think I still have some time left on my 2-hour limit, so I might go back and give it another go. And in the future, feel free to just post here asking for beta testers. It’s a pretty friendly bunch.

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The Reliquary of Epiphanius (reprise)
Francesco Giovannangelo

So! After I posted my review, the author fixed the bug that had stymied me. I still had time left in my two hours, so I replayed it, got past where I was stuck by the bug last time… and managed to finish the game!

I’m quite happy that I managed to help get the game fixed, because it is, as noted previously, quite lovely. There’s a ton of attention to detail everywhere. There’s a very nice overall map, supplemented by room-level maps for every location you can visit. There’s a calm, haunting soundtrack that didn’t overstay its welcome for me, even after several loops. The item descriptions are solid and carefully thought out. In fact, so many things have so much careful attention to detail that it’s startling when you suddenly find an under-described thing. There aren’t a ton of these, and it’s oddly kind of nice to know you don’t have to worry about something, just because you know if the author didn’t spend a lot of time on it, it must not be important.

The story is simple but reasonably compelling: you have to try to find your father, and then try to finish his archeological work. The discoveries you make feel significant but not unduly so, like they might actually have been left for you two to discover, after so many years.

My only complaint essentially boils down to the fact that the game didn’t get enough beta-testing. If you happen to fall off an author-predicted path, all the lavish attention you’ve had suddenly falls off, like the spotlight that had been lovingly shining on you suddenly found a different area of the stage, and you’re left blinking in the dark. The nice thing is that it wouldn’t take too much effort to flesh out those areas, I think, and given that the ‘correct’ path is so solid, I hold high hopes for a future version of this game to be completely fleshed out, instead of merely mostly fleshed out.

Did the author have anything to say? Yes: presenting the world of the story, with its multi-era history and the secrets it had yet to unlock.
Did I have anything to do? Yes! Now that the bug is fixed, it’s a solid gameplay experience, with satisfying and realistic puzzles to solve.

7 Likes

The Olive Tree
Francesco Giovannangelo

I swear it’s just the RNG that put this author’s two games almost next to each other in my list…

The Olive Tree is a lovely, poignant game. It tells its story to you, an olive tree, as you try to navigate a sort of growth sim. Somehow, the contrast of the sad story of your Palestinian owners is brought into a tighter focus when all you’re trying to do is grow up and make olives. It’s a simple conceit, and it… just worked.

And then of course I replayed it trying to min/max the sim, and found some weird edge cases like where I think I had too many leaves, and therefore even when I absorbed water every turn, my water levels immediately sank to zero. And sometimes a number would be green even when the text said it had to be ‘at least’ a number higher than its current value. But, like, why am I trying to maximize my olive yield when my Palestinian owners are being forced out of their homes? I dunno, man, I’m just an olive tree. Maybe if I can be the best olive tree, things won’t be as sad.

Did the author have anything to say? Yes. It was one of the most effective stories I’ve seen so far, actually.
Did I have anything to do? Yes. And it kind of didn’t have anything to do with the story the author was telling me, but… it kind of did? Honestly, it’s a little mystifying why this worked. But, for me at least, it did.

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Thanks again for your reviews! I think you really captured the spirit of the games and highlighted their limits in a very clear (and helpful!) way. As a first-time applicant (and very new to the IF world), I couldn’t imagine there would be so much passion, interest, and excitement around the works. It’s intoxicating, and reviews like yours really motivate authors to keep improving.

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A Conversation in a Dark Room
Leigh

This game frustrated me. And it frustrated me in a way that a smaller, less ambitious game would not: namely, that it was good enough for me to want more, but then it didn’t provide that ‘more’.

The basic premise is that you are meeting a vampire so you can kill them, because the vampire wants to die. Only you-the-player don’t know that’s the premise; you gradually work that out as you go along. Which was great! I enjoyed the slow revelation of the premise, along with everyone’s emotional response to what was going on. Then there’s some discussion, you get some random ‘your X has increased by 1’ messages based on some of your choices, and then you kill the vampire, because the vampire wants to die. And that’s it.

Now, the game claimed it had ‘five endings’, but I replayed it twice, took what I thought were very different paths each time, and got to the same ending (with very slight nuances) all three times. And that’s… that’s not a story. That’s just the premise. If the writing was weaker, I would probably have sighed and moved on, but the writing was good! There was intrigue! Stuff happened that seemed to hint at stuff going on that would be revealed later! And then nothing was revealed later, and if there are better endings to this game that do something with the premise I could not find them.

Maybe that’s all the author wanted to say. And if so, OK. In that case, I’ll just say that most good stories have some sort of twist or conflict in them, instead of just ‘X set out to do Y. Then X did Y. The end.’

But maybe that’s not all the author wanted to say! Maybe one or more of the other four endings actually have what I want! In that case, I’ll say that as an author, if you let the player have a bad time, that actually is your fault, even if you also have other paths where the player has a good time. The classic puzzle example here is putting a 3-digit combination lock in your game that the player can brute-force their way past without solving the puzzle that tells them the solution is ‘356’. Make the combination longer! Brute forcing a solution isn’t fun for anyone, and if you let your players do it anyway, they will not have fun, and they will blame you for it. And they’re right! Similarly: if you let people in your choice game find a boring story, they will find it and blame you for it. So, here I am, blame in hand.

And once again, the only reason I got frustrated instead of just going ‘enh’ and moving on is that the potential to be better was clearly there. Heck, that better game may actually exist! But if so, it was locked off for me. So I’m… kind of grumbly in response.

Did the author have anything to say? In the game I played? The author had an interesting premise, with zero follow-through.
Did I have anything to do? Not that I could find.

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Hi Lucian,

Thanks so much for your review! I really appreciate your honesty. I’ll be honest, too—I have a really hard time with endings. That was the trickiest part for me, and I did worry that not every player would get the payoff or ending that they were hoping for. I’m glad you shared your experience; it’s very valuable to me as an author.

I can confirm that there are paths where the narrator doesn’t kill the vampire. Your choices and stats in the background do influence what endings you can see (including collecting no stats at all, or not reaching a certain threshold with any). Following empathy or intrigue paths can unlock some alternative endings beyond the one you reached.

Also… there are a couple of early endings! They happen if certain choices line up, so it’s not random, but they can end the game earlier than Chapter 3. The narrator does have to lead into these situations, however, so it should not be a shock to arrive at an early ending when you do.

I hear your frustration and I hear your critique, and I will take that with me into my next game or any future updates of this one. I do plan to update this one after the competition and potentially expand it into a longer story. I do believe there is room to increase the tension, open new paths of dialogue, and make the entire story more compelling, but, for time and capacity’s sake, I kept this game on the shorter side.

Thank you for sharing your thoughts, and happy judging :slight_smile:

1 Like

Thank you! It actually makes me happy that there are indeed fundamentally different endings to the game; that makes it more of a craft issue of how to get your readers to find those other paths than a writing issue.

There’s definitely a type of IF game where in order to appreciate the game, you kind of have to see all the endings, and in that amalgamation, the reader appreciates the world more, and can decide for themselves which path through that world they prefer. (I felt this way with Emily Short’s ‘Metamorphoses’, if you want an example.) But those are harder to write, because you have to make the game more compelling/easy to play through multiple times, while also making those other paths clear enough that they can be found, but then not so obvious that finding them is trivial (assuming you want the player to put in some effort). And then if you want to also satisfy the one-and-done players, you have to make sure that each story is compelling enough on its own to be satisfying. It’s a very tricky line! And no matter how well you do, you’ll not be able to satisfy everyone.

So as I said in my opening post, definitely take this review as a single response to the game, not a definitive one. It was indeed what I experienced, but I’m only one person.

1 Like

I’m definitely still learning, so all of this is really helpful. And thanks for the recommendation! I’ll check out Metamorphoses. :slightly_smiling_face:

OVER
Audrey Larson

This is a VERY LONG STORY. It’s good! And it’s interesting! But it’s very, very long.

The premise is that there’s a family of 19 people all going on vacation to an amusement park. You aren’t one of the 19; you instead choose which story to follow at different times, as the family splits up and regroups and is generally chaotic. Every so often you get to choose which option someone takes, but usually it’s a fake-out: one of them loops straight back to the other option. And then at the end of this VERY LONG story, you have to choose which person to follow to the end. And there’s no saving; if you want to see the other path, you have to replay the VERY LONG story.

And, you know, I went ahead and did it. It helped tremendously that since most of the choices weren’t real, I could just click a lot without paying attention or reading anything. Every so often, I’d try to remember which branch I read last time so I could do a different branch this time, but got it wrong more often than not, or apparently had been looped back to see the other branch anyway, or it was one of the fake-out non-choices.

I did find one huge scene with aunt/niece that I had missed the first time through, and it suddenly made a whole swath of the later-game story I had read the first time make a lot more sense. There were many references to that scene later, with no summary explaining what had happened if you had missed it. So I was left thinking, “Am I just not remembering this bit, or what?” But no, I had never seen it. There was even a bit I had seen in my first playthrough that mentioned, literally, “$LOU_FAVORITE_ICECREAM$”, which I thought was weird; maybe the game was trying to be meta or something? But no, you got to choose Lou’s favorite ice cream in the story I had missed, and I guess the author didn’t realize it had been skippable.

I have long been a stalwart champion of the UNDO command, and I have to say that this game is an obvious candidate for it. There’s just nothing gained from forcing a player to only see a single path through the game in their first playthrough. What possible benefit could there be? If someone chooses to not use UNDO, great, but if they are enjoying themselves enough to back up and check unexplored paths, why not just let them? Why not let them read what they want to read, when they want to read it, instead of forcing them to mindlessly click through swaths and swaths of text first on a separate playthrough? I can’t imagine what on earth is supposed to be compelling about mindlessly clicking, or, alternatively, what’s supposed to be compelling about reading an incomplete story. Anyway. End side tangent.

The story itself is wonderful. It absolutely catches the chaos of a large family vacation where everyone is there to have fun, but there’s a certain need for everyone to have the same fun, and that’s not the way people really are; everyone is going to actually like different things. But everyone loves each other, and everyone tries to accommodate everyone else, up until the point when they themselves are too stressed or too hot or too tired, and things start to fray around the edges. It would never in a million years have occurred to me to try to capture this frenetic chaos in a work of fiction, and I absolutely love that Audrey Larson not only tried, but succeeded so well at it.

At somewhere around the halfway point, there’s a bit of an inflection: we start to focus much more on just the aunt and niece’s stories, and the rest of the cast becomes more supporting characters instead of having their own highlights as much. And the niece’s story is nice and wholesome and charming, and clearly the second-class story, so when I had to choose between following one or the other at the end, I went with the aunt, and had to replay to get the niece.

Because the aunt’s story is clearly the focus of the game. The niece’s story is smaller and mostly concerns herself, while the aunt’s story involves the whole rest of the family and how she interacts with them. And so much of it is great (the conversation with her dad; the way she finds the lost kid) that it was kind of depressing that instead of a real story, we descend into fifty eight dreams, and then even ‘real life’ turns into a kind of magical realism instead.

Here’s Brad Bird, talking about a deleted scene from The Incredibles, where Helen has a nightmare: https://www.youtube.com/watch?v=BVyqCz8LPCg

His contention is that dream sequences are the easiest way to just say something without you having to figure out how it impacts the world you’re creating. He’s grown to see them as sort of ‘scotch tape’ scenes you write before you know how to actually say what you want to say, and was not sad to see that scene go when they figured out how to convey the same ideas in the real world of the movie instead of a fantasy dream sequence.

The end of ‘Life is Strange’ did the same thing, and I kind of hated it there, too, and contributed a lot to my completely disengaging with the game by the end. Here, it’s even worse: you get to the end, and have the aunt make some sort of metaphorical choice, which is fine and all, but you’re left not knowing what actually happened! And the whole dilemma she’s going through is just kind of whisked away without answering a single one of the myriad questions I had. And it very much feels like the shortcut Mr. Bird was glad to get away from, because it could have been so much more interesting to see how her choice interacted with the real world. Did her dad actually understand her? (My guess: yes, and the only reason it seemed like he didn’t was because that story had been filtered through the non-understanding lens of her mother.) What would her brother say? How would her niece support her? How would the swath of younger kids react?

And (with spoilers for the rest of this…): The central crux point of this story is that the aunt is gay, and none of her immediate family knows, and every single stranger in the story figures it out instantly. And the aunt feels trapped, having not said anything for so long, and feels like if everyone else can figure things out, surely her family could do the same. That’s an interesting dilemma! And I have my own opinions about it, and I wanted the game to have an opinion about it! To take a stand one way or the other (or both!), and argue through storytelling why either or both perspectives might be valid, and, most importantly, what the best way forward was. For me, I can tell you that if I had been in the family, I would not have somehow intuited that my sister was gay. It would not have ever crossed my mind, regardless of ‘the signs’. I’ve known my sisters for a very very long time, and ‘who they are’ is an amalgamation of their entire lives. And perhaps most importantly, I have always always intuitively been on the ‘ask’ side of the ‘ask/guess’ cultural divide: I’m never going to try to intuit things about people, because a) that seems rude, and b) what if I’m wrong? If they want me to know, they will tell me, and if they don’t want me to know, they will keep it to themselves. That’s their choice, and I’m happy to go with whichever they want. It would never ever in a million years occur to me to think that someone might want me to figure out something about them on my own, without their input. That feels like stalking or something.

And that means I’m really glad to have read this story! Because maybe there are people in my life that want me to intuit things about them! That seems like a really interesting and valuable piece of information to learn! And so, while I absolutely adore this game to pieces I am also somehow simultaneously really angry at it for devolving into metaphor at the very end, just at the point where things could have gotten the most interesting.

Did the author have anything to say? Oh, yes. A thousand times yes. And about something I hadn’t really thought of before, so that was an additional bonus.
Did I have anything to do? Weirdly, ‘choose which part of the story to miss, except it’s completely random and you won’t know what you’re missing until things are confusing later’.

6 Likes

valley of glass
a reimagined moment alone from the folktale Black Bull of Norroway
Devan Wardrop-Saxton

Erm.

Back in the day, we had something called the ‘IF Art Show’ in which people entered works (not ‘games’, necessarily) that just focused on one single thing, like scenery or an item or a single conversation. This game would not have been out of place in that milieu… but it also wouldn’t have scored very well, at least if I found everything in it. If your goal is to just capture a moment, I would want that moment to be extremely rich and packed with interactions within that limited scope. Everything should evoke a memory or a thought or a description. Instead, we got, I dunno, sort of a ‘normal game’ level of description, which you could probably get away with in a larger work with more things to do, but here you get the five minute introduction to a game that doesn’t exist, instead of a robust work of art that could be enjoyed on its own.

This is not to say that there was absolutely nothing here: I loved that fact that you could use your cloth, and I was intrigued by the idea of going >E to a room, but that room is only a memory. That’s a cool idea! I’ve never seen it before! I wanted more.

Did the author have anything to say? A bit! Not much, but something!
Did I have anything to do? Nope; just found a couple things to experience.

3 Likes

The Witch Girls
Amy Stevens

OK! This was, indeed, creepy! And the different paths through the game all had different kinds of creepiness in them, which was… well, I was going to say ‘appreciated’, but I don’t know if I can call ‘being squicked out’ really something I want to appreciate. It was effective! And I chose to play a game with a ‘horror’ tag, and if I chose to disbelieve the tag (‘enh, these games are never actually that bad’), that’s on me. Don’t make my mistake! It is indeed that bad!

I don’t have a lot more to say about the content of the game other than ‘effectively written’, but I do want to call out a feature that I loved to bits: after you play through the game once, you get to see a tree of all the choice points in the game, with the ones you saw filled out, and the ones you haven’t seen filled with question marks. And you can click on any node and just go to that point in the story! And play out the endings you haven’t seen! It was glorious. I loved being able to see the work as a whole, know the ins and outs of all the possible creepy endings these two well-realized young teens had in store for them, and was reasonably chuffed that flying blind my first time, I had nonetheless reached my favorite ending of the group.

Did the author have anything to say? Like a lot of effective horror stories, the author did an excellent job of capturing in pretty spare detail the essence of the ‘desire gone wrong’, in a particular place and at a particular age.
Did I have anything to do? Yes! Not only was I able to navigate a path through the story on my own, I then was given the tools to see the paths not taken, so I could compare my own path with the other ones!

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Hi @lpsmith, thanks for flagging the misspellings and typos, we’ll definitely take a look and correct it. :sweat_smile: Appreciate the comment on the prose being competent and for acknowledging that not every story resonates with everyone. Totally fair, and we all respect that.

We did draw quite a bit of inspiration from Samuel Beckett, one of the foundational figures of absurdist literature. His work often avoids traditional plot or resolution and leans heavily into circularity and introspection which was the tone we were aiming for. In that spirit, the game intentionally dances around narrative clarity and cause-effect logic, which I can absolutely see being frustrating depending on where your tastes lie. A precursor to this kind of writing would be something like Kafka’s Metamorphosis where much is left unsaid, and meaning is implied rather than explained. I’d say we took a leap of faith with this narrative style for a competition piece but we figured it’s good to put ourselves out there anyways.

Overall, thanks again for the honest review. As a newcomer to both IF and game design, feedback like this is incredibly useful for helping me understand where things landed and where they didn’t. :grin:

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Aiming for Kafka and Beckett is certainly ambitious! And it’s always best to aim high. I do hope ‘WATT’ finds its audience, even if it mostly wasn’t me.

It may also be (and I’m speculating here) that the IFComp Review Sprint is not the best place to experience your game. If it requires a more relaxed, contemplative engagement, it’s going to be more work to try to get the player into that mindset, if they’re in the middle of trying to play as many games as possible. If true, that bodes well for your late-comp and post-comp players, who might be in a better place to play your game in particular.

Good luck!

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