Mathbrush's 2024 IFComp Review Thread

198Brew by DWaM

This game might be described as “Weird Urban Fantasy”. After a brief prologue, it starts off with a classic ‘my apartment’ game that models different rooms of a fairly mundane apartment before digging into some of the strangeness.

Gameplay consists of crossing a map and discovering unusual individuals, each of which is far from baseline reality. Unlike much of fantasy and sci fi, most of the people are normal, physically, but inside is something different. There are of course some exceptional cases.

While there are many different threads running through the game, they feel like they all have thematic similarities. One constant refrain is fear of nothing happening, stuck in eternity balanced against the fear of something changing or finally happening after so long.

Implementation is iffy. One really tough issue is that pronouns aren’t set right for women so X HER doesn’t work, and for both men and women you can’t X MAN or X WOMAN, you have to instead type out the full name of the person you want to speak with. Many objects listed in the description can’t be interacted with in-game and many that you can’t interact with don’t give responses. TAKE SHOWER uses Inform’s default response of ‘That’s hardly portable’. So it could use some polishing up. I didn’t see typos or bugs, though.

I liked the game. It gives me the same kind of feel as Deadline Enchanter, one of my favorite games. I also have some major phobias associated to some of the things in this game, but the way it handled them made me feel less tense rather than more, which is nice.

The opening of the game made no sense to me, but after replaying it all clicked, so I recommend trying that afterwards.

6 Likes

Breakfast in the Dolomites by Roberto Ceccarelli - «The Strawberry Field»

This is a parser game set entirely in real life. You are an Italian man on a weekend vacation with a beautiful young woman. Your goal is to check into a hotel and eat breakfast. And that’s the game!

The game is both polished and unpolished. On one hand, many things are implemented smoothly, and there is quite a large number of background objects in different containers and so on that work right. The screen has some color to it, and special characters are used to show good and bad reactions to things.

On the other hand, I had a runtime error (moving ‘nothing’ into a bin). Several important objects were not in the descriptions and had to be guessed that they are present. So it’s a mixed bag.

The girlfriend is highly interactive. She will constantly comment on what you do, and will suggest what you should do next. If you are not fast enough to please her or do behavior that she dislikes, she will chastise you and you will receive a negative symbol (represented by a spade). If you do what she wishes she will praise you and give you a heart symbol.

Just as in real life relationships, I find myself constantly on the hook for many faults, such as leaving a bathroom door open or not sitting while eating. My day was a series of never-ending criticisms, which only multiplied as I fumbled around trying to satisfy her unending list of demands. Perhaps the genre of the game should be ‘social horror’!

In any case, the game is good at several things that many other games are not good at, like providing a realistic and detailed hotel setting. On the other hand, I found myself at odds with both the parser and my girlfriend. So some good, some bad. Overall it wasn’t long and not too difficult; I used the walkthrough once in order to find the newsletter.

10 Likes

Thank you for playing my game and leaving your review.

This is my first attempt at creating this type of game and I still have a lot to learn.
These reviews help me a lot to understand where to focus my attention.

2 Likes

The Den by Ben Jackson.

It’s been interesting tracking Ben Jackson’s IF career. The Kuolema used Google Forms, a highly unusual format, and was choice-based but required text entry. It had lots of open exploration.

Then we had Lunium, a tightly constrained Twine escape room that also featured both choice and text entry, and included several visual puzzles. It kept most puzzles at all time.

Now we have The Den. While it keeps the choice and text entry hybrid of previous games, it has (in my mind) a stronger plot arc and better pacing than the other two, and features two protagonists, Aiden and Vee.

Our two heroes live in The Den, an underground area controlled tightly by Father. My first impression of the game was that it was similar to 10 Cloverfield Lane, where a tyrannical man imprisons others, and in this case was abducting children for experiments. I later decided that this was some kind of lab with artificial beings and near the end it was clear that this was a retelling of the story of Adam and Eve.

This game gave me big Subnautica vibes, with regards to storyline.

Puzzles in this game are the classic type you see in two-person games like Fire Boy and Water Girl, where one player opens passages for another or one player finds passwords for another.

There is also a Wordle mini-game, which I thought was amusing. I also found it a bit contrived, but that is later resolved.

The game is long, a bit more than 2 hours for me. I found the writing good; the two main characters manage to be neither cloying nor obnoxious, and the character of Father grew on me throughout the game.

The only things that I didn’t much like during the game was how many options were ‘Continue the story’ or ‘stop right now’. I usually didn’t try the ‘stop right now’ choices, but once when I did the game ended (near the end) and another time it just ignored my choice, essentially (near the beginning). I understand the need to both move forward the plot and also maintain agency, but we usually reached those points by player commands in the first place, so I don’t think we need additional confirmation so often. On the other hand, I’m not sure what the fix would be, as it’s nice to have a little more interactivity like that. This is just a minor quibble; I think this game is great, and has the same high quality that proved popular in the author’s earlier games.

Finally, I liked the use of all sense in the descriptions. There are a lot of smells and temperatures, along with the feel of wind, the hum of fans, the taste of food, and these sense come into play with the puzzles. I like that quite a bit and would like to incorporate that more into my own games.

10 Likes

Miss Duckworthy’s School for Magic-Infested Young People by Felicity Banks

Felicity Banks has entered IFComp many times before with clever Choicescript games that contain themes like magic, alchemy, cats, and Australia (many of which show up in this game as well). Those games often get a post-comp release that is expanded and then put on Hosted Games.

This game is about a world where magic can be awakened in anyone through unknown means. It’s treated like an infection, and society is built around blocking any access to magic-causing things, like using plastic plants instead of natural ones.

When magic awakens in you, the government enforcers come to get you and throw you into a magical prison/school where rival gangs attempt to fight or kill each other and people are sorted into magical categories (like elves, trolls, etc.) based on their abilities (I recommend reading the notes in the stats section).

Speaking of stats, I didn’t check them during the game. Some games have really hard stat checks that constantly get in your way, but this game I just roleplayed and I generally did pretty good and only messed up once or twice.

The story and characters were fun, although some things really stretched my suspension of disbelief: Are literally all of our friends non-magical people pretending to be magic? To be thrown into a prison? Where it’s said that people die?? But they don’t really die. Except people are fighting with bladed weapons and pretty much do get close to dying. Also magic has no visible drawbacks whatsoever but is locked down. It’s the kind of story where hand-waving makes sense, but sometimes there was so much handwaving I almost thought I’d start flying!

I only used magic a couple of times. Besides my awakening, I only had one chance to learn more magic. I thought there’d be more, so I just focused on fiery magic, my strength. But no other chances to learn came up, and I’m not sure I ever actually used my charm. So if this gets a post-comp release, adding more magic-learning and magic-using opportunities and more time spent with friends/relationships would be great. What we have here fits well into the time constraints for the comp well.

I waited to play this until I had more time because I generally enjoy Felicity Banks’s games and find them substantia, and I’m glad I did.

8 Likes

Metallic Red by Riaz Moola

Being alone or in a small group in space is a classic story setup. Even before space people did it with ships, like Robinson Crusoe or Swiss Family Robinson. Movies like The Martian or Gravity, podcasts like Vast Horizon or Wolf 359 or Girl in Space, and IF games like Protocol or Seedship all deal with isolation in space.

To me, that says that there’s something about the experience that satisfies some primal human urge for self-evaluation and discovery, like a spiritual quest to understand yourself. In this game, Metallic Red, you float through space, tend a garden, communicate on the internet, order packages, and get into Tarot; a very 2020 kind of life.

The gameplay is split into days, with a typically day consisting of browsing the web, checking your plants, and sleeping with strange dreams. It changes quite a bit by the end of the game.

The tone of the game is melancholic and isolated, with themes of change, loss, and growth. It is well-put together; the only thing that looked like a bug was a possibly repeated conversation.

I’m not sure whether the game was structured around a certain set of themes or if it was built around this character and just imagining what life would be like for a person. I wonder if it’s the latter because someone being raised religiously then becoming depressed as an adult, leaving the religion, and getting into gardening and tarot is such a universal experience that I know 2 or 3 people personally who have done it and dozens more online. So this could just be a way to take a universal experience and put it into space.

In any case, I liked this story. State isn’t really tracked; you can use a chapter select to hop from part to part. I forgot one of the instructions during a cooking segment and couldn’t figure out how to get out of it for a while, but I found that part satisfying.

7 Likes

A Warm Reception by Joshua Hetzel.

Seeing this game gave me trepidation. Marked ‘an hour and a half’, parser game, ‘Old School’, ‘Excellent for new players and veterans of the genre’, a classic-looking castle on the cover; it had all the markings of some custom-parser windows executable game that is huge and buggy and the author keeps insisting ‘The game is easy’ or ‘You’re playing wrong’, as has happened in countless past IFComps.

Imagine my relief when:

  • The first sentence made me laugh, and
  • the game turned out to be fair, well-programmed, and have an adjustable play length.

In this game, you are a reporter assigned to cover a royal wedding. You arrive late (intentionally) to find everyone gone and the castle unusually hot.

This game lets you access the end from the beginning! At any point you can enter the final battle, with a random chance to win based on your overall score. So the game only really lasts as long as you want it.

Gameplay is pretty simple, mostly ‘pick up item and use it here’. There are some more complex puzzles; there was one maze I solved halfway but gave up on just because I don’t really like mazes. Once I saw the spoilery map, I realized that it wasn’t even hard, but such is the fate of weak walkthrough users like myself. The only other hard puzzle was one that I had seen others talking about on here so I knew how to solve.

I didn’t find many bugs, but several things were not implemented, like LOCK PICK vs lockpick or the command PICK LOCK.

Overall, the interactions were satisfying and the writing funny. Something felt a bit ‘light’ about the game, both in puzzles and writing, but what is here seemed good. I do think I ran into a bug or unusual luck, because I was able to beat a luck-based game without rigging it the way the game suggested.

6 Likes

As always, thank you for reading.

I am incredibly grateful to all reviewers but I believe it’s unwise to comment on specifics during the judging period. So here is a blanket THANK YOU for making the effort to review my game, no matter what you thought of it. You make the IF Comp so much more interesting by being a part of it.

3 Likes

Deliquescence by Not-Only But-Also Riley

‘She has been a solid and your friend for a long time.’

This is a solid opening for a game about your friend turning liquid in a fatal way.

This game has an utterly unique (to me) presentation, with a kind of game-boy looking feel and collapsible menus made with plus signs.

It’s very short, and that shortness adds both urgency and futility to the game. What are you going to do in the precious time that you have?

This kind of game to me feels ‘right’, like someone’s using interactive fiction in a way that it’s always been meant to be used. This makes so much more sense as a text game than as a text (where the sense of unfinishedness would be absent) or as an illustrated game (I think the mind’s eye is so evocative here).

6 Likes

Forbidden Lore by Alex Crossley

This TADS game had many delightful elements to it. You are in a library filled with, well, Forbidden Lore. It belongs to a powerful wizard, a family member, and is essentially a one-room game with enormous amounts of detail, including several NPCs.

Many things are richly implemented, including a large number of bookshelves, a desk, and special gadgets, as well as magic and conversation.

However, much of the game is not spelled out, almost to an extreme. You aren’t told what to do. You aren’t told how many of certain objects are present. You aren’t told how to phrase certain important commands. You aren’t told what certain devices are capable of. You aren’t guided on what conversation topics work with which NPCs.

This non-spelling out can in some games increase the fun as you delve, but in this game it’s so extreme that I think it goes too far. It’d be like introducing a player to chess but not explaining how the pieces move or that the goal is to threaten the king.

I liked the lore, the characters seemed fun, and the whole thing reminded me in a positive way of Andrew Plotkin’s room in Cragne Manor.

Even with the lack of information, I still found a lot to do. I managed to find a goal and complete it, and once that was done I really had no clue what to do next. To complete that first goal, I had to look at the walkthrough twice and both times I found that I had the right idea but gotten a misleading response from the game. For instance, before achieving one major goal, I tried PUSH STATUE, but it was fixed in place. The real command was PUSH STATUE INTO CHASM.

So this game is a hit and a miss for me. Great worldbuilding, fun ideas, but spotty implementation and player motivation. Would definitely play more by this author.

5 Likes

Apropos of the last game, I saw this list of tips by Kurt Vonnegut recently:

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  1. Use the time of a total stranger in such a way that he or she will not feel the time was wasted.
  2. Give the reader at least one character he or she can root for.
  3. Every character should want something, even if it is only a glass of water.
  4. Every sentence must do one of two things—reveal character or advance the action.
  5. Start as close to the end as possible.
  6. Be a sadist. No matter how sweet and innocent your leading characters, make awful things happen to them—in order that the reader may see what they are made of.
  7. Write to please just one person. If you open a window and make love to the world, so to speak, your story will get pneumonia.
  8. Give your readers as much information as possible as soon as possible. To heck with suspense. Readers should have such complete understanding of what is going on, where and why, that they could finish the story themselves, should cockroaches eat the last few pages.

I don’t think these rules need to be religiously followed and can be broken liberally, but I think that all of them is true in a certain way, and shouldn’t be broken until you know in what sense each one is true.

Like #2; you can definitely say, ‘No way! I love stories in dark fantasy where everyone is bad and irredeemable.’ And that might be true, but there’s usually at least someone in a good story that you get excited for when they beat someone else or get free from a bond. I personally hated everyone in Ethan Frome, so maybe it’s not super essential.

Anyway, Forbidden Lore reminded me of the eighth point. I don’t think he means that you have to get rid of all mysteries, but sometimes you can be mysterious and inexplicable while still letting the player know everything that’s going to happen.

Like in 198BREW; from the beginning, it’s very clear that two things are going to happen (very early spoilers that don’t give anything away): you’re going to get a cup of coffee, and the old man is going to get a phone call. A lot of the tension of the game is finding more and more bizarre things and trying to figure out just how those two events are really going to take place.

Edit: I should also add that Deliquescence does literally all 8 of these points (except the ‘who is it written for’ one, since I can’t read the author’s mind). It almost plays like it was written in response to thses 8 rules as a writing prompt.

7 Likes

Thank you so much for your review, I’m glad you liked it!

I’m hoping to buff out my game for a future Comp (more details, more puzzles, etc), but keep a similar design strategy

3 Likes

Thank you for the thoughtful review! I truly appreciate your taking the time to play my game. I generally am saving any review interactions for after the comp, but please could you correct the spelling of my name in the body of your post. It’s Riaz Moola.

2 Likes

I have now fixed it. My apologies; that was a stery vupid error.

3 Likes

Focal Shift by Fred Snyder

I’ve played three games now by Fred Snyder over the years, all written in his custom parser engine and all involving compact maps with suspenseful plots. I like this game the most out of them so far.

You play in a Cyberpunk-type world where you have an implant in your brain to let you identify and hack objects. Your mission is to retrieve information from the vault of a corporation.

The world model and implementation is completely lean, only implementing exactly what the world requires and nothing else. Every company in the building, every room, every person, is something designed to serve a purpose in the game (outside of one specific room). This has pros and cons; it lets the author do deep implementation and keeps the player from getting lost in a sea of red herrings. On the other hand, it makes suspension of disbelief harder when a corporate office has only 3 rooms. In my book though, I’d rather have a thin, lean, well-implemented game than an overstuffed poorly implemented game.

Besides a variety of NPCs (which I thought were pretty well done), the game includes two kinds of puzzles. I thought the first one was Wordle, but is wasn’t, and the second one had me really confused for a second or two before I got it. For me, they hit a sweet spot of ‘non-trivial’ but ‘not punishingly hard’.

6 Likes

Thanks, Brian! I always appreciate your critiques and feedback.

1 Like

Awakened Deeply by RA Cooper

Alas, upon starting this game and solving the starting puzzle, I saw the following room description:

A small room with nothing but your Cryotube in it. You see the release mainframe to your right and the Port door to the west. The mainframe’s tacky lights and fixtures blink erratically. Captain Kirk would be proud. The Port Door has a red light above it indicating it is locked.

The vastness of space can be seen from this room. Thousands of stars surround you, planets streaming slowly across the sky go in all different directions.

You can see Port door, Cryotube (empty), Hunting Knife and Bloody Note here.

This says a few things to me. One, that this game has Star Trek references and an enthusiastic author who loves space (good); two, that I’m in a class science fiction spaceship game (could be good or bad); and three, that the author is fairly new to Inform and its rules about capitalization and initial appearance rules (not something that I look forward to).

The rest of the game bears these ideas out. You are awoken from cryosleep to find most of your crew slaughtered. Your goal is to search through the ship to find out what happened and to make sure you live.

The game is pretty grim, lots of blood and bodies. Gameplay isn’t too bad, with SEARCH and EXAMINE being pretty useful on multiple occassions. Make sure to type ABOUT to get instructions on one key puzzle!

Overall, I think the game had a neat idea that was hampered a bit by inexperience with Inform 7, and the writing could have had a little more description and detail. For instance an early room says: “Nothing of
interest is here. It looks like any old ship hallway that you’ve seen
millions of times.” If that’s the case, why include the room at all? Why have a room that even you, the author, don’t like writing about?

The nice thing is the game had several fun moments and the author will only get better with Inform over time if they continue to learn, so I would definitely play more games by this author in the future.

5 Likes

Thanks for the review.

1 Like

Bad Beer by Vivienne Dunstan

I had mixed feelings seeing this game’s blurb and name. On the one hand, I’ve enjoyed all of Vivienne’s games, which tend to focus on historical settings and have excellent implementation. On the other hand, I’ve played many games that start in pubs that weren’t very good (I think there was a pub-based jam once that may account for some of those memories?).

Fortunately, this was a well-made, charming, short game that has a tight focus and a nice message. You are at a bar, but all the beer has gone bad. You’re asked to investigate, and soon you find out more about the bar and its history.

This game has one puzzle that I struggled with for a bit, but once I realized the solution it was actually quite elegant. I found two different endings. While short, I liked the characters in it, who seemed so believable that I could easily imagine them being real.

Has a high content-to-length ratio, so I definitely think people should check it out.

11 Likes

A Death in Hyperspace by many people

This game’s list of author’s includes every published Choice of Games author who has been nominated for a Nebula Award, which is pretty neat.

This is a real-timed murder mystery. You are a sentient AI running a ship, named Pearl (both the AI and the ship, who are one). You have blacked out for 10 minutes during a jump into hyperspace, only to discover that your captain is dead.

You are ready to investigate, but there is an issue: hyperspace can cause hallucinations of distorted realities. Without some kind of consensus of the beings on the ship, reality could be stuck forever; with consensus, it could be permanently altered (or at least resolve into one or more paths).

Gameplay consists of moving from room to room, interviewing suspects and picking up pieces of evidence. Almost everyone gets the same set of questions.

You have a murderboard where you can adjust your suspicion of others between Low, Medium, and High. Once you adjust it to high or accuse someone, the game ends and you get an ending.

Here’s what I liked and what I struggled with:

Likes
-The variety in characters was nice. That’s probably the best part of having this many authors. While all characters had different backstories, I liked Primus’s story (my first ending), and Ceri’s was completely bizarre (does she exist in the same reality as anyone else? is she real???)
-The interface was smooth, and I found few bugs (only one I can remember is a stray close-bracket at the bottom of one ending)
-The game is relatively short and easy to replay

Things I struggled with
-Having the same conversation options with everyone was really hampering, especially as they weren’t ‘really’ choices, in a way. The game said not to anger anyone, but your choices or ‘do thing’ or ‘do thing in a rude way’. It feels like playing a game where the options are ‘sword that does 5 damage to enemies’ or ‘sword that does 5 damage to players’. So it really felt like I had one choice at a time when talking to characters, and those choices were all the same, making them feel less individualistic. Maybe that’s the way the writing was done? (sending out a spreadsheet with a list of the same murder-related questions to everyone and asking them to create a character and their responses to those questions), but I think it would have been neater to have questions tailored to those individual characters, especially when they had obviously interesting or suspicious behavior you can’t follow up on.
-I’m not sure why we can set Low, Mid, or High suspicion levels, since you can only up a level when you get more evidence and the murderboard already tells you how much evidence you have.
-The nature of the endings means that there’s not necessarily a canon (outside of one special ending). I teach a class called Theory of Knowledge, and we do murder mysteries each year that students right, then discuss means of obtaining knowledge, perspective, and ethics. We just performed this year’s mysteries today, actually! But the first time we did this, one student wrote a table top murder game where the murderer was chosen by dice roll, but nothing changed about the evidence. The other students were outraged by this (despite liking the rest of the mystery) because it took away agency and made the knowledge obtained earlier unreliable and useless That’s kind of how I felt about the alternate endings.
-The timer didn’t work well for me. At first I felt rushed to hurry, but I got enough evidence for an ending in 10 minutes, so I felt bad for not giving the game as much attention as it asked for.

Overall, this game was fun. I noticed the download was just a redirect; I hope some version of it is stored in the IFarchive, because it would be nice to preserve it for future generations (and also because IFComp is about making games that are freely available forever); and there’s nothing preventing it from being downloadable from the site it’s hosted on, I was able to save a local copy and run it just fine.

The thing I’ll probably remember longest is Ceri, as she’s still a mystery to me.

9 Likes