Mathbrush's IFComp 2023 Reviews (Latest: Milliways)

A Thing of Wretchedness

This was a fun little game about an unfun situation.

I think I experienced this game in the best way possible, as I am a fan of the game it is connected to (Ascension of Limbs) and I got the most interesting ending first. If I had experienced it any other way, I’d probably have not liked it as much.

You play as a woman in a house that has been tormented by a thing for a long time. Years, maybe? Maybe not.

Something is in your house, a wretched thing. The game doesn’t really expand on what that is. I imagined something like a mix between a baby, a Slitheen from Dr Who, and a silverfish from Minecraft.

Most of the action in the game is generated on the fly as the wretched thing performs various gross deeds. There are a few keys ways to interact with it, but other than that there’s not much to do.

That’s probably the main thing I didn’t like. Tons of items are in the game, but almost all of them have a message like ‘that’s not important now’ or ‘you don’t need that’. That makes sense from a scoping point of view, but I felt a little sad every time an interesting item turned out not to be usable.

But I liked the writing. And the ‘good’ ending really explained a lot about one of Ascension of Limbs’ main mechanics, so that’s what I liked best about this.

10 Likes

Wow, this is a wonderful piece of reviewing and thank you so much for the time and detail you put in.

To have analysed the content and delivery, as well as provide your own experience as the reader, in the manner you did was an excellent bit of critique. Thank you kindly.

P.s. thanks for mentioning the media, creating and implementing some of that took longer than writing the narrative!

2 Likes

Tricks of Light in the Forest

Pseudavid has been consistently putting out thought-provoking games that are near-historical or near-real with cool UI for a while, so I looked forward to this.

The engine for this game reminds me a lot of Gruescript, and has clickable buttons but otherwise operates similar to a parser, for a parser-choice hybrid.

The idea is that you are exploring the woods at a time you aren’t really supposed to, taking pictures and looking for things to bring to school to show others.

The game has enough nature to feel like a nice walk through the forest, like the game The Fire Tower. But it’s odd enough to feel unusual. Plastic is seen as something exotic and rare. An abandoned hut contains what seems to be evidence of torture…or dental care.

I liked the overall vibes, and thought the game looked great, especially the background changing over time.

The game implied I missed out on something at the end, or at least my character did. I didn’t see any opportunities to do more than I did (I crossed the bridge and, looking at the walkthrough after, I had done everything in it).

Sometimes it was a bit of a chore to have 4 different things to click on every thing (the original click to look, then photograph, then smell/touch, then collect).

At times I struggled to use items. I can’t tell if there were bugs or just my way of clicking was bad. At times I thought that clicking to use an item and then clicking on a scenery object would bring up an option on that scenery object to use the item. At other times I thought that clicking on the object itself would bring up the option to use it on the scenery item. I suspect the latter was the case most often.

Also, it seemed like the map kept getting bigger (which was awesome) but at some point the X got stuck in the upper right.

Overall, I enjoyed this a lot; the complaints above are minor things, while the core game itself was something good and interesting.

9 Likes

All Hands

This is a Texture game, a system that uses a drag and drop of verbs to pull over nouns. The text was small on the buttons, which is a bug I’ve seen before that’s due to the system, not the author, I think.

I really liked this game. I’m into weird short horror/terror and the author has an excellent command of character and setting and is able to effectively spin a tale that drew me in.

The main commands are APPROACH, REFLECT, and TAKE, and I loved how each of these took on different meaning throughout the game. I also felt like I had real agency; there was an interesting object early on I intended to look at but lost the chance as I progressed; yet there were still interesting things to do. It made me feel like the game was replayable.

I found one ending (The Captain, I guess you could call it). It seems like there are more, but I felt satisfied with my playthrough.

I would definitely read more by this author, good work. It suits my particular reading tastes, and I can’t guarantee that others would have the same experience.

5 Likes

Dysfluent

This piece was good for me, I think. I’ve encountered different people with stuttering over time, and some of them I was kind too and some not. I had a group when I was younger that was both in church and scouts together. I never hung out with them alone but it was essentially my “friend group”. There was one guy who had a strong stutter. As a whole we often didn’t treat him well, and I regret it looking back.

Now I have a student who stutters a lot, due to having a stroke in his youth. I find it a lot easier to have patience with him and listen to his thoughts. He’s also an incredibly prolific writer (having written over 200 scripts each over 20 pages for a tv show idea he has.)

This game presents the experiences of one person with a stutter. They have a day to go through a list of chores and tasks.

I thought it was effective. It does have timed text but I made it work by playing it on my phone during a very boring work meeting where having it long and drawn out was a benefit. And I imagined the game itself as someone with a stutter and practiced being patient with them. After all, a lot of things that you would never do or like normally are acceptable or good when dealing with disabilities (like someone with IBS having frequent smelly farts).

My ex wife and son both use wheelchairs so it was interesting to see how similar some experiences are across disability, especially with other people under or over estimating the difficult of tasks. (Like “come to my house! It only has one step up, a few inches, that shouldn’t be a problem, right?)

So overall, lots of polish and good work and helped me reflect on life and saved me from a boring meeting.

10 Likes

Thank you Brian!

I’m not commenting on public reviews during the comp but I want to make clear one thing: the engine is Gruescript! I hacked it to change the looks and a couple of systems beyond what Gruescript allows, but the gameplay is almost pure Gruescript. Gruescript is awesome. What @robinjohnson has made is awesome!

6 Likes

Wow, this game has so much more visual depth than most Gruescript games that I’ve played that I’m stunned. You’ve clearly done some great work here!

3 Likes

It’s been a bit of visual work, yeah, but other than that, I couldn’t even dream of developing something that works like Gruescript. It’s occult magic to me.

2 Likes

Gameception

Hmm, this game is really intriguing! I had a bad experience at one part and good experiences at the other.

The idea here is that you play as a guy who, together with his best friend, enters a high-stakes two-player video game competition.

Except, things are not as they seem…

The intro is generally a linear story, although there are definitely opportunities to add your own flavor to things. There are extensive images and some background music; it seems like your characters are designed to look like anime high school protagonists.

Once the game starts, you have a lot more freedom. I had fun playing a character playing a character (the ‘Gameception’) and felt like I had real options.

But then…the game changed. And man I got really frustrated!

It becomes a ‘gauntlet’ where you have two choices at a time. One is right, but the other makes you die.

I was worried I’d have to play the whole game over. But it just took me to the start of the gauntlet.

But that’s the only checkpoint! And the gauntlet is really long with some timed text!

I tried 9 times and got so frustrated I had to quit. I ended up opening up the code; I guess I was really close to the end. And also there’s an almost entirely complete other game in the code too, which is pretty wild.

So, mostly fun game, with one super frustrating part. If that part just added some more ‘checkpoints’ I could have done better. Literally everything else was fun though.

8 Likes

Fix Your Mother’s Printer

This is a Twine (edit: Ink) game about, well, fixing your mother’s printer. It features some neat UI by Josh Grams in addition to the main story content by Geoffrey Golden.

It’s basically a long troubleshooting call with your mother, trying to fix the printer. In the meantime, she discusses your life and hers.

Mechanically, I felt like I had a lot of options. I could be nice or mean or sad, I could attempt to solve the printer puzzle in various ways, I could bring up topics, etc.

Storywise, the writing was tight, and the characters realistic. But I didn’t connect emotionally much with it. I’ve had fights with my parents before, but I’ve never really doubted their love and care for me, it was always arguments about how that was expressed. I’m not really used to this situation where you’re on speaking terms but there’s constant barbs and negative comments and defensiveness. Even the way my parents were with their parents, there was some negativity and unhappiness (one of my grandfathers was physically abusive), but they just left him alone and were polite when interaction was needed.

So I think that this story would ring true emotionally a lot more to me if I had had a different set of experiences.

It was very satisfying to get the printer to work. I chose the nice options because it was fun, and because that’s almost exactly what I do when I’m tutoring math; you work through things with people patiently and listen because that’s how people learn, and so often the problem turns out to be just the one little thing you wouldn’t even think about.

I don’t know. It was interesting, and I think it was high quality. But gave me a lot to think about and made me want to text my grandma!

12 Likes

Does she have a printer?

1 Like

I think she does, but she’s pretty smart, so I don’t think she’d need help. I did tutor her sister when she took a community college math class though!

2 Likes

My Brother The Parasite

This is a Twine game with lovingly crafted visuals, using backgrounds, animations, and various techniques like mouseover links, cycling links, etc.

I did something with it that is likely bad for the experience, like people who use online recipes and complain ‘I substituted ground dates for the chocolate and it tasted terrible!’. In my case, I downloaded the file and changed all of the timed text links to have a 0 second timer. Some of the original timers were 6 seconds and it was just agonizing to play.

So my experience may not be the one intended.

The story imagines a world where a common parasite exists that can puppet a body’s nervous and muscular systems after death, allowing corpses to speak and to remember.

Your brother has been found, and you have been called in to talk to him.

The main content of the game is divided between the top layer (you talking directly with the player) and the bottom layer (your memories and feelings about your brother). This is not a happy relationship whatsoever. It implies that your brother was extremely abusive; at first I thought it was sexual abuse, and may be, but physical abuse seems much more likely.

The game is effective in its communication of both the bitter anger after abuse but also the self-doubt. Where the writing is most effective in my opinion is that it contrasts scenes of deep hatred and unhappiness with scenes of love and affection. The variation in emotion and tone gives a much stronger gravitas to the scenes of pain and violence.

9 Likes

Last Valentine’s Day

This was a pleasant treat to play, although it was often sad.

It’s a looping game where the same events play out over and over but with variations. Many things are the same: a visit to a flower shop, passing by a statue, etc.

Things change visually as well, with the game getting darker over time.

I liked the writing and thought the loop was fun. I liked the note the game ended on.

I didn’t always see a clear progression between the different cycles. At first it seemed like things were getting worse and worse, and the darkening would imply that, but in many ways that didn’t happen. Maybe it was just about change? It’s okay for things not to have clear progression, but the background darkening seemed to indicate there would be. In any case, this was well written and I’d definitely play another game by this author.

7 Likes

In the Details

This is a Texture game, where you drag actions onto nouns.

It also seems to be incomplete, or possible part of a series, as it includes ‘TO BE CONTINUED’ at the end.

You play as a famous and talented musician who has had one of the best years of their life. Leading up to their biggest performance yet, a deal they made comes due.

Overall the characters were interesting and the story a timeless one that has been retold in many ways in many ages. It felt a bit slight; there is a complete narrative arc, though. I almost wonder if it would have been stronger without the ‘to be continued’.

6 Likes

The Whale’s Keeper

This game has a fun concept, using a messaging app to tell a story (in this case Telegram).

I don’t have Telegram, so I played the web version.

This idea has been played around with before; the Lifeline series of games has you texting with an astronaut, and I once was commissioned to write a game where you get a series of texts from someone using a Ouija board to communicate with you.

Anyway, I like the concept a lot. The timed text would fit in with the messaging thing, but I had an issue where every time the next message appeared it would change the focus of the screen, losing my place. So I could either have the text be really slow so I could finish before any interrupt (but then feel frustrated) or fast and constantly lose my place. I generally solved it by increasing the reading speed to 20x, letting it all appear, and then scrolling back. I think in the future it could be nice to have an option to have the messages not ‘bump’ the screen (unless there was such an option that I missed!)

The story is one that seems part symbolic or dreamlike and part lifelike. You are swallowed by an enormous whale, and discover a variety of things inside. I visited around 20 of 90 passages, so my experience was likely very different from others. I encountered and befriended a strange hermit, discovered my past, and attempted escape.

The graphics were really lovely. Sometimes they didn’t quite match what was being said (mentioning baleen but showing normal teeth, describing a bench with a watch and a hook but not showing them in the image), but the quality was high and they looked lovely.

Overall, I like the writing and art and would definitely try more such games.

11 Likes

I noticed that too but forgot to flag in my review! Baleen is cool.

(I also had the same issue with the text speed, and sounds like I took a pretty similar path through the plot).

2 Likes

The Finder’s Commision

This is a heist game, written in Twine.

It has a character selection screen, and then you’re given a problem to solve. In this case, an ancient Cat goddess desires her treasure back!

The game that ensues is almost entirely focused on mechanics, with the story broadly sketched out. You end up in a very large museum that you have to navigate, finding the clues and items necessary to grab the treasure.

I found myself wishing for an on-screen map early on, getting lost pretty easily. Eventually a found a map, right before I won, but it could have been nice to have it onscreen.

There are 16 or so locations in the museum, and each one has only a line or two of description, with perhaps one interesting item to interact with. This strips down the game to its core features, which are primarily movement and object gathering.

I’ve seen a lot of reviews of parser games saying ‘I wonder if this should have been choice based’. Here, I think, not ‘this should be parser based’ but ‘I wonder if the author would enjoy writing parser games’. There seems to be a true pleasure in gathering inventory and travelling that I think could make parser code appealing.

In any case, I solved it, but only with some hints and a little peeking at the code (I was dumb and couldn’t find the key combination on my own).

Overall, I would have liked a little more fleshed out detail in the museum, since it sounded cool, and would have liked an on screen map, but I did have fun. I scored 82/100!

8 Likes

I am feeling equally dumb now. I’ve done every preparation (got the cylinder key, pointed the camera away, disarmed the alarm with Lavoie’s box, flirted with the guide to secure an escape route, distracted O’Brien by pushing the chariot) and now I’m staring at the lock and I have no idea what the combination is or where to find it.

Hint?

3 Likes

You may want to get a snack, or a drink.

2 Likes