Meri's very casual IFComp 2026 reviews

Pegasus Crew by Dildemma

I really enjoyed playing Pegasus Crew. I felt like the backstory set up and characterization of the main crew members was really well done for such a short piece. It only took a few crumbs to get a sense of who each of them were, what motivates them, their relationships with each other, and what some of their internal conflict was. The world you enter is also interesting, with unique settings that convey a moral tension from the jump. The plot manages to take you through moments tender, funny, tense, and painful, mostly transitioning those tonal shifts seamlessly. “53 ways to politely decline a tentacle” still has me chuckling.

I have two main points of feedback:

First, I’m a little unclear on Astrid’s full backstory. I understand that she was a human who lost her memories in order to become some kind of soldier. We are taken through flashbacks of her escape, but how she came to find a new ship and exactly what she is doing now, I am not sure. She’s got some new pals, but what is funding their journey, do they have some kind of business…? I am confused. However, it didn’t seem that relevant to the story and therefore ultimately didn’t really matter that much to me.

Second, using the back button I played through 4 of the final outcomes in the end of the game. The ending that felt morally “correct” to me–walking away from the Preserver’s bargain to bravely face uncertainty–was probably the most boring! Meanwhile, offering one of your besties up for enslavement gets you the most interesting outcomes (choosing either of them gets you pretty much the same ending), but it feels pretty darn awful. For the tenderness of the rest of the game, this is kind of a dissonant way for the endings to go, and felt off to me.

Beyond that, the game play was relatively straightforward. I would have liked to be able to keep track of my relationship scores with my two crew mates, and be able to see how those scores were actually affecting any outcomes, because it was not clear at all to me. I would also like to be able to save and play through paths at different points in the game, if possible. It felt like there was more to see in this small game, which is fun! I’d for sure recommend this game to people looking for a sentimental and morally interesting sci-fi romp.

6 Likes

Thirst For Blood by Zeno Pillan

This was a cute little game. It reminded me a bit of Mr. Mosquito, a Japanese game for the PS2 my brothers and I used to play as kids, although it is a lot simpler and shorter than that game. Thirst For Blood played pretty smoothly, I never felt stuck at any point, though I did feel a little turned around at times while navigating the room. I actually didn’t successfully drink any blood! But I did discover the secret of the room and got myself away from that dirty, no good blood. I thought the exploration was fun for what it was, though I’d be happy to see more depth in a longer version of the game.

7 Likes

TOITŪ by Adam

I had to start Toitū not once, not twice, not thrice, but FOUR TIMES. It is my own fault really. The first time, I downloaded the file and began it on the end of a flight and ran out of time. Since it was merely a downloaded file, I had no cache to save my place. The second time, you think I would have learned my lesson, but no, I did the exact same thing on a different flight. The third time, by god, I knew better than to start it on a plane. I played while actually online, but then my tablet, sad and old as it is, went from 10% to dead in record time. I guess if your tablet dies, your browser doesn’t get to save? Or maybe there is something inherent to the game file itself that prevents caching. But either way, my progress up to about ¾ of the way through was gone, and I had to start a fourth time. The game unfortunately requires a lot of clicking to advance. So…even though I do think the prologue was a bit lengthy, and maybe a few other parts felt like they dragged, I really can’t help but think my perspective is skewed, since I had to click through it 4 separate times. It might have been nice to have the ability to save, but I am not sure I would have used it anyway, and it makes sense why the author wouldn’t bother to include it. There is no story branching as far as I could tell. Who can foresee your device dying like that?

My other technical critique of this game was that the mechanics around collecting items was very unintuitive, maybe even buggy. I had to try multiple times to correctly pick up a key, and then I tried very hard to pick up a magnifying glass but never got it to work, so I guess I missed out on some microscopic text in the monument. Or maybe I was never meant to read it? I don’t know. But it was a point of friction for me.

On the positive side, the subject matter of the game was really captivating. The summer before last I picked up Pentiment, a narrative heavy game based in 16th century Bavaria. Coincidentally, a few months later I was on vacation through Germany, and I was delighted to connect the historical references from the game to what I was seeing in museums, or looking at in the streets. I feel like Toitū would probably give me the same experience should I coincidentally find myself in Dunedin, New Zealand (NZ is high on my vacation bucket list, but alas, nothing is on the books yet). The blending of storytelling with historical references is interesting and informative, and the titular stream is potent grounds for commentary on various forms of imperialism. I am also keen to look up Janet Frame and her writing after playing. I think there’s some good stuff here, and overall I do suspect there are some UX tweaks that could be made to improve the mechanics and the pacing of the game that launch it from pretty good to very good.

7 Likes

Hi Meri,

Thank you so much for your attention and for this feedback on your experience of Maximilien in its IFComp version.

I’ve just carried out a major overhaul for a new version of Maximilien, which addresses almost all of the problem areas you point out. Each path now has a progress gauge, and the thoughts in the intuitions have been reworked. I’ve also rebalanced the narrative threads and made many corrections so that the story is easier to grasp and players have more control over their choices. After this rebalancing, the positive endings are much more reachable, while keeping their share of difficulty.

As for the blurred section in particular, the intention is that the text no longer matters in that scene, while remaining recognizable.

The entity takes possession of the narrative to speak directly through the text of the previous dreams, and only what it says matters.

So I’ve transformed the blur animation to remove any ambiguity. Reading becomes nearly impossible, and above all, I’ve aligned the tone of this voice as closely as possible with my French version, so that it is clearer about its intentions and more immersive.

There are very few dead ends that punish chains of risky choices. I don’t like that principle, but I wanted to stay as consistent as possible in certain situations. And whatever happens, the timeline ends on Saturday. I’ll try to bring out this sense of a race against the clock a bit more.

Yohan

2 Likes

One (More) Week in Dolcett - Scarlett Sky by Strict-Smile2087

Just an upfront content warning that this game is pretty graphic, and I’ll mention a bit of that at a high level in this review.

I am not a fan of action movies, nor violent movies, nor body horror movies, nor pornography, nor do I have a cannibalism fetish. I would even say, though I consume a lot of it, I struggle to connect to most romantic content. So you might think that One (More) Week in Dolcett is very much not the kind of work for me. But! I do find exploration of kink from a feminist lens to be very compelling. This, and pure lurid fascination, is what got me across the finish line reading this work.

When the list of works in IFComp first dropped, I’ll be honest, the One (More) Week in Dolcett blurb is the entry that captured my attention the most. I was intrigued. I started the game maybe 5 weeks ago, played through the tutorial, and then promptly stopped, because I needed to have a long think about whether or not I actually wanted to subject myself to this kind of content.

One of the cooler aspects of IF is the low barrier to entry to create dynamic, expressive works of art, especially in short forms. Events like IFComp, or just randomly exploring Itch, can expose you to diverse and sometimes very creative works of art. At best, you end up finding deeply engaging, well made art that makes you think “I can’t believe I just got that for free!” It feels like one of the last vestiges of what made the internet cool in the first place: people out there laboring, honing a craft, making brilliant things for the sake of it. But sometimes you end up encountering content that kind of…stains your brain. I’ll never forget a decade ago when a Twine game I randomly picked on itch that ended up in a scenario where you have sex with your [smart]house. I didn’t know that was a thing, I don’t remember the name of the game, but boy, the content stuck with me. Sometimes things get weird in even more damaging ways. I believe this is sometimes called an infohazard. Dolcett seemed like a real possible infohazard to me.

I try to enact sex positivity where I can. I don’t condemn sexual acts, kinks, or fetishes as long as its all done by enthusiastically consenting adults, and I understand the tricky balancing act of kinks that are, in their purest forms, nonconsensual, but exist within people nonetheless. As a [now retired] contortionist, I’ve worked some erm, strikingly kinky events. I think I’m open minded? But there is this strange, uneasy feeling that arises in me in contexts dealing with kink that I don’t know how to otherwise put into words…I know I feel it whenever I hear Venus in Furs by the Velvet Underground, and I can suddenly recall the musty smell of the patent leather boots and discarded sex toys my boss once brought back from an estate sale (I also worked for an eBay re-seller for a time). Encountering artifacts of distant people’s fetishes is uncomfortable…in a surreal way. So after getting through the tutorial and finding out just how graphic this game was going to be, I had to ask myself: Did I really want to subject myself to that feeling for several hours? And for what outcome?

I think friction can build you into a stronger, more well rounded person. We regularly subject ourselves to this in education or exercise. So there was some motivation to confront something that might challenge me in order to, I don’t know, grow or something. Or maybe just prove to myself I can. Also, based on some threads here, it appears the work was made in earnest, and I wanted to give it a fair shot. Finally, I was too darn curious. So I came back to it.

While playing, I did find myself pretty queasy from the violence to start, but the game is pretty long and very repetitive with threatening scenarios (there is a very high oven mention count in this game). Eventually, I began to feel somewhat desensitized to the content. I would also usually skim the failure scenarios when I reached them, since they were often the more graphic portions, which probably helped a bit. Eventually, I found myself a bit bored due to the repetition of “oh no this person wants to cook and eat you” and “dang you kind of like that but you manage to get away anyway.”

One thing I liked about the game was the mechanics for choice. There’s a split around 3 main mechanics: the challenge of recall, in which you must remember previous information and supply the correct answer, the challenge of close reading, in which the current passage supplies hints based on semantic word proximity to the correct option, and something called “mind break”, in which you get walls of all caps text links conveying overwhelming arousal and a one single clear-eyed self preserving thought buried within that you must find before a timer runs out. I think these make great use of the medium. It embeds a puzzle right into the text without having to keep track of inventories, stats, or other derived rules. It was satisfying to conquer a recall or mind break, but I struggled with the close reading challenges. More often than not I felt like I couldn’t find the relevant words in the passage and was doing about as good as randomly guessing.

The low point of the game for me was when the game gives you 3 path options. I opted for the enchanted forest. In this portion of the game, the core mechanics I just described are set aside for a far less intuitive approach to finding the “right” link, and there are a lot more link options. I ended up brute forcing to find the right path most of the time, and it felt like it took forever. If I wasn’t dedicated to completing this so I could write a well informed review, I definitely would have DNF’d at that point.

I found the characters of the world ultimately pretty flimsy. They are almost entirely characterized by their relationship to sexualized cannibalism. Almost every action each character takes out is guided by whether they want to kill and eat someone, want to be killed and eaten (or not), or whether or not they think someone else should or shouldn’t be killed and eaten. The rest of it rides on a few tropes: you’ve got your cartoonishly villainous dudes, indigenous woman, damsel in distress, underground rebel, etc etc. It was hard to know or care about anyone. For example, I wasn’t sure why, in the end, Scarlett (the protagonist you play as) was so determined to save a woman named Zoe, who kind of sucked. As Scarlett, we watch random women get killed over and over again throughout the game. Why do we care about one particular woman who we don’t know anything about, but in most interactions acts rude and ungrateful? Because she is a foreigner, I guess? It felt like it was actually only because the story said we needed to save her, not because I, as the player, felt any sense of moral obligation to a depiction of a real human being.

The world left me perplexed. My immediate thoughts on Dolcett were “how does this society sustain a population?” because literally every man you interact with is obsessed with killing and eating literally every woman. How do they manage to raise enough children for this, or keep their labor force healthy? The game does eventually try to answer this, explaining that women are specifically bred and raised en masse to feed all the hungry/horny men. But that brings me to another point: there are no children ever mentioned in the world, no elderly, no logistics around labor are explained, and I’m still confused how women manage to continue existing at all when gruesome death appears to be as easy as walking into a restaurant. And then some of the women still seem totally oblivious to this reality. I just don’t get it. Also–I think it would take many hours (like, most of a day, right?) to cook a whole human, it seems kind of labor intensive but people are doing it so often?! It’s so impractical! I have to settle on the fact that the game asks–or rather demands–that you see the world as a caricature and suspend a lot of disbelief. It’s better to just treat this as a work of pornography, in which it makes sense to start banging every pizza delivery guy who comes to the door.

However, this demand to see the world as a sexy cannibal fantasyland feels at odds with some of the more realistic and serious aspects of the story. And herein lies what I think is a core flaw with the game. It’s trying to play to a lot of audiences and themes, and the attempts don’t align. The attempt to play for an audience interested in arousal overshadows most everything else, given the frequent and extreme nature of that content. The attempt to tell an action-adventure story is fine, I suppose, though at times trite. Some parts of it actually read as comedic satire, especially whenever a man has dialogue (I actually liked it when it struck these notes!), but I can’t tell if it is intentional or a side effect of shallow writing, since the world is so pornographic already. Finally, there’s also an attempt to convey a very earnest lust versus love story that I think is meant to be the foundational emotional resonance of the game, and it completely missed me. I think this was in part because it was such a whacky fantasyland, and in part because the character development was lacking. I understand what lust is to Scarlett and how it affects her, but don’t understand what love means for her. Is this love she finds for herself? For other women? For her new romantic connection? Can true and deep love even exist in this cartoon sex world? How would we even know it when we see it, when nothing else feels real?

I actually think the exploration of tension in desire for something inherently damaging to oneself, and if a person can be truly empowered if they have a kink for any kind of subjugation is where the game shines the most. As I said up top in this review, it’s what I hoped the game would be. If this game wanted to play to my specific tastes, I’d rewrite it to examine that more deeply, and take it at an allegorical angle more generally. I’d scale back the graphic content, flesh out the Dolcett society a bit more (pun not intended), and get way more inquisitive and nuanced with its gender politics, using each character to reflect different stances people might actually take. Or maybe, if you wanted to get the other direction, amp up the farce way more. It has real comedic potential! But I realize my tastes are more attuned to artsy literature, and I am maybe not the audience the game intends to find. Even still, I think more work could be done here even for a different audience.

One (More) Week in Dolcett is an ambitious game trying to do a lot of things with a highly provocative premise, which I think is why my review is so long. There is a lot to process. In this way I find it engaging. I can’t say the game is not memorable, which, hey, is hard to do. The actual IF aspect is fine. I do not think it sticks the landing with what I perceive the thematic intentions to be, and the extremely graphic content would dissuade me from ever recommending it to anyone. It did leave me uncomfortable, but that was expected. I can’t say I’m glad to have played the game, but I suppose at the very least my world view has expanded a little bit.

12 Likes

I’m not very far through this myself (and haven’t picked it up for a while), but from what I recall this particular woman has ended up in Dolcett via the company Scarlett runs (but not of her own free will), essentially making Scarlett responsible.

1 Like

Yea, but she repeatedly keeps refusing help from Scarlett. At what point do you shrug and go “well I tried”?

2 Likes

Epistemophilia by Mehmetcan Serinkaya

If you’ve ever been to Meow Wolf’s Convergence Station in Denver, you might have a good idea of what it feels like to play Epistemophilia. There’s a lot of wandering, not really understanding your surroundings, seeing that there is obviously some kind of lore, but you don’t know what exactly. And then there is often wanting to go back to something you saw previously, but not being able to find it anymore because you are very turned around and the space doesn’t make any sense. If that’s not a good analogy, maybe just imagine rummaging around in that junk drawer you have in your kitchen, but like, the entire kitchen is junk drawers.

I liked the sense of wonder the writing in this game evokes. There’s a lot of calmness to waking up in a strange world where you know general things, but no specific things. Whether it is mysterious little lights, a parrot(!?), a giant alien aquarium, a creepy robot janitor(?), or magic space skates, the reaction is always “Huh!” …Which is not how I would react to those situations personally, but it puts you in the protagonist’s shoes and certainly lowers the anxiety of your reality. From what I can tell, the game’s intentions are to gently prod your curiosity, and I think it does a pretty good job of that.

For me, the primary point of friction in the game was the inconsistency with what clicking a link might lead to. You are often met with an environment and links for a few different items around you. Some of them give you a short description and drop you immediately back to where you were. Some go into long threads of discovery, and then drop you back. Some take you away from your location, but give you the option to cancel out first (though sometimes, it is not particularly clear that you are about to leave and won’t be back). Some take you away from your location with no warning. Some kill you! None of which is obvious at the outset of clicking on something. I think there is something to be said for challenging a reader to predict something and placing surprises in a game, but I mostly felt like I didn’t have a real sense of control and was irritated. I didn’t really use the save feature. I probably should have (fwiw the mobile version doesn’t seem to offer this).

It’s kind of neat that the game was written by hand in notebooks first, and the author even has a cool little video on their website featuring these. I’m not sure if the transcribing process included a lot of editing and story shaping, but I think it might explain why some parts of the game feel loose, raw, or off the cuff. There are a significant number of typos, and I met game breaking bugs at least 2 times (maybe 3? I lost track of deaths vs bugs) in different places and had to start from scratch. Because I didn’t use the save feature, I got to know the opening options super well, and, while intriguing, gave strong junk drawer random-assembly-of-ideas vibes. The game boasts 24 endings. I think I probably encountered at least half of them, a lot of which were random deaths, a few of which were peaceful acceptance, and none of which were the seemingly desirable, most explanatory ending. There’s one area where you can choose to try to make contact with 1 of 3 things, all of which end with a “to be continued…” kind of closing text and an end game state, which I found strangely more annoying than a random death, because they really seemed like they were going to go somewhere. Anyway, I think the reason I decided to stop playing was because I felt like it was actually quite difficult to get to the complete ending, since I didn’t feel like I ever started to gain real control of the situation. The meandering never turned into anything directed or structured, and my momentum stalled out. That doesn’t mean I didn’t enjoy myself while playing, and maybe this feedback is helpful if the author feels like doing another pass at the game.

8 Likes

Tales of Nivea: GRIP by Arlo Inthaphone

This is a polished game that knows what it is doing, and does it well. It’s a game with no good choices, and, though I only played through once, I suspect no good endings either. In the game, you are broke, but manage to land a job as a bureaucrat, where you sometimes have to decide the fate of children with magic abilities. Except once the children’s files come across your desk, you can only classify them for deep surveillance (which I assume restricts most aspects of their lives), send them off to a military “re-education camp”, or have them executed. It’s definitely a negative take on bureaucratic systems and oppressive governments, and allows you to witness their flaws through complicity, both in your job and in your day to day life. I felt pretty bad as I was playing, but also couldn’t tear myself away. It was, well, gripping (pun only partially intended). Overall I think it’s really solid, though I have a bunch of small pieces of feedback that I’ll share in a somewhat jumbled manner below.

What’s with the name? Unlike other reviewers, I didn’t think of Nivea skincare products, but I didn’t think the title was very effective at indicating what the game would be like, and its blandness is one of the reasons I’ve only just now gotten to the game.

Why does the character art look like little Frankenstein monsters? Is this just artistic license or is there something about the world I missed?

Speaking of which, the world lore is kind of complicated. At the start, I was worried I would get tripped up over all the magical classification systems, but it really never mattered. You are mostly judging based off of incident details in case files, less so on which magical class a child might belong to.

Was the quote selection just to further indulge me to a reflective and emotional connection with the children, increasing my own emotional tension during game play? Or did it matter in some other way? It wasn’t clear to me.

I didn’t realize the text indicating that I should cross reference interview snippets with world facts could be clicked until halfway through. Then when I did start using that feature, I didn’t feel like it mattered or gave me any further information.

My ending was that I was sentenced to death, which didn’t necessarily surprise me since I was constantly bending the rules and doing everything I can to spare the children (I chose “constraint” in most cases). However, it was presented in a weirdly oblique way. It was described as “oh you got a file with your name on it, you know the one” and then your boss is like “yep it was me, I did that”, and then you just…do nothing about it and finish your work day. And then you “go down THAT hallway, you know the one” and then the game ends. It’s never actually said that you are being killed and precisely why. It was kind of confusing. Based on notes in other reviews, I think it was actually not because I was doing a poor job of categorizing children, it was just that I was talking to them. But c’mon. I’m playing a text game, so I’m gonna click most of the links. There’s nothing to say I shouldn’t!

There is an arc about a child who exerts force on an abusive step-parent as a form of defense for their sibling. I chose “constraint” for them even though I think the guidance probably indicated “consignment”. I made this choice specifically to allow them to continue protecting their sibling, every indication in the case file made it seem like the abusive step-parent wouldn’t be facing any consequences and would continue the abuse. A few years later, the younger sibling comes in and says their older sibling was taken away. I can’t tell if this is a bug in the game, or just a further intensification of the theme that none of my choices really mattered.

Ok, now I’ll end with something I liked from the game, which is the quote: “It costs the asking”. That stuck with me.

6 Likes

Hi Meri,

Thank you for taking the time to read and review Epistemophilia.

In Ink, the saving, loading and resetting functions sit at the top of the frame. They’re pretty much baked in. I don’t use a smartphone but I tested Epistemophilia using one before submitting the game. After reading your review, I went ahead, borrowed a cell-phone and tested the online version once more to be sure. It worked without any issues, even with a less popular browser and multiple ad blockers. Screen magnifier apps, custom filters/blockers or Javascript issues could be the culprit here. Those are the only troubleshooting ideas I can think of at the moment, but I’ll look into this.

Whatever the problem was, not being able to use the save feature is a bummer. I know how frustrating Epistemophilia can be and I applaud your tenacity. If you ever consider giving the story another go, I’d be more than happy to provide some hints.

I updated the project a few times during IFcomp and I’ll keep working on the typos and bugs.

That is a key point in Epistemophilia. I’m glad you were able to enjoy yourself despite the rocky ride.

Again, thank you for visiting my kitchen. It means a lot.

Take care,

Mehmet

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I should have clarified in my review: I mostly didn’t save because I didn’t notice the option, but it was available on my tablet. I’m just not very experienced with games in Ink, and was pretty focused on the text itself.

It’s only on my iPhone (13, iOS 26.6.2) where I can’t see it at all, which I only played a few runs on. I did go and check in both Safari and Chrome and the top save|load|etc bar doesn’t appear in either…unless I tilt my phone sideways into landscape mode. So I suppose there is a work around for industrious Ink game players on the go.

1 Like

Hmm. I know nothing about Mac devices. I guess I’ll do some research and make some arrangements if necessary. Thank you for checking this out and offering some clarification Meri. I really appreciate it.

Ultraviolent Unicorn Deathmatch of Destiny 4 by Damon L. Wakes

I had a pretty delightful time playing this game! It relies on a single character input at a time, which is novel to me, and I really enjoyed how this made gameplay very accessible. Rather than feeling like I had to spontaneously come up with the right verbs and which nouns to apply them to, I had to choose from a pre-selected list of actions, and didn’t really have control over what might actually be enacted upon. I guess the indirect manipulation of objects is a part of the puzzle here, though I didn’t really do too much of this (and subsequently, caused a lot of damage, see outcome below). The first thing I did in this game was open a notes doc and write down what each of the letters did. This led to some funny and surprising discoveries. I made heavy use of my list throughout the game.

In the game you get a list of mini-quests to complete, mostly just isolated tasks. Half the fun is figuring out what the quest line item even means, the other half is figuring out which of your weird pre-set actions is the right one to use once you are in the correct place. Along the way there are some fun jokes, and also the whole thing is rather silly to begin with. I found the experience amusing. I managed to complete all the quests, but I wasn’t very careful and things did not end well for this poor little(big) unicorn. I’m sure I could play again and do a more clean run, but I’m mostly satisfied with the experience. As a final note, I thought the walk through was pretty well done, I like that it is in the style of an old school OS.

8 Likes

El Ruido by Jen Lee

Admittedly I played this game quite a few weeks ago, and writing anything about it just fell through the cracks. I think part of that is because I just didn’t feel a particularly strong reaction in any which way about the game. I liked playing it just fine, I enjoy camp and melodrama, so that was fun to enact. It’s a short game but you get the gist of the main characters and what kind of roles are being filled after only a few playthroughs. I haven’t watched a lot of telenovelas, though in high school when my Spanish teacher was in need of a break (which actually happened pretty often), we got to watch Rubí instead of doing classwork. Now that I think about it, El Ruido reminds me a lot of Rubí, especially when I look at the cover art, and I wonder if there is a direct inspiration there. I think I saw most of the endings, but the drag and drop Texture format made it a little difficult for me to keep track of which possible combinations I’d explored versus not. Some people mentioned something about an ending revealing you might actually be an android, which I do not remember, so I definitely missed some.

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Tableaux Vivants by Lamp Post Projects

I’m getting down to the wire, so my apologies that this review is more of a jumble of thoughts rather than a cohesive piece of writing…

This game had both a cozy and mysterious atmosphere, and the gameplay clipped along pretty nicely for me. Everything ran quite smoothly, I didn’t notice any bugs or issues otherwise. I appreciate a parser game that provides suggested verbs, it really helps guide me in places where I might otherwise get stuck. I thought the puzzles were moderately challenging. A few were very obvious, but a few took a bit of exploration and thinking. I think the hardest parts were the ones that required you to do research in the study, as coming up with the right research topics took me a bit of searching (I ended up peeking at the walkthrough for a little suggestion to speed me up). I really thought at one point I should put the salad in the case, and thought I/the puzzle was so clever that a reformatted plant could be under my nose. But alas, that was not a thing, and I was pretty disappointed. I appreciated the way the more emotional storytelling was interlaced with the puzzle aspects. Personally, I connected most with the themes of failed ambition, as I often feel my life racing by while my brain gets stuck in the mud. Overall, I thought this was a solid game and enjoyed my time with it!

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Thanks so much for the review!

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Wait-our-way Tower by Andrew Schultz

I thought this game would be very difficult for me, but I found the word play puzzles very fun and not too troublesome! I really liked the hinting system here, including both the hints for word lengths and the colored text system. A point of friction with the color system was that it didn’t appear to extend to every single word puzzle you had to solve. This was pretty jarring and confusing, I ended up needing the walk through for those cases. I also needed it for the thug puzzle, which I probably would have never figured out otherwise, especially because my sense of space in parser games is terrible. My other point of friction is that I played with the “hone eye” setting on, which prevents you from going into rooms where you don’t have anything left to do. I thought this was a nice feature for keeping me sane and on a forward track. But when you get to the thug room and have this setting on, it prevents you from going backwards, but this is essential to that puzzle. It’s easy to turn off in order to re-enable backtracking, but I again had to check the walkthrough for a sanity check.

I thought the introductory section had amusing writing. It’s a barren kind of prose, but in a way that is very funny. It’s the kind of funny I am not sure I could ever write, so I find it impressive. The rest of the game…well, I have no idea what story it was trying to tell. It felt very random, and after a while I stopped bothering to try to understand what was going on or if there were any threads of meaning. I figured whatever I encountered was there for the word puzzle. But I could be wrong?

I’ve never played any of Andrew Schultz’s other games, but peeking at other reviews it sounds like there are a lot. This game definitely makes me want to check some of them out!

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Meri - Thank you for your review and taking the time to read my story/play my game, it means a lot. I’m glad you liked the mechanics, especially, as I’ve never written an IF game and I just wrote a gameplay style that I assumed was common place, but I’ve found through reviews is rather unique. The Mysterious Wood is intentionally difficult as in the canon of the story, it is a path that almost never comes back from - so I made it as challenging/random as possible. The mention of the one person who did ever get through it (the woman who came back repeating the number 13) was a clue that the MW is skippable entirely if the player goes down the dead end 12 times and then goes to the cabin on the 13th attempt. This clue is more clear if the reader gains an item by successfully completing the sex mini game with Phoenix.

To your question about why Scarlett is so fixated on saving Zoe - in a literal sense, Damon is correct that it is because Zoe is mistakenly sent by Scarlett’s company and Scarlett feels responsible for her. Going deeper, the story explores the following themes:

  • That Scarlett took over this business from someone who used it traffic women into Dolcett to be eaten against their will.
  • That Scarlett has devoted herself to changing that business into a pathway into Dolcett for only those that truly desire it.
  • That, importantly, Scarlett openly discusses during the story that her dedication to trying to make the world a better place (by stopping Dolcett trafficking) has left her no time for friends, relationships, or her own mental health as she struggles with her own desires to be eaten.

Said another way, Scarlett can’t give up on saving Zoe as if she is unable to do so, the only positive self-identity she has left would be a failure in her own eyes. It’s meant to frustrate the reader that Scarlett won’t just give up on Zoe - it’s to emphasize that Scarlett’s single minded focus on accomplishing her mission to do what’s “right” has both made her a successful “hero” but also become her Achilles heel. It’s only through meeting the reflection of her struggles on the opposite side (Asher) that she’s able to see that there is a way to both experience her desires and have a full, healthy life. (With friends!)

To some other questions, I specifically made no mentions of children at any point in this story due to it’s gruesome nature and heavy sex themes, and as such left the world building central to the characters in the story. As for your thoughts about the random women in Dolcett getting killed not affecting Scarlett as much as Zoe, I think of it like - If we are to take the premises of the story as givens, such as that:

  • Dolcett is a place that exists in this story where women are casually and lawfully eaten.
  • North Carolina/USA is a place that exists in this story that is the same as our “real” world USA, where women are not casually and lawfully eaten.

Then it naturally follows that Scarlett would be de-sensitized to some of the customs of the place that she knows exists the same that we would be understanding if we traveled to a foreign country with strange customs. If, for example, I traveled to a middle eastern country and saw a man treating a woman in a way that felt abusive (based on my customs as someone from the USA), I would not intervene as I would not know the laws and customs of that place. I may also specifically refrain from intervening knowing that certain types of repression or abuse are normal there. (Even if I morally objected.)

That type of thinking about the world(s) of this story are central to everything I do in it’s construction. In the ending, for example, I avoid killing off the remaining villians or bringing them further justice as it feels unnatural to the place I’ve created. Wouldn’t a non-violent punishment be as foreign to them as eating them would be to us? Did the villians even act unlawfully enough to be punished based on the rules there? What’s the most realistic way for a world like this to come together?

This is (probably) my final write up on my story - so if you’re reading this, I’m grateful for the time and the shared discourse on it. I would like to close by saying Meri - I am hopeful my story did not end up being an infohazard for you and you’ve slept soundly the last few nights. I say that as on another site I posted this story on, someone commented:

“When I played the first one out of curiosity, I had nightmares for three consecutive nights. I’m not going back to that rabbit hole.”

Strict-Smile2087

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Thanks for checking in! I have not had any nightmares fortunately :slightly_smiling_face:

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I’ve submitted scores, but there are still a few games I’ve been eyeing, so my apologies to authors I didn’t get to. I may still share thoughts here if I find time to play more games in the coming week or so. I’m finding it very informative to reflect on what I experience, like, and dislike in games. Hopefully it helps me be a better writer and game designer in the future! And hopefully some of the feedback is useful to authors as well. I hope any criticisms I shared are not taken too harshly. I appreciate anybody putting themselves out there and sharing their work. It is a magnificent gift to witness a piece of you. Thank you.

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