Michael Behringer Reviews Ectocomp 2024


A festive Halloween themed banner with the text ‘Michael Behringer reviews Ectocomp 2024.’ Predominantly purple and orange, with bats, a black cat, ghosts, and pumpkins.

Excited to play through some of Ectocomp’s entries this year. Remember to vote and play! My reviews are most definitely not spoiler-free, and where applicable, I will include a PDF of my transcript of play for download. I will not review the competition exhaustively, nor in any particular order- just whatever grabs me.

INDEX

21 Likes

No MoreTabitha

Attached is the transcript for my playthrough of No More.

transcript of no more.pdf (123.0 KB)

I’ve been warming up somewhat to the smaller parsers that Tabitha puts out- their keen eye for detail and meticulous implementation, with an emphasis on discovery-play and exploration rather than fiendishly difficult puzzling makes them a treat to sit down and enjoy.

This piece quite closely aligns with some of my own interests in interactive fiction: Gothic Horror, unhealthy relationship dynamics, complex father-daughter relationships, the looming spectre of the patriarchy- and beautifully critical moonlight.

I did get slightly stuck at some points- but there was never a point where I was so trapped as to have to throw in the towel- and once I cottoned onto what was happening here: the story rolled on smoothly. It has a very viscerally satisfying ending- though I did have a good laugh at the story’s response to my pre-emptive cannibalism.

This was a very impressively polished piece for such a small slice of time. My one wish would be that if this wasn’t a piece of Speed-IF, (in that I acknowledge it was, and therefore do not hold it against the piece while ranking or considering it- this is more of potential thoughts for later revision if the author so chooses,) to include a line or two about the mother and sisters- I think it would have been very powerful to see how the protagonist felt they were feeling about having her whisked away off to a nunnery: the conflict between the mother and father’s wishes is hinted at, and the girls are tearful at the start- but especially given the protagonist is stewing in her thoughts about her father throughout the ride, more about the family dynamic would have been great.

I forwarded notice of a minor typo to the author- and was happy to hear that my transcript was helpful for later planned polish to the game. A fantastic high note to begin the competition on, and a contender to become my favourite out of the bunch. I really loved sitting down with it!

6 Likes

An AdmirerAmanda Walker

Attached is the transcript for my playthrough of An Admirer.

transcript of an admirer.pdf (57.8 KB)

Another author who makes parsers I’ve been keeping an eye out for and enjoying- Amanda. Of course, when I saw that she was entering games into this competition, I knew I had to try them out right away- Amanda never fails to deliver on horror.

This game made me want to scrub all of my skin off. It perfectly nails the obsessive, dangerous fixation in the guise of love that accompanies stalker horror, and I absolutely loved the custom response when you prompt it to end the game- how whatever, whoever, is on the other side, doesn’t want to let you leave- wants you to want it, and to stay, just as badly.

The violence thrumming through this piece is genuinely terrifying. The ping-ponging back and forth between desire and hatred, whiplashing between idolatry and denigration- it’s a class act in riding that particular vein of obsession. As someone who’s lived through something not unsimilar to this- (though without the possible supernatural element to this, if you choose to interpret the ending threat in that light, ala creepypasta horror tropes-) this is a pitch perfect rendition of just how mortifying it is to have someone who wants to wear your skin.

If they can’t have you- then you just can’t be allowed to exist- the greed in wanting to devour them whole just to keep a part of them with you, in you- total domination and their subjugation to your will. It’s a sick power play. And damn, if it isn’t written well! This is cannibalistic horror that relies less so on the physicality of gore to turn your stomach, and more so employs the psychological distress that comes with being so desperately hungered for. The squicky parasitism and skinning is just icing on top of that perturbing desire.

I really liked it. Very seasonably frightening! Always a pleasure to play one of Amanda’s games- I always walk in knowing I’ll have a good time, and that’s always upheld.

7 Likes

Die Another DayE. Joyce

This game felt weirdly relatable. Rather than a paranormal or supernatural affliction, I interpreted it more so as a metaphor for chronic illness- dramatized and made far more gruesome for the sake of horror, of course, but it really resonated with me and having a variable, limited capacity to get everything that needs to be done, done- before you collapse into an exhausted heap and pay the price for even trying.

Living that way is exhausting, and the protagonist’s response to their now mundane horror- really captures that experience. After awhile, you can acclimate to just about anything. That’s not to say that you don’t experience severe harm or haunting repercussions, necessarily- but that even things that sound so awful that other people want to dismiss them out of hand immediately for fear of further contemplation, or try to desperately convince themselves isn’t real, can’t be real- (because if it is real, what does that say about life?), they too- can become everyday horrors. Background droning.

Eventually, nothing registers with the same severity as it might to a horrified observer- people that you take steps to shelter from the brunt of the worst of it, because it’s embarrassing, it’s messy- here, it’s a pissed in office chair and your sloppy blood chunks splattering all over the floor like sewage. You can quite literally be dying, and well- life carries on, you know? You still have to commit to the grind, whether that’s trying to eke out your responsibilities, your social life, your hobbies- and sometimes, people get tired of it. Of your inadequacies.

Sometimes they can be politely disappointed, try to meet you halfway with that tupperware of brownies and board games: or other times, they point out how flimsy your creation is, how poorly it seems in comparison to work you made back when you were capable of greater ambitions. The careful calculus of energy expenditure, of unexpected accelerations and setbacks- the costs, social, monetary, physical: that come with living with chronic illness. It doesn’t matter if you died in your office chair last night. Just try to die in the bathroom to make it a little more convenient to clean up after next time.

Really haunting, but not necessarily for the surface level splashes of puke and blood and piss: more so for how it reflects real life.

I will note that I did end on a lighter note, which was a nice wrap up to my playthrough. Not saccharine, tired- but realistically pleased with what little can be done, with the hand of cards you have. I appreciate that rather than magically being cured by the power of friendship or whatever, the protagonist learns to adjust- learns how to live a life others might find unbearable, but is theirs, all the same.

Excerpt of the ending I attained.

As evening comes on, inevitably, the deterioration starts—it’s the coughing again this time (which is somehow your least favorite way to die, not that any of them are pleasant). You make your excuses and head home. But you’re feeling somehow… kind of okay about your life (such as it is).

Obviously, dying all the time is awful. You still wish this weren’t happening to you. But you’re adapting, and you’re carving out some kind of life in spite of it all. Maybe that’s enough.

7 Likes

Thank you for this lovely review, and the note about the mother and sisters—that is an excellent point that may just make it into a future release.

Just to clarify, this wasn’t a Petite Mort game—I don’t want to know how many hours I spent on it, but it was definitely more than four. :laughing:

5 Likes

Ah, I must have misread the label! My apologies. Still a very lovely experience. I’m starting to anticipate your parser releases almost as much as the choice based ones, now. Pretty impressive on your part, since normally getting me to play them is like pulling teeth!

3 Likes

RustjawBrian

This one didn’t quite land, for me. I want to begin with applauding Brian for the work he’s put into learning art, as of late- it’s been very rewarding to watch his progress after tons of cumulative, consistent work- and I’ve been very happy to occasionally chip in by offering constructive criticism, or more general thoughts/suggestions as an artist. To that end, the art in this is probably the highlight of it.

I had a vague feeling of where the game was going to go, based off of the first few passages- the hyper-detailed character selection screens for things that don’t particularly matter with respect to in game consequences/text variation, pop up notifications of relationship increases, story lines that are heavily geared towards romance- and after a quick skim of authorial comments, Brian did make mention of one of the heavyweights in that particular realm of Twine games* I was reminded of that people often poke fun at.

(*As in it is commonly used as a reference point/discussed there.)

Satire certainly has its place, and even fans of that genre of game can find it tedious to go through character selection out the wazoo, or find that the pacing of relationships is too quick, or that these games tend to become dominated by romance and worldbuilding or external plots can fall by the wayside. And, of course, there is a difference in highlighting a particularly well liked and successful game, as compared to grabbing a much smaller production in the same genre.

I think that this felt a little too mean spirited for me to particularly enjoy. Genre conventions help me personally to decide if I want to investigate a particular work further- and to that effect, romance is often a self indulgent experience: a chance to, yes, a bit silly in a text based game where it may not become super relevant, fine tune the character to better reflect either my self insert, or my original characters- particularly when that sort of representation can be difficult to find.

Yes- it may feel superfluous, or bloated if you’re used to by default, not having to think about that because it doesn’t register as something personally impacting you- but it does genuinely make me happy to see the option to more closely reflect aspects of myself in games that are tailored towards indulging that fantasy, and that encourage underrepresented populations to daydream and feel included, when they don’t often get that opportunity. Hair texture in particular is a very sensitive subject, and while descriptors like ‘limp’ or ‘layered’ are harmless enough to poke fun at, mentions of curly hair in the same vein don’t quite sit right with me.

Similarly, with the pronoun selection screen- as someone who is nonbinary, and uses they/them pronouns: that in particular left a nasty taste in my mouth. That they were established as the ones that another character chose to mock/make fun of the protagonist with, when they are typically used in order to not break immersion for marginalized individuals in games that focus on intimacy and romance- that felt a bit cruel. People deriding you for how you choose to be referred to is nothing new for trans and nonbinary people. It is a part of why I went back into the closet for many years.

These aren’t condemnations of Brian, or assumptions of his personal views- I have known him to be a very kind, compassionate man. I am indebted to him for the kindness he showed Dan in a very difficult time. But it is because of that, of knowing his character and that this is likely not coming from a place of bigotry, that I felt compelled to mention this in a write-up at all. I likely would not have bothered and kept it moving if I didn’t feel as if he may be open to the idea of at least reflecting on how this may have inadvertently landed poorly.

I will most likely refrain from voting on this particular entry for Ectocomp.

4 Likes

Forevermore: A Game of Writing HorrorStewart C Baker

This one was a cute, quick little run through. I had a good time with it- I mean, watching worms, delving deep and doubling down into the Gothic, being able to interact nicely and politely with NPCs: what’s not to love? Being able to ‘print’ a copy of the poem you wound up writing was very nice, and the updated text as you progressed in building your poem off to the side in a little page/book was a nice visual element.

I did not play through multiple times- as I was satisfied with the ending I achieved, (A Successful Draft,) but that there is an option for replay and it being such a small game that zipping through it quickly would be relatively painless, is really appealing with regards to interactivity. It being a slight game side steps the need for save reloading, which works in its favour.

Generally, a light, enjoyable game- perfect for squeezing in on a brief break. Bonus points for being about the Gothic.

5 Likes

I’m sure Brian can speak for himself, but may I put across my POV as I think some of the things in the game have quite a different intention in the choicescript game community of which he spends a fair bit of time so I think there might have been a miscommunication?

It is almost expected to have a pronoun select in COG and HG games if using anything but “you” or a premade character precisely so people can have their preferred pronouns to try and be more inclusive.

With the hair I agree it may have been better to have the texture and colour separate, but it kind of feels like a random assortment given there are options of straight, ringlets, layered, wavy. curled, under and overcuts mixed in with less desirable descriptors like “limp”. Along with the “you can’t be bald because you’ve brushed hair away”, it sort of feels like a quick aside rather than a serious character creation screen as you don’t get to do an involved selection for other things like height, skin tone, build etc.

Anyway, your opinion is of course completely valid and given it sounds that you have not been treated well for many years (for which I am sorry that happened), but I do feel like this game may have intended to be genuinely inclusive with the pronouns rather than it being intended to be cruel.

4 Likes

Thank your choosing to review my game!

My son helped test the game. I mentioned to him that a friend of mine online had found part of the game somewhat offensive. He asked which part, since he couldn’t think of any, and I said the part where you choose what pronouns people use while mocking you. I passed on the message and asked if he felt like that when testing and if I should respond or not. I asked him because he was the only tester of the full game (the others in the credits didn’t see that scene).

He said his impression when he reached that scene was that they were making fun of you and happened to be using your preferred pronouns while doing so, not that the pronouns themselves were the object of ridicule. And I can confirm that that was the intention when writing the game.

That doesn’t change your experience of it at all, of course, and the experience may remain negative. But I know for me there’s a difference between “this game makes me feel bad” and “the author personally hates me”. I want to reassure you that I support you personally and self-chosen pronouns in general, and am happy to support the emotional wellbeing of my friends and forum goers as much as possible!

Thanks again for your review!

9 Likes

I appreciate you sharing that with me, Brian. The relationship that you have with your son with your creative ventures is very sweet.

Of course. As mentioned, I didn’t come to an assumption like that, of personal hatred- precisely because I’ve had the pleasure of getting to know more about you as a person over the time I’ve been involved in IF. But the general reassurance is kind of you to offer.

5 Likes

I think I can see how michael drew the conclusion this was meanspirited because the wording is “What pronouns did they use to make fun of you?” [emphasis mine], which might be read as “what pronouns did they use as a means to make fun of you”. I also had this initial read, briefly. Wording is hard with these subjects but I hope that gives more insight, Brian!

5 Likes

Your Little HauntingChristina Nordlander

Attached is the transcript for my playthrough of Your Little Haunting.

transcript of your little haunting.pdf (88.1 KB)

This is more in the style of games I’d typically shy away from- puzzle-y, room-y parsers that I don’t quite feel comfortably competent playing, yet. I do still tend to get tripped up on even basic directions, (through no fault of the game or the author, of course, I actually thought that it was laid out quite clearly to skim through again! A small convenience of life- that very understandably was not added, as this was made under 4 hours- which is always impressive, to see people whip together parser works in such a small span of time, I don’t know how Amanda does it- would be that it’d be nice to enter ‘x kitchen’ or something to re-spit out the room description with all of the doors and such, but understandably excluded- but, all of that is to say, I actually had a lot of fun with this one, and it wasn’t as difficult as I thought it might be.

I did end up peeking at the provided source code a couple of times- mostly because I could not figure out for the life of me that ‘ghost’ was the name I should be using to examine the figure, (in hindsight, that should have been an earlier guess of mine, given the whole name of the piece- which, ties in quite well actually, given the surprise ending!), and also I was totally stumped on needing to hop back into the dark to grab the flashlight.

To be fair, the glowing ghost providing so much illumination does signal this fairly, I’m just not very practiced at the puzzle-y mindset with parsers: though I am getting better at remembering to take anything that isn’t nailed down and also looking at everything in sight. Towards the end, I wasn’t sure if I had somehow failed because of not turning it on before stepping out onto the porch- but a quick undo revealed that wouldn’t have changed very much at all.

Also, I found it kind of hilarious that I could keep feeding my little character slurps of water from the sink. I did feel kind of bad for hurting their stomach like that, but I was very curious to see if it would let me get a drink- it allowed several! Also, electrocuting the poor little rat bastard seems to have been an inevitable condition to progressing with regards to the ghost, so that’s fine, but I did find it really funny to go around touching and drinking and just generally being a menace to the environment. Though I do wonder if maybe I was the cause of their avoidable death from being poisoned by the water?? Oh no.

Very sparkly bit of fun to find out that I could play around with the sink, I didn’t anticipate that. Was a bit let down that the oven didn’t have similar interactivity from what I encountered, though I did try to steal the oven plates under the assumption we’d need to arm ourselves or something, and the snort of amusement from that image alone more than made up for it.

Overall, I had a great time, and asides from a few sticking points- most of which are on me, and the source code being right there helped me troubleshoot with just a quick skim, this was a super fun parser to play. I love how the title of the game comes full circle- it’s like when you find the words of the title in a picture book, or notice the cover illustration being re-used inside: it just ties everything together with a nice bow.

3 Likes

SundownCharm Cochran

This one made me particularly sad.

At its heart, the relationships really make this piece work- the spiteful husband, a child exhausted by conversations repeated so often it’s mind numbing, the quietly out of place but kind partner- they all feel real.

The mounting frustration Maya displays as her mother circles back repeatedly, interrogating her about a long dead dog, and its non-existent food: the steaks, all lined up and frozen in the freezer, presumably purchased to soothe her, stacked up not to feed a particularly tubby, ravenous dog: but most likely because the mother had wanted to see them go out and buy food for her beloved puppy, and it was just the result of multiple trips- or else she’d gotten agitated about potentially running out of steaks before they could grab another giant bag of dog food.

That one little detail really broke my heart- especially with the dog bowl being shoved into a forgotten cabinet, not out of carelessness or callousness- but because it hasn’t been needed in a very long time. Stuff involving kids and pets is always especially hard to swallow, and I did get teary eyed about the fact that a puppy was once loved so much, that not only was he given a burial with all the pomp of an engraved headstone, but also that even in her deteriorating health, her first thought was of her dog and his wellbeing.

More interactable sinks! And tubs! Very exciting. I was pleased to see that leaving the taps on did progress the story- there were small parts where I would get stuck, mostly in not realizing I needed to go back and double check the cabinets, but honestly, the repetition of swapping between Kendra and Maya and going through the rote motions of slight variations on the same old conversation was effective enough I didn’t really particularly mind. Being complicit alongside the protagonist as you cycle through the same choices really highlights why Maya is understandably getting frustrated, and eventually falls into silence, rather than wanting to chat with her mom for like the bazillionth time about the same dog who’s been dead for ages. (Also, the mention of ‘someone’ leaving the taps on, after I did so, was particularly haunting, given the context of the story and the role of memory.)

I felt terrible, leading her out into the woods, when Kendra told her to go lay down while Maya and her talked- but I figured I’d need to to continue on with the story. The sequence with the husband was really quite frightening- more so than the imaginary dog gnawing off her leg, though that was quite gross (in a positive way, this is horror after all!) and the cascade of questions flooding the screen was an excellent use of formatting to illustrate the swirling mess that’s her mind in that moment. Loved that. I usually hate timed text, but here, it enhanced the presentation for me, rather than detracted from it.

The husband was characterized very efficiently- devilish, handsome, spiteful. The life that is quickly sketched out- of her giving up everything to be with him, his untimely death- is tragic, and disquietingly all too common, when women are left destitute with dependents. I got shivers when he started hauling her by the hair and burying her alive. There’s something so desperately pathetic about her digging for her limb and not even making much headway in the dirt- of course, you’d need your leg to get walking, a completely reasonable statement in an absurd scenario, of her dragging herself along with broken bones- to imagine her suffering on the forest floor is sad, and scary, and pitiful.

That moment where she wants to desperately protect her daughter, to inform her of what it’s like to be a woman, what men will do to you as one- really tugged on my heartstrings. As a parent, the number one thing you want to do is to keep your child safe- it’s one of the first promises you make, when you get to hold them in your arms at long last: a teeny, tiny, fragile little life, one that you want to hold safe and secure and snuggle up away from the horrors of the world that’s hurt you so terribly. The overwhelming love and terror you feel when you realize that this little part of your heart is out in the world, and vulnerable just the same as you or I- that’s something that changes you as a person, I think.

It’s so, so sad- and her leaning into the comfort of her child, the role reversal inherent in her mother losing her mental faculties and regressing into vulnerability- it’s just so intensely human. She’s not all the way there, but I don’t question that she loved her child- was proud of who her baby became, whether that was on the cusp of being in highschool, or while trying to shelter her from the hardships she’d faced as a woman herself. She’s, well, you know- old fashioned, rude- about clothing, and appearance, and wildly confused as to why her child’s dress is discordant with her memory: but beneath that, I do still pick up on a deep sense of maternal love, even if she’s a bit misguided. To be able to weave such a sympathetic character takes a lot of delicacy and grace, and Charm pulled it off well.

Also, the formatting of this in general was just lovely. The progression of the story demarcated by the rush towards night and cooler colours in the UI, Sundown as both visual styling/framing and as applied to changes in condition in memory disorders, the placement of the rooms so that it felt intuitive to navigate between them on screen- just really wonderful packaging of a very sad story. I love how the layout of the house is reflected in positioning on screen, just like that cult-y religious story of Charm’s from awhile back, and the little pop up dialogue boxes to examine items was also a nice nod to blending aspects of parser games and choice ones. Lovely synthesis overall between the two.

I love Charm’s work in general, and I’m pleased that this one continues that trend.

5 Likes

Fireboatfos1

Attached is the transcript for my playthrough of Fireboat.

transcript of fireboat.pdf (186.5 KB)

Good God, I struggled with the directions in this game.

That out of the way- I did manage to win this, though there were moments where I contemplated throwing in the towel- you can see me absolutely flailing around with how to do what I knew needed to be done- turns out that re-visiting the passage and more carefully re-reading at what exactly I was supposed to be blasting at did fix that. Admittedly, I felt a bit silly once I realized, but man, was it frustrating, knowing I needed to interact with the cannon or its controls in some way, and not being able to!

The heads up on information from the ghosts being ephemeral and to note it down was a very generous move, though I didn’t find myself needing to do so. Thankfully, this game doesn’t appear to be on any sort of timers, judging from my captain’s incompetent thrashing and wandering around and staring at windows that don’t exist- Kent’s having a bit of a hard day, alright? He is after all, seeing ghosts. And anyway, even with me doing the equivalent of throwing him into the wall repeatedly, or almost falling off of the boat, he did manage to save NYC, yay!

I did go ahead and open up the trailer to also see the bad ending, which was kinda funny- instantaneous death is usually something I dislike in games, but it was so well signal posted that I didn’t find it unfair, and it was just an undo away from being resolved, thankfully, since I didn’t save at any point.

While a bit annoying to mash around on the controls with, given the use of maritime directions- the game wasn’t so cruel as to launch the captain into the Hudson when I misstepped, or have the bomb go off while Kent was trying to remember how to sit in chairs, or flicking switches aimlessly, so it balances out. Also, I am not an efficient or practiced puzzle solver, and I managed to finish this by sniffing after the mentioned breadcrumbs, so it is a very well written game in the sense of it gently shepherding you to fail forwards- such as wasting time by scrounging around Lady Liberty not immediately resulting in all of NYC blowing up because you just had to see all that green metal (though I did try the trawler first, because of the note mentioning boat space. I was just hopelessly lost and wondered if it might progress the story.)

My one major question is what’s the deal with the Mate being there if he’s not particularly useful in any way- unless I missed something in my playthrough- which is, of course, entirely possible. I don’t really get it. Tried talking to him, but didn’t get too far. It kind of feels like we ought to be able to talk to him about uh, commandeering the fire cannons to shoot a terrorist, or the fact that we did in fact find him? Maybe we could and I didn’t stumble across that dialog tree… The redundancy in the charts/map showing the same directions as staring at the dial is a nice touch, but I didn’t really find it useful since I could just stare at the dial for a bit and then try to figure out from context where we ought to go next.

Still, I had fun overall, and any undercutting of the pacing’s tension lies with the fact I don’t know normal cardinal directions, let alone maritime ones- not with the game itself. A bit of a campy adventure story, very action movie-ish, and good fun.

5 Likes

your life, and nothing elseLionstooth

I don’t think that I was quite the right audience for this game- in that liminal horror in of itself, while fun to toy around with as an additional element to a larger work, in of itself, doesn’t quite compel me. In cases where it has worked, it’s typically a result of inverting the horror into not being of their surroundings, but of the protagonist’s emotional vulnerability when permanently surrounded by reminders of how lonely they are, and wondering what happened to other people- both the ones they left behind, and those they will never meet.

It’s for that reason that level -69 of the backrooms, for example, is more compelling to me than one that has explicitly hostile entities and you cowering in your car: wandering safe, but devoid of life asphalt highways endlessly, surrounded by the implication that many people once travelled here, had lives to go from and get to- lovers at home, children to tuck into bed, a workplace to grind out the day alongside coworkers: people who would have, should have, maybe do still- miss them. (And the personal fear of becoming forgotten, or lost, just like them.) It’s much less scary to be scrambling around to avoid hostile entities, rather than being haunted by the reminder that you are so terribly alone. Easier not to think about the long term repercussions when you’re fighting for your life. (The real horror creeps in when you think that you’re safe.)

That being said, when looking at this in the light of a game that is trying to use liminal horror, I think it did a pretty good job of that. I especially liked the detail about the fridge inexplicably being re-stocked, and the disorientation of the stairs not lining up as they ought to in terms of distance travelled: small blips on an everyday radar that more subtly hint that something is amiss, than the bizarre labels on the mailbox.

I was a little unclear towards the later half of the story what precisely was going on- though I think this was meant to be a nod to the underworld, (given Asphodel being mentioned in the name of the apartment complex, the inability to leave the actual building all of these people are trapped inside of,) and that the mention of the wolf is supposed to be representative of Cerebus? Personally, the transition between hints of things being slightly off kilter, and escalating into full bore survival horror, did not really work for me- it felt a bit jarringly rushed.

I always like games where you can be nice towards the NPCs, though, so bonus points for being able to get your neighbours a glass of water from the nice dispenser, or fruit for your other one across the hall. One of the more effective moments of horror here for me was when she was shovelling rotten fruit into her mouth- gnashing up chunks of mould and rot is gross and scary, but also ties in well with the protagonist’s implied disordered eating as a reflection of their own troubled relationship with food (as hinted at with the fridge and such- it felt like a good conveyance that built on the character in an organic way, with their not wanting to eat breakfast like, ever, even though the others do and request snacks and such.)

If you like liminal horror, and find the joy in those pieces specifically in their exploration of an area’s liminality, I think you will really like this one.

3 Likes

do not let your left hand knowEdmund

Another face I was happy to see in the competition- it’s always a treat to see what your friends write, doubly so if it slots into areas of your existing interest. I love changelings, and more existential horror- and funny enough, parasitism, too.

This actually reminded me of several things I like- the book, The Moorchild, which is lovingly dedicated to “to all children who have ever felt different,” Mira Grant’s Parasitology novels, and some fun I had with a character a long time ago that’s made a bit of a resurgence in revisiting an old theme.

The connection to the Moorchild is a bit more obvious- it is a story about a young changeling girl, who through no fault of her own, replaces a human baby. It details her struggles with growing up and not fitting in- standing head and shoulders above the other children, with strange hair and variable eyes, and parents who love her- but grieve for their other baby, too.

She’s torn between worlds- not fitting in with the humans, not fitting in with the fairies- and she finds solace in companionship with a young boy who is also an outcast: wandering around the moors with his flock willingly, playing music, dreaming of running away from all of this and finding ‘more story’ out there, as one of my other favourite book series has the protagonist proclaim, when she rejects settling and marrying into a safe, placid life.

That friendship reminded me of the dynamic between ‘Monica’ and Vivienne- in that they were both ‘outsiders’ in their lives, (borrowed, or self made) and found solace in one aother, even if it was slightly disjointed, what with sudden jerking and spasms of a body that was never really meant to be hers to begin with.

Also, given some medical historians believe that historical cases of changelings may have been assorted manifestations of disorders, including autism- in conjunction with how many of the ways to forcibly expel a changeling are cruel, in that they strive to harm the false baby enough to get the fairies to come back and reclaim the baby- like boiling them alive, for one, though gentler manifestations involve boiling an egg in a bizarre fashion and showing it to them to trick them into exclaiming and using speech beyond their baby years, it makes a really fantastic parallel to the transphobia that Vivienne faced- the horror inherent in you are not my child, because my ‘normal’ child would not act like this, and I am willing to hurt you to reclaim them, when that was never a possibility to begin with: only cruelty, only rejection.

As for Parasitology, that brings me also around to the character arc I’ve played around with in the past/am playing with now in the TTRPG with Grayson and Jinx. In the books, the parasite takes over the host’s body, which has left her essentially brain dead: there is no more girl her father once knew, only something wearing her face like a cruel joke. Her father is horrified, and torn between whether to embrace her or shoot her: she’s detained at some point as he desperately tries to find a way to undo what cannot be undone.

The little worm is actually the main character of the story- and she has a dog, a boyfriend, a sort of pseudo mother figure, and makes a life for herself: while hollowing out the carcass of the woman who died, so that she could live. She grapples with the guilt from how her existence came to be, much like ‘Monica’ does, and it’s a fascinating character arc. To want to live, while knowing that someone else has to die to let you do so.

In my own explorations of a similar theme- a loss of bodily control, of grappling for your mental faculties and it being an uphill battle, the discomfort in inhabiting a skin that isn’t yours to claim: it has previously been used as a manifestation of the control in an abusive relationship with a telekinetic who could puppet his partner’s body: to become a highly efficient team to do objectively good things, at the price of never being able to escape him: the sense of his touch, his desire, his invasion of his body to claim for his own, to bend to his will.

It was a reflection of some of my own experiences at the time- and it was a deeply nauseating, but fulfilling thing to explore in the safe confines of writing at the time: it helped me process a lot about big, overwhelming trauma. In the current iteration of exploring in that space- it’s more so about the incompetencies of those stagnant in power, in questioning in whose hands is it to judge a life worth living, and how far a parent’s love will go for the sake of their child’s happiness.

Grappling with control of your body is a deeply powerful space to explore, and Edmund has done a fantastic job, weaving it alongside feelings of purposelessness and trans stories. Really loved this one.

For what it’s worth, I ended up going with the right hand on my first play through, (so the Lisa ending) though I did tab back to check out the left’s ending, as Jinx’s lovely template made that very easy to do. For me, the idea of that sort of powerlessness, that intense helplessness where you’re not even in control of yourself, an invasion in what should be your one bastion of safety and self assurance- that if nothing else can be controlled, you can at least master yourself: is horrific, and violating, and one that I cannot see myself choosing to cede over to another willingly. Both are very satisfying, well written endings, though!

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Hi Machael,

Thank you for the very kind and detailed post. I spent most of my career aboard ships so it felt natural for me to have a maritime theme in my games. This is my second on a boat. I probably won’t go that direction again, pardon the pun… :wink:

It was my intent to make a quick game with a non-threatening spooky atmosphere.

Thank you very much for playing and leaving such a nice review. It is my best work yet! (stepping stones)

PS. I intended for the Chief Mate to have a larger role. I just ran out of time. My coding skills are still so slow.

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YARRYZachary Dillon

I thought that I might like this game more, since parenting is something close to my heart- but it didn’t quite click, at least not horror wise. The relationships painted in the game are solid, for what we see of them, and I did enjoy gilmpses into their married life and their parenting dynamic. I wound up with about a 80/20 split on Larry v. Yarry by the end of the game.

From the standpoint of a work of horror where the idea of being replaced by someone who isn’t quite you, this falls flat for me. Small bits like the interaction with the barista, his wife, and the forms being filled out with the incorrect name could imply a bit of a supernatural touch- since we see that it’s not just his son mangling his name, but his wife is going along with it, and he’s supposedly telling people the wrong name while not being aware of it, as well as filling out paperwork incorrectly?

From the perspective of this instead being a story about the loss of identity that comes with becoming a parent, especially for a first time parent, and to a child who is undergoing that difficult terrible two’s to threenagers temper tantrum stage, where parental preference can reverse sharply: it becomes more compelling, and to that end, I think is actually quite effective.

Then, the above strangeness can be chalked up to the intense fatigue and sleep deprivation of those early years, and the horror is not in some random Yarry entity, but in how he’s falling apart at the seams because those early years of parenting are brutal. The projection onto his child of previous frustrations with an employer manifesting as those aggravations continuing to haunt him through his waking hours also does make a bit more sense than there being an extant entity.

Even then, though- it’s not a story I find particularly scary. I think it would be more scary if there was an external parasitic or supernatural Yarry floating around, but I think that the story is stronger when viewed instead as a nod to the tribulations of parenting- and in that lens, I just feel a tired pang of empathy for another parent dealing with a colicky, screaming baby. In terms of realism, with frustration in early co-parenting, it’s a very accomplished work.

All in all, I have some mixed feelings about the piece- if I view it in the light of a supernatural horror, then it’s scarier, but less effective. If instead, I view it as a portrayal of parenting, it becomes far more effective, but then doesn’t feel at all like a horror story to me. Bit unsure of where to stand on it. It’s well worth the quick playtime to try out, though, if you are a parent, or curious about what the less glamorous side of parenting might look like.

Lawrence is a lovely name, but I always saw the nickname of it being Laurie, rather than Larry, which I also found sort of funny. I think it’s because I’m more used to the spelling Laurence, rather than with the ‘w.’

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I did find this very scary. I think a lot of parents of kids that age feel body-snatched. More than a loss of identity. And many people whether they will admit it or not feel angry and resentful of this. And when kids get really, really difficult and there aren’t any sweet lovey times, that resentment can creep. See: The Babadook. But the idea of being erased, consumed by a screaming little monster who suddenly hates you for no good reason… that’s scary. I also found horror in wondering what Larry might do to keep his identity as the status bar crept closer to his erasure.

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