Mike Russo's IF Comp 2021 Reviews

I mean, I’m happy that almost all of the reviewers so far have found something different in Smart Theory. The game has a contemporary political edge, for sure, but (at least personally) that’s not all it’s about.

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Thanks for the bug report! Honestly, the description of which way the pole is tipping is an artifact of a version of the puzzle that didn’t show you how much stuff was in each bucket, and it’s pretty redundant now, so rather than fixing it I think I’m just going to remove it.

Glad you enjoyed the game!

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Oh, that’s interesting! Thanks for sharing, and for responding with such grace. If I didn’t pick up on all the subtext, the fault is probably mine - dunno if you saw the first post, but I’ve got a one-month-old at home and am pretty sleep deprived, so my ability to recognize nuance is not great right now. I think part of what happened is that there were some very specific references, like to White Fragility and the repeated mentions that this is an academic discipline being discussed. This is maybe part of the challenge of this kind of game - the line between making references that are too on-the-nose and having things be going vague for folks to get the satire can be pretty narrow. But sounds like folks are getting different things out of it, which is the key thing.

Oh, that’s great news - I’ll try to go back and give the game another go!

After-Words, by fireisnormal

There’s lots of high-concept IF, but those concepts usually focus on a specific gameplay gimmick or unique setting – After-Words, meanwhile takes the road less traveled by adopting a constraint on the writing. Every sentence, description, and response in the game is at most two words long. There are two different ways you could go with this: one would be to keep things as stripped-down and literal as possible, to make sure the player always understands exactly what’s going on despite the limited number of words available to communicate; the other would be to use evocative language, neologisms, and metaphor to paint a picture and engage the emotions, even at the risk of leaving the player a bit at sea. After-Words opts for the latter approach, which makes for a more fun game overall though I did spend some time floundering.

The game elements are pretty unique, too. After-Words uses a custom web-based interface that’s narrowly-tailored to what it does. The main screen shows an icon-based grid map that you can directly navigate with arrows, gives you an interface element to toggle between your two available actions (looking and interacting), and features a small window for the text describing what you see in each location. You’re exploring a surreal city, most of which is initially gated off – unlocking the various barriers so you can open up the full grid takes up most of the game’s running time, and this is largely done via a series of simple item-based interactions. Sometimes this is as simple as using a coin to pay a bridge’s toll, but usually there’s some leap of logic required, based on interpreting the fantastical world sketched out by the game’s dreamlike language: figuring out how to repair the city’s screaming gunflowers, or how to impress the backflipping flickerking.

There’s only a minimal amount of story or context here – you’re solving puzzles because you’re a player and supposed to solve puzzles – but the writing does a good job of presenting a consistent world, and key themes do emerge: there’s a strong elemental vibe to the different districts of the city, religious practice seems to be a central concern of its residents, and what technology exists is bespoke, near-organic.

Getting to see new parts of the map, then, also means learning more about this strange, intriguing place, and solving the puzzles similarly provides a sense of the rules that govern it. I found this gameplay loop effective for about the first two-thirds of the running time. In the last ten minutes or so, the large number of open locations and slightly bigger inventory (previously there’d only been one or two items carried at a time) made it harder to intuit what steps would lead to progress, and reduced me to lawnmowering my way through the map. But overall I’d judge After-Words an experiment that succeeds – I just wouldn’t be shy about using the built-in hints to prevent it from wearing thin in the late-game.

Highlight : One location, described as the city’s “stochastic court”, just intrigued me no measure, and I spend a few minutes spinning out possible interpretations for what the legal system here could look like.

Lowlight : There’s one interaction – receiving a benediction from “in-sects” who inhabit the city’s “seahives” – that seems to break the two-word-sentence rule: ”our – buzz – blessing – buzz” only skates by on a technicality.

How I failed the author : As with many of the choice-based games, I played After-Words on my phone in between taking care of the baby, which wasn’t the best way to experience the game – using Safari to play it online, the top-of-window options (including save and load functionality, as well as hints and a walkthrough) weren’t visible, and using inventory items required a lot of awkward scrolling up and down. Dipping back in on my desktop makes the game a much smoother experience.

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Recon, by Carlos Pamies

Back in the early 90s, every once in a while I would come across a game that was full of style but didn’t make much sense (typically it would be some kind of French adventure game or RPG, with an 80-page novella in the manual that somehow just made things even harder to understand), and I’d be dragged through a confusing plot and obscure gameplay by sheer force of aesthetics. Recon keeps this tradition alive: I wasn’t really clear on the characters, stakes, and setting until the final few sequences, and my understanding of what was going on changed radically a couple of times, and not in ways that I think were intended. And the puzzles are a mix of clever and off-the-wall. But there was enough verve on display to largely carry me through my time with the game.

Recon’s first impression is a pretty accurate slice of what you’re in for. The cover image is a gorgeous slab of sci-fi, and the title and chapter screens continue the high production values. Then you’re dumped into a bar with a kitten, and asked to participate in the world’s most awkward character-customization process (you’re required to specify your skin color, which can be “Nordic”, “Caucasian”, “Ethiopic”, “America”, or “Oriental”) As this opening sequence proceeds, it becomes clear that you’re there to check on two of your allies, “X” and “Equis” (it turns out these are actually the same person), and you’re up against the jackbooted thugs of “Faro”, which is not a gang boss as I first thought (nor a card game or grain, for that matter) but an evil corporation that calls the shots in this dystopia.

Things clear up a bit from there, but only a bit, and beyond this Faro mix-up, I also had at least two other moments where a glancing reference or new development made me realize I had deeply misunderstood the main character’s situation and motivation (the others turned on the “Recon” group that the main character leads, and the ending’s indication that a functioning court system exists and can actually bring down the mighty Faro). The writing is also often a bit off-kilter, contributing to this discombobulated mood – there aren’t too many typos or out-and-out errors, but the syntax and word choice are often strange in a way I associate with translated works or writing from folks whose native language isn’t English – it’s not necessarily bad, but it’s often hard to scan and understand.

Fortunately, the game is well-paced and doesn’t require you to understand the big picture to work through. Each of its chapters is structured similarly, with a bunch of story progression and narrative choices building up to a major puzzle that gates progress. These are all one-of-a-kind, running from an adventure-game style search of X’s house to pattern-recognition tests. Many feature some fun fourth-wall breaking, and you’ll see substantially different puzzles depending on which of the major midgame branches you go down. Some are a little too out there, I thought – even looking at the walkthrough, I don’t understand the Morse code puzzle. But luckily, that walkthrough is comprehensive, and also boasts impressive layout and design. Once I used it to reach the end, I was able to appreciate the aesthetic experience Recon provides – but I do with there’d been some more careful worldbuilding, clearer writing, and better-clued puzzles to go alongside.

Highlight: There’s a surprising amount of interactivity in the mid-game – there’s a major branch that meant I ran into completely different plot and challenges than the ones the walkthrough described, and there seems to be a good scope for different choices in how you treat a potential ally to lead to different results.

Lowlight: The game doesn’t have content warnings, but I would have appreciated one since a late-game sequence features an interrogation that does spill over into what I’d consider torture – most of your options involve verbal coercion, but there is a “hit” option. Making this sequence even less enjoyable, I ran into a bug after failing it the first time, as once the interrogation restarted I was missing some of the options needed to progress (I could no longer try to blackmail, or press for a confession), and after I gave up and checked the walkthrough, it turned out that the intended solution is actually pretty counterintuitive since you need to get the target’s stress level outside of the range marked “optimum” to succeed.

How I failed the author: I just did not get what was happening for like 90% of the game, and I can’t imagine that my generally fuzzy-brained state (Henry’s been having some congestion and not sleeping as well as usual, poor thing) helped matters.

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Hi Mike!

Thanks for the time and your deep review of my IF.

Most of the reviews I’m receiving are focused on the problem with the language. (Noted for next tryouts) Apart from that, I don’t get what you find messy or unclear throughout the story, if you could be more specific it would help me a lot for this and following stories.

Did not see the interrogation part as you did, but I think you are right and I should have thought better of it. (I’m sorry you had problems with that part, I’ll try to fix them. The optimum spot will be misaligned depending on the size of the screen.)

Once again, thanks for all the tips and I’m glad that you at least enjoyed it even if only a little.

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Hi Carlos – I did indeed enjoy your game! Sometimes it’s fun to play something that has some dream-logic, and it’s well-paced which counts for a lot.

A little more on the plot points I found hard to understand behind a spoiler-block – though I should say I have a newborn and am pretty sleep-deprived lately, so these misunderstandings could well be just me being braindead!

Let’s see, I found two pieces of the setup unclear, and then the ending made me think there was a third major thing I’d missed. First, the main character seems at first like a loner – we meet him on his own, in a bar, and he doesn’t seem to have close allies other than X/Equis. But the stuff later on where he recruits the racoon into the Recon group made him seem like he’s more of a gang leader, and has a crew of followers. So that was surprising, since I don’t think that had been previously established. Second, Faro seemed like it meant a dictator or gang leader (I think I associate post-apocalyptic stories with gangs!) – I hadn’t realized we were in a corporate-dominated dystopia until breaking into their offices, and again, that made me feel like I’d misunderstood the world. Finally, I remember the ending text saying something about how I was able to give evidence of Faro’s bad actions to the courts, which shut it down. This made it seem like there was a strong government with authority above Faro’s, which again I hadn’t gotten an inkling of previously – it seemed like there weren’t any independent institutions like that, which is why the main character had resorted to guerilla activity.

On the interrogation puzzle, I was playing on my iPhone, using Safari, so that might have been responsible for the misalignment. It’s great you provided a walkthrough!

The Last Night of Alexisgrad, by Milo van Mesdag

Alexisgrad has a grabby premise and a killer gimmick I don’t think I’ve seen before in the Comp. Start with the premise: we’re in a fantasy world, albeit a grounded one whose politics and social organization seem quite resonant with our own circa the late 18th/early 19th century. The title city wrested its independence from an authoritarian monarchy some time ago, but has recently been weakened by a bout of Paris Commune-style internecine violence, and now the monarchy’s armies are coming to reclaim what they lost so long ago. And as the blurb makes clear, they will succeed: the game is about how the fall of Alexisgrad plays out, not whether it will.

I love this setup – the time period and politics being invoked are ones that personally appeal to me, and knowing the outcome makes it a bit fatalistic, sure, but that gives the player more freedom to try to create an interesting story, rather than focusing on optimizing their outcomes. Or I should say “players”, since that’s the gimmick: this is a two-player game, with one person making choices for the city’s dictator and the other taking on the role of the kingdom’s general. Here again the foreordained result is a good design decision, setting up this multiplayer experience as one of collaborative storytelling rather than an opportunity for cutthroat PvP.

Unfortunately, I found the actual implementation of the story didn’t live up to my (perhaps too-high) expectations. I played through twice, once on each side, and while the dictator’s side of the story was a bit more engaging, both times the experience fell a little flat, and petered out rather than reaching a satisfying climax. Partly this is down to the writing feeling like it could use an editing pass to tighten up – there’s a lot of description of the city’s architecture and history in the early going, as well as ruminations on the current situation, and while the substance is good it sometimes feels a bit repetitive, with the same idea or fact being restated two or three times without offering any new information. Relatedly, the game features long passages between choices, which is a solid decision that minimizes the amount of back-and-forth required between the players, but sometimes exacerbate the sometimes tension-deflating flabbiness of the prose.

The bigger issue, though, is that the choices generally didn’t feel especially interesting or consequential on either side, with no real surprises or aces up their sleeve on either side. The early ones primarily focus on the defense of the city, but the kingdom’s forces are so overwhelming that the stakes never feel especially high – not only is the outcome never in doubt, I never felt like the dictator had much ability to exact any real pain along the way or play for extra time. Then in the second half, there’s an extended negotiation between the two characters over the terms of surrender, but again the dictator doesn’t have any real leverage and it’s not clear whether the general has much autonomy to create significantly different post-war settlements. The most interesting options in this section involve digging into the recent history of the city, and the attitudes of the two characters towards the revolution are satisfying to explore, but this really feels like idle conversation, with no substantial impact on future events.

It’s a shame because I can imagine some fun dilemmas spinning out of this setup, where the two-player gameplay would add a note of uncertainty. If the dictator had some card to play in negotiations, they could be forced to decide which of the city’s freedoms to protect, for example, or the general could decide whether they want to prop up one of the city’s factions against the other in the occupation. So while I don’t think this incarnation of Last Night of Alexisgrad quite succeeds, it’s definitely a promising proof-of-concept for an IF two-hander and I hope there’s more to come from this author in the future!

Highlight : The dictator’s opening text is very compelling, dramatizing the impact of the invasion by describing the dictator’s recent political work, and how it suddenly no matters in the slightest.

Lowlight : In my second play-through, where I was making decisions for the dictator, I tried to make the conquest as painful as possible, and be more confrontational in the conversation with the general. None of my efforts seem to slow them down in the slightest, and then the general had me summarily shot.

How I failed the author : I couldn’t schedule a time to sit down and play through the game in a single sitting with a partner, so I had to play asynchronously, with gaps between DMs with my partner (thanks @jade!)

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Congratulations on the baby!

I can see where you aiming at.

Maybe is not clear enough how big is the group that the main character leads.
On the other hand, cyberpunk recreation bases its stories on large corporations that have gained so much power that they almost compete with the government, but that doesn’t mean it does not exist! But I will see if I can change anything to make it clearer.

If you’ve made some notes during the reading or transcripts I’ll be glad if you send them to me.
Thanks for all again!!

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Silicon and Cells, by Nic Barkdull and Matthew Borgard

As I’ve mentioned in other reviews, I have evolving views about custom parsers, but at this point in the Comp I’m starting to realize I should probably develop some thoughts about custom choice engines too! Happily, it’s Silicon and Cells that occasions the thought because it’s a really impressive piece of work. It’s got an attractive visual design, with a nice color scheme and the ability to display graphics; the text is clean, large, and readable; it’s quickly to user clicks; and it’s got support for timed events and other bells and whistles.

The engine’s in service of a game that’s on the more systemic side of the choice-based spectrum, as you guide a plucky heroine through a heist and subsequent investigations in a cyberpunk world. The hook here is that through the course of the game, you pick up a variety of Deus-Ex-style abilities – for each slot, you get a choice of either psionic or cybernetic options which works a little differently – that open up new choices if they’re activated at the appropriate time. You only have limited energy, though, so you’ll usually need to decide which to have powered up. In most sequences, you can freely reallocate energy so you can lawnmower your way through the options, but there are some timed events where preparation – or manual dexterity in clicking to shift energy – will lead to better outcomes.

It’s this system that gives rise to the “metroidvania” tag in the blurb, as you spend a good amount of time looping back over previous locations to see whether a newly-acquired ability has unlocked any new possibilities. This is just as satisfying here as it is in a traditional side-scroller, too, so it’s neat to see the mechanic deployed in a radically different genre.

As for the story behind this system, it’s a solid one, though Silicon and Cells is less innovative on this side of things. The introduction feels rather abrupt, as we’re thrown into an expository conversation as Jaya, the protagonist, meets with a mentor character to gain her first ability in service of her planned heist of a high-rolling casino. It took me a little while to feel like I was up to speed on why we were doing this heist and how the characters related – plus I found Jaya was a bit of a cipher at first.

This initial awkwardness goes away reasonably quickly, though, as the momentum of the heist – and its fallout – creates immediate goals, and Jaya begins to develop more of a personality. She’s an appealing figure, from one of the city’s slums but trying to do better not just for herself and her community, and as the plot expands in scope, you wind up getting the chance to make decisions that can have a really significant impact. Most of the main beats are things you’ve seen before in cyberpunk stories – there’s an all-powerful AI running the city, a corporation with shady motives, a circle of founding hackers with messy personal fallout – but it’s all well executed, and the different environments and challenges provide good variety. There’s a fantasy MUD that’s the playground of one of the aforementioned hackers, the casino, which has some working gambling games to play (though I think I found a bug where I couldn’t win at the Yes/No/Go game in the Pearly Gates section, albeit I had so much money by that point it didn’t matter), and various cyberspace archives and corporate HQs, all rendered in tight prose that provides just enough detail to be memorable. Overall, by the ending, I invested in the story, and satisfied with how the choices I’d made – both about gear and about people – wound up playing out. I know download-only games sometimes don’t get as much attention, especially if they’re choice-based, but this one’s definitely worth a play.

Highlight : I enjoyed the MUD pastiche, from the realistically-annoying veteran player to the bartender who uses timed-text to deliver a well-paced joke.

Lowlight : the plot thread involving the casino owner felt a bit underdeveloped to me, which was too bad since I enjoyed the initial verbal sparring with her and would have enjoyed seeing it go somewhere –possibly there are alternate approaches where she plays more of a role in the endgame, though.

How I failed the author : the timed events are fun and well-designed, but I’m clumsy with my laptop’s touchpad in the best of circumstances (I haven’t had much chance to sit down at a desk these last few weeks) so reallocating energy to my mods in real time was very hard. Fortunately the game’s forgiving, and autoresolved the key challenges in my favor even when I was flailing, though I was embarrassed that it basically wound up playing itself.

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Plane Walker, by Jack Comfort

If you’ve ever perused the IF Comp guidelines for authors, it’s hard to miss that there’s a single recommendation that looms larger than all the others, especially for parser games: in a big bold heading right at the top of the document, it booms “playtest your game (and credit your testers).” Plane Walker sure seems like it didn’t mind the first part of this admonition, and it definitely didn’t follow the second, and as a result, a promising puzzle game with some clever math-based mechanics was for me an exercise in frustration, nit-picking, and authorial mind-reading. There’s fun to be had here, but if there’s any prospect of an update or post-Comp release, I’d hold off until there’s a more battle-tested version of the game available to play.

(Fair warning that I’m going to spoil a couple of the puzzles in the remainder of this review – I’m not putting them in spoiler text because I don’t think they’re really solvable in the current version of the game, so a push in the right direction is more likely to make the game more enjoyable rather than less).

Plane Walker doesn’t give the greatest first impression. The very first character of the game is a superfluous space that awkwardly offsets the opening text, which is a single too-long paragraph saying you’re somehow alone on a plane and are suffering from amnesia (sigh). There’s no ABOUT or HELP text, and the player character is as good looking as ever. One of the first puzzles requires typing X SEATS twice, with a critical item only being revealed after the second time; the second needs you to spell out an action with absurd specificity (you need to break open a keypad, but HIT KEYPAD WITH STICK doesn’t work – you need to go through the specific keys one by one to find one that’s susceptible to brute force); and the third is a trial-and-error exercise with a time limit (Plane Walker will kill you, including one open-the-door-and-die sequence in the midgame, so definitely make saves).

Things improve a little once you reach the second major area. The environment opens up a bit, something like a plot slowly starts to emerge, and there are a couple of really clever puzzles – though again, they aren’t really clued. For example, the major puzzles in this section require exploring some math books by literally entering them, but the possibility of doing so, much less the mechanism for doing so, isn’t suggested anywhere as far as I could tell.

Once I went to the walkthrough and got over that hump, I was able to get my teeth into things, but again, too many of the puzzles are undermotivated. The best of them involves turning yourself imaginary – in the mathematical sense – to explore the second half of the area. The steps you take to do this are fun and make sense, but the problem is there’s no reason to think it should accomplish anything: trying to access the locked-off areas before you solve this puzzle gives you a failure message saying you’re worried about getting lost, which has nothing to do with the intended solution.

Making matters worse, implementation is spotty throughout. I didn’t run into bugs as such, but there are a host of typos, unimplemented synonyms, disambiguation issues, guess-the-verb puzzles, and actions requiring very fiddly, specific syntax to succeed. It all adds up to frustration, and makes the trial-and-error the opaque puzzle design often requires even more annoying.

Again, this is a real shame. I did start to enjoy some of the puzzles, and while the story doesn’t really make sense, I did like the pieces of it that I understood, which see you dragooned into a secret war between mathematical planes. There’s a version of Plane Walker that’s a tough-as-nails but fair old-school puzzler, but that’s unfortunately not the one we currently have.

Highlight: By the endgame, either I’d tuned into the game’s wavelength, or the author had mercy and decided to make the climactic puzzles easier (always a good practice) – either way I found the last challenge fair and fun.

Lowlight: OK, I’m going to spoil a puzzle. To get through a particular barrier, you need to turn yourself two-dimensional, which is a cool idea! However, the way you do this is you pick up an anvil with a hole in it, cut a strange rope you find embedded in the ceiling (you need to cut it with a broadsword – if you try to cut it with your handsaw, you get a default “that would achieve little” error), tie it to the anvil, and then tie the other end to an iron bar in a supply closet. I can’t reconstruct the logic behind even a single step of this process!

How I failed the author: this is another one where I think the impatience caused by my new parenthood was actually helpful – I went to the walkthrough relatively quickly, which was definitely the right move.

planewalker - mr.txt (199.8 KB)

Beneath Fenwick, by Pete Gardner

The blurb for Beneath Fenwick says its genre is “suspense, with horror overtones”, but the opening of this parser-aping Twine game couldn’t be hitting the Lovecraft notes harder if it tried. The protagonist is on a creepy old bus, being driven towards an isolated New England town, and once you arrive the dilapidated architecture, pug-ugly inhabitants, and even the creepy grocery store invoke Shadow Over Innsmouth so directly that it’s clearly intentional. The story doesn’t stick too closely to that template – we’re in the present day, not the 1920s, and rather than being alone, the botany-student protagonist (named… Hedgerow) arrives alongside her boyfriend, as they’re both planning on attending the local college – but I wound up wishing it had stuck with the horror tropes more fully, as the story wound up slowing down in its last half before ending a bit too abruptly. And while I usually enjoy the puzzley gameplay this kind of Twine game enables, Beneath Fenwick could have benefitted from leaning into its choice-based nature a little more fully.

Starting with the second piece first, the game’s interface does a really good job of mimicking parser conventions. Notably bits of scenery, usable objects, and other characters are highlighted in the text, and clicking on any of them pops up a new window with a more detailed description and possibly further possibilities for interaction – taking, unlocking, all the usual medium-dry-goods stuff, plus talking, which gives you a choice of topics. There’s a full inventory a click away, which works similarly, as well as a subsystem that lets you combine two or more carried objects. The major departure is in navigation: instead of compass directions, exits are listed by name.

This works well, but what you get is what you get, and I wound up missing more traditional Twine touches. Beyond the plain-vanilla puzzles, there are long cutscenes – especially the opening sequence – where there’s just a single continue option available, and the keyword-based conversation system doesn’t allow for dialogue choices. I suppose that it’s odd that I’m totally willing to roll with these limitations in a parser game, but it still seems a shame to do so much work to re-create the things that parser systems aren’t as good at. The other issue I ran into had to do with moving around the world. The map is very dense, with a number of different roads and locations in the town, and the boarding house where the main characters wind up staying has an especially large number of rooms whose interconnections aren’t obvious and which have forgettable names. I know many folks find compass directions inaccessible, but they would have made it much easier for me to build a mental model of how the geography fit together.

Story-wise, Beneath Fenwick does a good job with the slow build of tension. It’s beyond clear from the get-go that something’s deeply wrong in this town, but the game doesn’t tip its hand too early by indicating which of the many, many creepy people, places, and things on hand are the main threats. There’s at least one clever bait-and-switch (the university at the edge of town isn’t a Miskatonic-style hotbed of occultism – in fact you never make it there), and it steers clear of the typical Lovecraft-game shift into gonzo violence midway through. At the same time, though, that means that some of the mid- and late-game felt a bit slow, and even unmotivated – the requirement to fully explore the boarding house on the second day, before running your errands, felt artificial, and to get to the endgame sequence you need to break into a shed with no indication there’s anything important there.

Speaking of the ending, it’s effectively surprising, but rather abrupt – there’s no denouement to speak of, and the resolution of the mysteries of Fenwick felt disappointingly straightforward. I almost felt like the game stopped midway through – I would have definitely stuck around for a second hour that added in some more interesting puzzles and deeper interactions, while ramping up the tension into a more sustained climax. It’s always good to leave the player wanting more, of course, but maybe not so much more.

Highlight: The main character’s boyfriend – Randall, an architecture major – is a delightful fuddy-duddy despite being in his early 20s. He even introduces the protagonist (his girlfriend, again) as “my companion”!

Lowlight: It is possible to die in Beneath Fenwick, and while it offers a one-turn rewind, I think this can still leave you stuck in an unwinnable state. Fortunately I’d done a save at the beginning of the day when this happened, but it was still frustrating to have to replay a bunch of the quotidian exploration I’d already completed.

How I failed the author: Playing the game went fine, but Henry’s been super congested and fussy today so I’ve written this review in like ten two-minute bursts, so apologies if it’s choppy and doesn’t make sense!

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Fine Felines, by Felicity Banks

I’ve heard various theories for how to do well in IF Comp posited over the years, but Fine Felines cuts the Gordian knot with an outside-the-box strategy that’s obvious in retrospect: jam a game chockablock with kitty pictures and wait for the 10-out-of-10s to roll in. That’s not all this ChoiceScript entry has going for it, since I found the economic side of the cat-breeding system engaging, the potentially-twee premise is leavened by some more serious themes, and the writing is assured too, sketching in four different romanceable NPCs and juggling the different subplots with aplomb. But despite trying to maintain critical distance, I still spent a disproportionate amount of my time with Fine Felines cooing over photos of kittens – I’m not made of stone!

The main thrust of the game is as advertised: in the wake of the death of your disabled mother, for whom you’d been the primary caregiver, you’ve decided to use your inheritance to set up as a cat breeder. I know nothing about the specifics of the business, but Fine Felines goes into just enough detail to be fun, making sure you need to consider things like license requirements and the characteristics of different breeds of cat but providing enough info and context that I never felt like I was in over my head. The game’s roughly divided into two phases: in the startup portion, you meet different cat-breeder NPCs and decide which two (of six) cats you want to use to seed your stable, while spending your nest egg to keep the kitties healthy and happy, with options for food, exercise equipment, and more, as well as the advertising and overhead every business needs. Based on your decisions here, you’ll eventually wind up with a number of kittens, and the second phase is about caring for them and hopefully selling them to their lucky new owners.

These systems aren’t tuned particularly harshly – without agonizing over my decisions, I wound up with a successful business that was swimming in cash by the end. But the choices still feel meaningful, and it’s satisfying to see the main character’s life get better. It helps that this isn’t a dry management minigame – all the decisions you need to make on how to run your business are embedded in the narrative, and many of your choices aren’t made in the abstract, but also let you engage with the cast of NPCs. When you pick the breed of cats you want to purchase, for example, you’re also picking which of the breeders you want to spend more time with, and potentially check in with when crises hit.

Beyond this main thread, there’s an additional subplot involving your character being diagnosed with fibromyalgia, and having to use some of their financial and emotional resources to protect their health while running a successful business adds an additional, more serious tone – though again, I found that the game’s difficulty was easy enough that this became an upbeat story of adjusting to life with a disability, while not sugar-coating the challenges that the disease poses.

All in all, Fine Felines succeeds at what it sets out to do. If I have a critique, it’s that the various NPCs, while endearingly drawn and refreshingly diverse, didn’t for me take on a life of their own beyond their somewhat-tropey initial presentation. Given the game’s relatively short running time and the broad range of potential interactions, though, this is a minor fault. And did I mention that it’s lavishly illustrated with cat pictures? 10/10, wins the internet.

Highlight : look, I hate to be superficial, but again, these are adorable kitties, and despite the fact that I’m primarily a dog person, I still found the choice of which cats to pick super hard because they were all so adorable!

Lowlight : I wound up choosing a matched pair of cats from the same breed, since the game seemed to present that as the default option – going with two different breeds requires clicking through to a second set of choices, and also seemed like it required rolling the dice on whether these cats who didn’t know each other would get along. But this choice made me feel like I missed out on interacting with two of the main NPCs, since it was hard to come up with reasons to talk to them rather than the one who was an expert on the breed I selected. True, this design means replays will be more rewarding, and Fine Felines seems like it’s meant to be run through more than once, but I still think it’d be more fun if I’d been pushed more aggressively towards the mix-and-match option.

How I failed the author : again I’m going to mark this down as a secret success, since in the last few weeks I’ve gained a new appreciation for the joys of caring for a helpless but cute little creature.

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The Golden Heist, by George Lockett and Rob Thorman

I’m a firm believer in playing games in the random order that the Comp page spits out. Sure, it’d be easy and immediately-rewarding to just jump around, looking for games from authors I know I like and picking the ones with blurbs that immediately appeal. But that would mean I wouldn’t give as much attention to games by new or lesser-known authors, and would probably make me burn out on getting through the full Comp, since I’d be front-loading the stuff I’m probably going to dig and backloading stuff that might take more of an intentional effort to play. With that said, I am only human, and every Comp, there’s a game or two that strikes my fancy right off the bat, leaving me to furtively scroll down, drool over the blurb, and anticipate the moment when I finally get to play.

Reader, since October first I’ve been jonesing to dig into The Golden Heist, since it seems laser-targeted to appeal to my interests. I’m a sucker for a good heist, and the record will show I’m quite a fan of lightly-comic Classical settings (ahem – LINK). And I’ve long wanted to visit the ruins of the Domus Aurea – while I haven’t managed it yet, I have walked past the entrance while pestering my wife with fun facts about it, though (she really appreciated that, I’m sure). So while I think this is a fun, well-designed game that anyone will enjoy, you might want to take the following with a grain of salt given how many of my buttons it manages to hit.

To be successful, The Golden Heist needs to walk a tightrope between breezy accessibility and historical grounding – anyone drawn in by the specificity of the premise is going to want to see the game reflect what we actually know about this time and place in early-Imperial Rome, but at the same time, a heist needs zippy dialogue, narrow escapes, and surprise reversals that can’t be too indebted to plodding realism. It’s a tough balance to strike, but the game manages it really well, with lots of incidental detail about things like the fire hazards endemic to ordinary life in Rome lightly scattered throughout the story. The take on Nero, too, is pretty pulpy, but I think is pretty closely modeled on the portrayal in Suetonius (whether or not the dishier bits of the Twelve Caesars were anything other than scurrilous gossip is whole separate question).

Of course, the player needs something to do in this well-realized setting, which brings us to the heist. It’s all well-motivated – your father was an architect who helped build Nero’s new golden palace, but was cruelly cast aside after an injury, so now you’re out to rob the place blind as an act of revenge that will incidentally make you rich – and while there’s not much of a separate planning phase, which is something I tend to enjoy in these kinds of stories, you do get to choose one of three mutually-exclusive partners for the caper and bring their particular specialty (fists, wits, or brains) to bear. I went with charming rogue Felix – he seemed lucky – which had a major impact on how things played out, both lending his talents to overcome some of the obstacles we encountered and adding some complications of his own as some of his past swindles caught up with him at the wrong time.

The heist itself plays out as a series of obstacles that need to be overcome in sequence, from making your way in (I had the choice to blag in the front or sneak in the back) to connecting with a contact to setting up your distraction to the light puzzle-solving required to get into the vault, and climaxing with the desperate rush to escape once things go inevitably pear-shaped. While the tone stays breezy (and bringing Felix along set up some pretty good jokes, including his threatening bluff that the main character’s a Macedonian known as Alexander the Great With His Fists), there’s definitely a ratcheting up of tension.

I’m not sure whether it’s possible to have to abort the heist early if things go too wrong, but it certainly feels like there are degrees of success or failure that have consequences later, especially in the push-your-luck escape bit. I have to confess that my run was more Benny Hill than Danny Ocean, with a few small missteps in the opening cascading into big problems on the way out. Still, I managed to get away with a reasonable chunk of loot (though the game seemed to think I’d lifted Nero’s golden lyre when I’d actually left it behind), and I’m eager to replay post-Comp to see if I can do any better. And given how big a role Felix played, I’d imagine that picking one of the other sidekicks would feel like a substantially new experience.

There are certainly some parts of the game that don’t work as well as the rest – in particular, the puzzle to unlock the vault feels too adventure-gamey to me to fit easily with the other obstacles – plus there are a couple typos, and it’s a little disappointing not to have the larger cast and cross-cutting of scenes that you sometimes get in heist stories. Still, even discounting the way the setting and vibe play to my preferences, Golden Heist is a fun, fleet piece of work that lived up to my high expectations.

Highlight : Picking just one is really hard, but I did especially enjoy how bonkers the running-away portion of the heist played out, with priceless treasures of the Julio-Claudians bouncing across the marble floors.

Lowlight : I’ve refrained from mentioning it so far, but much of the game’s text is timed, fading in sentence by sentence. It comes in pretty quickly, but still, why must authors do this?

How I failed the author : While I was 2/3 of the way through the game’s major puzzle, Henry woke up hard from a long nap, with a dirty diaper, a gas back-up, an empty stomach, and a nose stuffed with boogers. Seeing to all that took quite a bit of time, but it’s a testament to how much I dug this game that I felt like I’d barely missed a beat when I came back to it.

2 Likes

Thanks for the wonderfully detailed review! I appreciate your observations and thoughtful consideration of my fledgling entry into the comp.

Regarding the abrupt ending: that is due to the fact that this was meant to be part one of a three-part story, but time got away from me. I had already spent a little over a year creating the story and code infrastructure and needed to get this out the door for my own sanity. After some more refinement of the interface, I hope to create parts two and three, probably as separate games.

And congratulations on Henry! Apart from the sleepless nights, parenthood is awesome! :smiley:

3 Likes

Ah, that makes sense! Well I definitely think the code infrastructure is in a good place, so I’ll definitely check out parts two and three when they’re released. And thanks for the congrats – parenthood is indeed great!

Second Wind, by Matthew Warner

Typically for an Adventuron game, Second Wind makes a great first impression, with an awesome comic-book cover image and slick maps helping immerse you in the postapocalyptic setting. The premise is also refreshingly grown-up and grounded: the main character’s wife has gone into labor, some complications have arisen, and now she needs a c-section or she and the baby will die. Making matters worse, the only doctor around is the main character’s ex-wife, who lives in a neighboring settlement – and between the bad breakup and the trek though the postnuclear wastes, enlisting her aid isn’t going to be easy. I unfortunately left Second Wind less impressed than I was when I began playing it, largely down to some incongruous, mimesis-breaking puzzle design and a punishing time limit that almost requires a restart and retry, but it’s still worth playing through.

I probably found the story the most engaging part of Second Wind. It doesn’t get drawn too deeply beyond what’s in the blurb, but the simple dialogue and intense dilemma faced by the main character pulled me in. And in a sea of protagonists with no family ties, a game with a divorced protagonist is a novelty – especially since it positions your character has having been in the wrong, since he cheated on his ex-wife, Wendy, with his current one. This lends the sequences where you’re groveling for Wendy’s help a queasy vulnerability that I haven’t seen in much IF before. The postapocalyptic backdrop works well enough to create stakes, but it’s the domestic drama that really drives the plot.

The gameplay is where things worked less well for me. Some of the challenges on offer do match the tone of the plot, like figuring out how to wrangle transportation for Wendy. But most of the obstacles gating progress feel very gamey. There are several different keycodes you need to find, one of which is drawn from Les Miserables in a way that’s just this side of reasonably, the other – a reference to Tommy Tutone’s 1981 hit “867-5309 (Jenny)” – a completely implausible choice for characters who we’re told were born around 2000. There’s also a word-scramble, and a series of puzzles that require out-of-game googling of some fairly obscure facts in order to figure out a safe combination. And then there’s the trial-and-error maze.

These aren’t awful puzzles in themselves, and I’d have enjoyed coming across them in a puzzlefest, but they felt really at odds with the downbeat vibe created by the story and setting. And while none of them are too hard, some are fairly time-consuming to work through, which meant I ran afoul of the game’s strict time limit. A ticking clock definitely makes sense given the premise, but I wished it applied only to longer actions, like travel through the wilderness or building or fixing machinery – having every action advance the timer disincentivizes exploration, I find – or at least was pitched a little more generously, since it made the maze at the end feel like a bit of authorial sadism.

The writing is serviceable throughout, with a few evocative notes here and there – we’re told that in the shelter, “filtered air hisses gently from behind recessed lights”, which is a nicely-considered detail. And I didn’t have problems with the parser, partially because the author does a good job of prompting the right syntax. This is usually done through out-of-world notes, and I suppose it would have been smoother to integrate these prompts into in-world descriptions, but again given the time pressure, erring on the side of avoiding flailing is a nice convenience and gets the parser out of the way of the story. I just wish the puzzles had done the same, either by being more organically connected to the plot or just being dialed back.

Highlight : there’s an effective late-game twist that ramps up the tension even further – and actually adds its own further time limit, which now that I think about it could have substituted for the overall one.

Lowlight : that safe puzzle, which had me going to Wikipedia to look up things like the Japanese term for an a-bomb survivor. As far as I could tell, there’s no way to access this information in the game – I wasted time looking in the various computer systems to see if there was a library function – and the puzzle isn’t clever enough to justify this crime against mimesis.

How I failed the author : it’s unfair to hold this against the author, but the risk of harm to a pregnant woman and baby – and actually the reality, because they do both die if the time runs out – landed pretty heavily on me give my circumstances, and I kind of resented failure at these silly puzzles leading to such a dire outcome.

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Weird Grief, by Naomi Norbez

This one lived up to its name for me, for a couple reasons that are more idiosyncratic and one about the way it’s written. I’m definitely glad I played it, but didn’t find it as emotionally resonant as I wanted it to be, despite how well-observed and grounded it is.

Starting on the idiosyncratic side: it was a bit uncanny to realize this was a companion game to The Dead Account, which I’d played much earlier in the Comp – the main cast of Weird Grief are the friend and family group of the holder of the eponymous dead account in the previous game. I suspect this is the reverse of the ideal order, since Weird Grief is first in time, and it also fleshes out the characters who show up only as screen-names in The Dead Account, which would have enriched my experience there. Oddly, Weird Grief doesn’t go into as much detail on what exactly happened to Mike, the dead person, withholding information in a way that didn’t seem to have much payoff. I suspect linking the games more explicitly, either by suggesting an intended order, integrating them into the same file, or shifting the way information is presented to provide analogous exposition no matter which is done first (though of course that would be hard!), might have been a good choice.

The other idiosyncracy in my response is that I’m unfamiliar with the subculture that takes center-stage here – the protagonist is a furry who’s in a polyamorous relationship with the dead man and his widower – which is fine, but I sometimes felt at sea when trying to understand the norms around the relationship. Juniper, the main character, lives in a different city from Mike and Roger (the widower), and an invitation to move in is treated as a big deal, making it seem like the connection was relatively new or less formal. But she’s also specifically called out as their “third” at the funeral, putting her on a different level from another character who’s also present and had been a sexual partner for the couple.

My confusion about Juniper’s role and expectations tied in with the way she’s written. I didn’t find that she had a lot of interiority, or had a lot of direct feelings about Mike’s death (beyond a single admittedly-heartwarming anecdote that’s told a couple different times and reminiscences about sex). Partially this is the nature of protagonists in choice-based games, where room is generally made for the player to put their own stamp on the character. But here, this meant Juniper felt more like a lens for Roger’s grief, with his taking the priority over hers.

This focus extends to the sex scenes – as the blurb warns, they’re here and they’re quite explicit. This sort of thing isn’t exactly my cup of tea, and I have to say that when I’ve experienced deep, soul-crushing grief, sex has been pretty far from my mind so there wasn’t much personal resonance for me in these bits. But I can see how for these folks, sex would be a source of comfort and bonding in a hard time, and definitely understand the artistic imperative not to draw a curtain over what goes on between the three character. Anyway putting all that aside, I felt like Juniper was sidelined in favor of Roger in these sequences: in the first one, I don’t think she has an orgasm, and in the second, she’s more viewer than participant as the other two characters have sex. I assume this is intentional, and meant to reflect something about Juniper’s relationship with Roger, but it once again my takeaway was that Juniper’s subjective experience was secondary to the piece, which feels like a real missed opportunity given that she’s our viewpoint character.

The writing is pretty strong throughout – the dialogue rings true, and I liked the focus on the logistics of the grieving period, albeit these folks ate too much fast food – though there are signs of sloppiness. There are lots of typos though, including one “double click passage to edit” error, and an awkwardly double-nested parenthetical. And while there are few choices, they feel reasonably impactful. So the supporting pieces are all strong enough – I just wanted Juniper, structurally the center of the piece, to loom a little larger in the story.

Highlight : The characters are all winning, with Tammy, Mike’s sister, especially came through as a positive presence.

Lowlight : once again I played this choice-based game with Henry napping on me, but due to text size and other formatting issues it required a lot of scrolling when reading in portrait mode (I was going to say it’s hard to play one-handed, but that could be misinterpreted!)

How I failed the author : As I said above, this milieu is pretty foreign to my experience so I worry I’m missing, or misinterpreted, many of the social cues or other indications of relationship dynamics.

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Unfortunate, by Jess Elizabeth Reed

Ugh, the title here is apt in more ways that one. It’s a clever bit of wordplay for this parser-based fortuneteller-me-do – we’re not talking turbans and crystal balls, you’re just looking to show off your palmistry to some friends at a party – but it also conveys how frustrating it is that the significant promise here is let down by some real implementation issues. This isn’t just a matter of smacking down a few bugs here and there: there’s a need for additional design work, from fleshing out the conversations, deepening the characterization of the party-goers, and providing clearer feedback on how you’re making progress, as well as a good amount of polish. But even the rough version on offer goes a good way towards showing the (I think first-time?) author has some great ideas for how to realize this wonderful premise.

Digging into that setup, which is delightfully more specific than the blurb initially made me thing. Ss mentioned we’re in the real world, not a fantasy one, and the protagonist is a hobbyist, not a carnival charlatan or anything like that (in fact, since you do get vague flashes at least some of the time when you do a reading, you might have some real talent). And the party here is one of those awkward post-college hangouts featuring a mix of old friends, exes, and coworkers, some of whom can’t stand each other. There’s a complex web of actual and potential connections, which creates a lot of potential for how things can shift once you start telling fortunes and intervening.

That’s the other part of the premise, you see – the game proceeds in two phases, with an initial round of conversation and palm-reading giving way to a long, interactive second phase as the characters start bouncing off of each other and having accidents both happy and not. Success isn’t about guessing a correct fortune and then lying back and waiting for fate to catch up to your intuition, though: you do have a choice of three different prognostications to offer to each of the other guests, but except for the first, generally negative, option, they won’t come true if you take a laissez-faire approach. You might arrange some mood music, or make sure someone has what they need to ensure a romantic gesture goes off.

These puzzles are pretty tricky, though. For one thing, it seems like there’s tight timing in the section – the other characters move around, and while some of the setup can be done ahead of time, there are also some right-place right-time pieces. You also can’t work on most of the fortunes on their own – the majority of them are about romantic matters, so how the fortune you pick for one character plays out can depend on what you picked for one or more complementary characters. After an initial, spectacularly unsuccessful playthrough, I realized Unfortunate is meant to be played multiple times as an optimization challenge – there’s a clever meta touch here, since the player’s accumulating knowledge over multiple passes stands in for the protagonist’s flashes of intuition.

On paper this should appeal to me, since I usually like optimization puzzles and real-world settings. Unfortunately (there’s that word), implementation issues bedeviled my enjoyment, so I didn’t get very far. Again, this isn’t just implementation in the sense of programming, though there’s some of that – X ME has the default description, lots of scenery is unimplemented, rules for picking up objects give responses that only make sense the first time you take something, whether or not a device is technically switched on doesn’t make a difference to whether it works or not, there are misdescribed or even missing exit listings, and room descriptions sometimes don’t update even after you’ve removed objects. And there are lots of typos.

The bigger issue is that there are significant chunks in need of a lot of polish, and sometimes even feeling unfinished. The characters are probably the major example here. There are seven of them, and their backstories and roles are intriguing enough to set up a bunch of potential business as they bounce off of each other. But they’re thinly drawn, with physical descriptions focusing on superficial details like clothing. While there’s a multiple-choice conversation system, all the characters have the same three options (one of which initiates fortune-telling), which feels quite artificial. And there’s something odd about the implementation of the second phase, since the different characters don’t actually seem to be present and available for interaction, even as event text describes them talking and moving around.

I also wanted there to be better feedback on how I was doing on the puzzles. There are some ideas that seemed obvious but the game wouldn’t let me try (Moses is allergic to flowers so giving him the bouquet for his big demonstration of affection doesn’t work – but while the herb bouquet seems a likely substitute, I couldn’t get him to accept it) and some of the fortunes are probably a little too vague, since there were a couple of times when I thought I’d satisfied one only for the post-game scoring to say I hadn’t. Combined with the combinatorial explosion of trying different mutually-dependent fortunes and the choreography required in the second act, this lack of clueing makes it feel like making real progress would require a lot of trial and error.

It’s not hard to guess at the source of these rough patches: much like Plane Walker, Unfortunate doesn’t list any testers in its credits, and however much playtesting it got wasn’t enough. I’m really really hoping for a post-comp release of this that makes upgrades and bug-fixes based on folks’ transcripts, since Unfortunate could easily be a five-star game given the quality of what’s already here – I haven’t mentioned the prose yet but there’s some really good writing too – but it really needs more time in the oven. Here’s hoping it gets it, and that the author keeps writing games but gets more testers next time (I’ll volunteer, just DM me!)

Highlight: Figuring out how to get one of the good fortunes to work felt really rewarding – this is a great puzzle-solving framework.

Lowlight: The game lists exits in all-caps, which is a nice convenience – except one’s mislabeled (it says it’s east but it’s actually in) and then there’s one that isn’t even mentioned at all (tip: going IN from the kitchen will get you to the laundry room).

How I failed the author: As mentioned Henry was having a fussier couple of days, so I only put like half an hour into the game before I had to put it aside for a little over a day, and while I intended to play more, the challenging difficulty and thin characters meant I wasn’t able to get back into it.

Unfortunate - MR.txt (184.2 KB)