Mike Russo's IF Comp 2023 Reviews

Hi Mike,

Thank you very much for playing my game and writing a review! You hit so many nails on the head, it reminds me of the Penn & Teller act with the nail gun :smiley: . True, the game is the way it is due to its origins. I realise I took a very big risk to put it out into IFComp, because it is indeed very limited in what it accepts, and its strict “story forward” approach severely limits what the player can do.

I considered e.g. to allow the player to walk back to previously visited locations, but that would break the momentum of the game. I was extremely curious to find out if the format would work at all. I am happy to learn it did, at least to some extent.

Actually what the sage does, is to ascertain the nature of the enemy the PC faced:

You present your axe to the sage. He touches the blade of the axe
and the blade's edge becomes translucent for a moment, radiating
ethereal energy, before it reverts to normal.
 
"You have faced entities of the ethereal plane," he says. He hands
the axe back to you and continues, "Walk the Path of Justice with
her blessing, fulfill your destiny, and bring balance to this world
once more."

So not really a blessing. But many players apparently took this as the hint on making the right choice when it came around. Maybe I should rewrite this part :smiley: .

I completely agree! I guess I was scared sh*tless going overboard with zestiness and decided to “play it safe”. Next time I will no doubt swing to the other side :smiley: .

If I understand Googol correctly, this would be more zestier?

In the old free days, all you needed was a sharp sword and a straight
path to your enemies. Overthrowing the old dynasty was easy enough,
but you quickly learned that as a King, no path was straight, and your
sword was useless. Now, an old enemy has sent you this abomination
through a magical portal, and you face death. You feel alive once more.
 
[Roger] Drumroll...
 
[Wilco] Ssshhh... You are breaking the tension!
 
The demon sparks in you a frenzied rage. You reverse your sword grip,
clenching it tightly, and strike with all your might. Thrusting your sword
like a dagger, you drive it deep into the horror, breaking it off at the hilt.
The damage is done, and the loathsome creature convulses in agony.
You are hurled away, and as you rise on one hand, you see the struggles
of the demon cease. The thing disintegrates into a slimy mass, until it
dissolves completely, leaving only an outline in blood on the floor.
 
[Roger] Good riddance, I say. And hi there, my name is Roger, and I am
here to reward your successful playthrough with my deep knowledge
on this terrific game.
 
[Wilco] You mean, you peeked at the source code. Hi there as well,
my name is Wilco, and I am here to keep Roger in check.
7 Likes

Escape your Psychosis, by Georg Buchrucker

In my Dysfluent review, I mentioned that there’s a robust subgenre of IF that centers on the experience of living with a particular disability, and at first blush Escape your Psychosis – which is quite literally about trying to escape a repeated series of psychotic episodes – seems to fit squarely among their number. It’s late in the Comp, so forgive me for quoting from myself about the common threads that tend to show up in these games:

they’re most often short, choice-based, and allow the player to engage with the disability via a central game or interface mechanic. I’d also say that much of the time, their focus on the subjective experience of a particular challenge understandably gets prioritized over traditional IF elements like narrative, character development, or gameplay.

All of these get a solid check save the one about having a unique game or interface mechanic that’s thematically tied to the disability at issue – though it does stand out from the rest of the games in the Comp by being presented as a pdf file with internal hyperlinks, I couldn’t find any linkages between this approach and the experience of psychosis. For all these points of similarity, though, there’s something about Escape your Psychosis that felt slightly off to me compared to other games in the subgenre, and once I finished and read the post-script, I realized what it was: whereas all those other games were written by folks who actually live with the conditions they describe, this one was written from the outside. So it’s perhaps unsurprising that there’s some distinct distancing from the protagonist, and a slightly dodgy quality to some of the depictions; the game’s got an educational purpose, and I think it mostly fulfills that remit, but I’m unsure about how well it communicates the subjectivity of psychosis.

One aspect of this is the game’s cartoony presentation. Each page features attractive doodly art that helps make what could be a heavy topic go down more easily. But when it’s juxtaposed against events that are legitimately concerning, I experienced dissonance that sometimes undercut the impact of what the narrative was depicting. And it was uncomfortable to see the somewhat-dehumanized depiction of two homeless characters – they’re treated straightforwardly by the prose, but are drawn with stink-lines emanating from them and other exaggerated characteristics. On its own terms, I actually like the art; it’s cute and well done. But it seems calculated to make the game more approachable rather than to convey how a person experiencing a psychotic episode views the world.

Similarly, the plot takes some rather wacky turns. Structurally, the game is built as a series of interlocking circles, with different choices at the onset of an episode taking you down various semi-overlapping paths as you alarm your friends and neighbors, then possibly attract official attention and get into treatment, before inevitably having another episode recur. The various incidents seem to map with what little I know of psychosis – a few are built around megalomania, many around paranoia – but the focus is very much on what the protagonist is doing, with their emotional state described primarily to explain the behavior, and the consequences of the protagonist’s disturbance are sometimes played for laughs, like when you strip naked and splash around in a fountain in the park.

None of this is ill-intentioned, I don’t think, and the information the game conveys about how to support people undergoing psychotic episodes seems valuable to me (there are one or two things that struck me as odd, especially the way the game suggests that treatment, medication, and regular habits are helpful but can’t prevent backsliding, whereas if you just have three episodes you’ll eventually learn enough about how they go to get to a happy ending where the condition becomes manageable. But I think that’s primarily just a limitation of this very unsophisticated game format). So I guess it’s unfair to criticize Escape your Psychosis for not doing very much to show me what it’s like to live with an awful, highly-stigmatized mental illness. But I was hoping it would do just that, especially since people with the condition are so heavily marginalized; there’d be real value in helping more people better understand, only slightly, what the experience is like. And the success of many other works of IF in a similar vein indicate that such a thing would be possible; maybe someday somewhat will write that game, since I don’t think Escape your Psychosis is the last word on the subject.

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All Hands Abandon Ship, by David Lee

Interactive fiction, we’re told, can be conceptualized as a crossword at war with a narrative (this obviously isn’t true for much, if not most, contemporary IF, but please just go with it). All Hands Abandon Ship is what happens when they’re enmeshed in a three-front war with an all-encompassing pile of Easter eggs and pop-culture references, and actually neither of them are putting up much of a fight.

This sounds like I’m saying the game is bad. It isn’t bad! Mind, it’s not great, either: the escape-the-doomed-spaceship premise isn’t just old enough to drink, it’s got a Facebook account it uses to post photos of the grandkids and share awkward grumbling about foreigners; the implementation is pretty thin, with lots of generic descriptions and unimplemented synonyms; and there are no characters or much in the way of environmental storytelling to liven things up. But there are attractive feelies with a cool map of the ship, there’s a pretty solid amount of geography to explore, and I didn’t notice any bugs. So it’s got solid enough bones for a low-narrative sci-fi puzzlefest.

The trouble is, there aren’t really any puzzles. Okay, I guess there’s an overall time limit that counts, but since that just makes escape impossible (after 100 turns, you drift beyond a black hole’s event horizon so life pods can’t get out) and you can continue running around the ship exploring, all that means in practice is that you’ll run out of your time on your first go-through, figure out how to win, then type RESTART to do so. Outside of the countdown, though, all you need to do is wriggle down a dumbwaiter (this doesn’t require any commands more exotic than ENTER DUMBWAITER and D, then get an electrical system working again by the simple expedient of OPENING a panel and then TURNING ON a circuit breaker. I spoiler-blocked the details to be polite, but trust me, this is stuff that anyone with even minimal experience with parser games would do in their sleep. In fairness, there is one alternate path to victory that involves a tiny bit of problem solving, but this is marred by some guess the verb issues (you need to put a yoga mat on some live wires to provide insulation, but various iterations of PUT MAT ON CABLES fail; only DROP MAT works) so I think best not to count it.

This isn’t to say that there’s nothing to do, though, since the game actually has a reasonable amount of things to mess around with and places to explore. Some of these include some reasonable jokes – when you’re told, of an unremarkable head, that “[y]ou wouldn’t be at all surprised to see its design aesthetic featured on the front cover of Brutalist Architecture Monthly” it’s inevitable but still entertaining that you’ll eventually come across an issue of just such a magazine. And there are lots of little optional interactions, like microwaving various inappropriate foodstuffs or getting a physical from the holographic doctor.

But mainly what you do is notice references. Past a certain point, my notes just became a litany of all the in-jokes I’d seen – there’s a strong 80s/90s pop-culture angle here, since I came across a Soundgarden CD, a Presidents of the United States lyric, a Scarface reference, and of course a couple from Aliens. But lest you think there’s a consistent retro pre-millennium revival across the futuristic society, there are also prominent mentions of the Doors and the Great Gatsby.

Look, I know I sound like a scold. And I can’t lie, it is a fun idea to have a holodoc that goes by T.J. Eckleburg. But, like, what am I, as a player, to do with that idea? The doctor doesn’t have any dialogue, I don’t think, beyond “open up and say ahh” (I thought he was an optician, not an ENT); he doesn’t have a fascination with the book, or provide a thematically similar role by witnessing and judging the player’s activities. Like all the other references, it’s an empty signifier, there to provide a frisson of recognition and that’s it. This sort of thing can be entertaining in moderation, as a break from more engaging business, but again, the game doesn’t have a story to speak of and lacks much in the way of challenge. To risk a culinary metaphor (I know, that’s @Truthcraze’s job), the author phoned in the entrees and spent all their time on the side dishes instead – but actually, the side dishes are junk food, conveying an instant pop of flavor but containing no nutrition – so go figure, I didn’t leave especially satisfied.

abandon mr.txt (76.8 KB)

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Citizen Makane, by The Reverend

You can’t drop your dick on the first turn 0/10.

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That says it all, Mike. Good review.

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Citizen Makane, by the Reverend

I played for five more minutes and turns out you can drop your dick, so okay, we’ll do a real review.

Despite having never previously played a Stiffy Makane game other than the short, semi-high-brow Nemesis Macana, I still knew enough to make that joke because somehow, Stiffy has become a part of IF’s communal lore. From humble beginnings in a poorly-made late 90’s work of AIF, he was thrust to stardom via interactive MST3K mockery, much of which from my understanding centered on the fact that Stiffy’s stiffy was implemented as an ordinary inventory item. Thence his career got odd as different authors took the helm, running from sci-fi parody to filthy-minded philosophical rumination, with a few meta meditations on choice-based mechanics and the uglier side of player empowerment along the way (hopefully this potted summary is more or less correct; checking out the Stiffy oeuvre is on my list, but as I said I haven’t really gotten around to it).

Stiffy has a history, in other words, and for a maybe-new author (one never knows with pseudonyms) to make a Stiffy game out of the gate strikes me as audacious – almost as audacious as naming it after Citizen Kane, for all that that is a simply irresistible pun. And in fact this is an ambitious game. After a brief introduction in which you have a nightmare of being stuck in an eternally-resetting loop of the original Stiffy game, you wake up and learn the premise: you’ve just been defrosted from cryogenic suspension into a future where men are extinct (we lost a literalized battle of the sexes) and a new generation of hopefully enlightened scientists are hoping to study you, learn more about heterosexuality, and find out whether peaceful coexistence as a once-again gender-integrated society might be possible. That means you’ll need to wander around having a lot of random sex, which is accomplished through a deckbuilding minigame, all while solving the problems of the good citizens of Urville, from improving production in the local milk farm to teaching a college course on sexuality to helping the priestess recover a stolen relic.

This is of course only a slightly-better worked out version of guess-you-need-to-schtup-everybody AIF worldbuilding (“what if Y: The Last Man, but with a lot more boobs?”), with RPG-light gameplay to match. But the degree of care that’s been taken in implementing the game is impressively far from the notorious shoddiness of the first Stiffy. The minigame hits a just-right level of complexity, being relatively straightforward to understand but taking a few tries to get the nuances, while also striking a good balance between grind and progression. There’s a time-of-day system that gives the city an air of vibrancy without imposing too many annoying delays on the player. And the overall polish is very solid, with lots of synonyms, implemented scenery, and small little Easter eggs, like this one from the time-looping opening:

“Hello, Stiffy. I’ve been expecting you.”

She is naked.

You can imagine where it goes from here.

> imagine

The thing is, you don’t have to. You’ve been through this a million times.

The writing is also well judged; this is AIF, yes, but in normal gameplay it’s content to stay in gentle nudge-nudge wink-wink territory. It’s puerile, but I laughed when I visited Fountain Square and saw a note in the location description about the titular fountain, and laughed again upon examining it:

“Titular” is right. The centerpiece of the fountain is a statue of a beautiful naked nymph, water spurting from at least every orifice.

The first part is obvious, sure, but that “at least” is a good gag.

In the sex scenes the game does get quite explicit, but the randomly-generated text here is far more calculated to raise a laugh than the libido:

As you slide your hammering hampton in and out of Aubrey with a smooth, steady rhythm, the sound of your loving echoes through the air like a whole volume of books being slammed shut in sequence.

You burst like a violently vomiting giraffe. The two of you get dressed again.

The feeling of your protruding pencil stuck deep in her gutted hedgehog is a sensation you won’t forget soon.

(The game’s ABOUT text mentions that ChatGPT was used in some portions of the writing, and I can’t help but wonder if some of these deranged combinations are the fruit of an LLM not knowing how inserting tab A into slot B actually works).

And beyond the tamer-than-it-looks writing, Citizen Makane is actually kind of… wholesome? All the other characters are quite earnest (and generally down to get down with Stiffy – there’s no iffy consent stuff here, thankfully), and you’re written as a laid-back, polite sort of horn-dog. All the game’s quests involve being helpful, and while the recovering-stolen-property one does foil the plans of the thief, she doesn’t wind up holding a grudge and everybody’s cool with everybody else by the end. The best ending even winds up arguing that non-stop sex only gets one so far, and it’s nice to just cuddle or see a movie sometimes too to build a strong relationship. Truly, this is the Stiffy Makane game you can take home to meet your mom.

Qua game, the only other thing I’d note about Citizen Makane is the caveat that the sex minigame does have one obviously-best strategy that’s a little too easy to hit upon and implement, and makes things fell quite mechanical by the end-point: all you need to do is find one rare dominant card and one rare submissive card (cards represent sex acts, and in an effort to keep you from just spamming the same one over and over again, you get a penalty for playing two of the same type in a row), upgrade them each, and then alternate them over and over until you win. Sure, the increasingly-mechanical nature of nonstop coitus is part of the game’s theme, but I think that could have been accomplished narratively while making the gameplay a little more engaging (for example by dealing out a subset of your equipped cards each round rather than having all of them always available).

Those themes are worth digging into, though. Sure, this is a silly sex comedy, but at this point the Stiffy Makane brand, oddly, is at least as much about making philosophical or sociological statements as it is about parodying AIF, so I think it’s worth taking at least a little seriously. We’re not meant to think too hard about the war that killed all the men, which is fair enough, but Citizen Makane does seem to want us to think about the all-female society it depicts. In many ways it’s a utopia – while one character does indicate that Urville’s self-presentation as a post-scarcity, egalitarian, and peaceful society is slightly untrue, the worst we see is that money does still exist in other parts of the world, and some people seem to think that having slightly kinkier sex than others is somehow subversive.

There is one element of the society that is problematized, though. Midway through a history lecture you can wander into and listen to, you get this bit of background:

“Over time, the new all-female society developed a myriad of alternative forms of intimacy. Emotional connections, intellectual stimulation, and artistic collaboration became increasingly significant aspects of women’s relationships with one another. This expansion of intimacy beyond the purely physical realm contributed to significant decline in female sexual activity over time.”

Yes, part of the reason they thawed you out is because Urville, without men, has reached a crisis point of too much cuddling and not enough boning.

Again, this is a standard heal-the-world-through-the-power-of-dick AIF trope, but the game really does dwell on this aspect of the world more than it needs to in order to establish that yeah, random people will want to screw you. And it’s of a piece with a decidedly reticent treatment of people with non-heterosexual orientations; lesbianism is only indirectly acknowledged in the various lectures and documents you find (and when it is, as in this excerpt, it’s implicitly positioned as lacking as compared to straight relationships), and while there are a couple of sapphic orgies you come across (er, not literally, thankfully), there’s only a single, very missable line towards the end to indicate that two characters are in a relationship with each other. For all intents and purposes, it feels like the only real sexuality is straight sexuality, so you’re the only game in town (there’s also no indication that there are any people not on the gender binary, which seems decidedly odd given the setup).

This is an oversight, but I think it’s intentional; to the extent the game has something to say, it’s saying it about male sexuality. The name of the holographic AI who piggybacks on your brain to vicariously experience sex (…I don’t think I’ve mentioned her yet, there’s a lot going on in this game) is called Shamhat, for example, which is the name of the temple prostitute who civilizes the wild man Enkidu through lovemaking in the Epic of Gilgamesh. Shamhat is also a critical part of that climactic scene where Stiffy renounces impersonal fucking in favor of engaging with the humanity of one’s sexual partners. And throughout the game, the player’s interactions with the town’s inhabitants do help bring out restraint in Stiffy; he learns to act professionally even when there are opportunities to push things in a sexy direction in the classes he teaches, for example, and there’s a semen-milking minigame that’s all about teetering at the edge of orgasm without losing control. Without spoiling things too much, the game’s ending also circles back to the beginning, and finishes with an explicit renunciation of the logic of early AIF. To the extent there’s a message, it’s that sex is an important and positive part of many relationships, but it’s just one part of fostering a human connection with one’s partner.

That’s a nice lesson that hardly anyone could object to (if they do – run) but at the same time, it sure doesn’t seem like the artistically-collaborating cuddle-happy lesbians of Urville need to learn it; this is all about Stiffy within the fiction, and out-of-game it sure feels directed at a presumably-male player audience. And I dunno, in space-year 2023, where there continue to be lots of issues around sex and intimacy in heterosexual relationships, but where there’s hopefully pretty broad understanding that similar issues arise in other kinds of relationships too – and, not to be a bummer, where setting up straight relationships as the norm can marginalize people with other orientations and gender identities – that approach does strike me as a little parochial. I’ll repeat, this is an ambitious, well-designed and implemented game that’s about as heartwarming as an AIF parody can get, but I can’t help but wish it pushed the envelope a little further and thought through what, if anything, Stiffy Makane has to say to people who aren’t straight men (I mean, his dick comes off! Someone’s gotta be able to do something with that!)

makane mre.txt (405.1 KB)

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Thanks a lot for the review (and for teaching me the word “parochial”)!

As they say, you can’t make a Stiffy Makane game without dropping some dicks.

That’s all I’ll say for now, but you made some very good points I’ll be sure to address in my post-comp-post-mortem.

5 Likes

For Eternity, Again and Again, by TheChosenGiraffe

Before we talk about For Eternity, Again and Again, we need to talk about lore.
Wait, come back! Look, I often give lore a hard time – by which I mean the generous slatherings of worldbuilding minutiae that get troweled all over many a fantasy or sci-fi setting. You know the stuff: codex entries going into absurd detail about the botany of a made-up tree that’s just there to pad out the skybox, mythologies that are long on incident but thematically inert, absurdly over-worked discussions of political or economic background with no conceivable relevance to the plot… There are better and worse versions of it, but it’s largely waffle, interesting maybe to think up but deeply enervating for most players to have to wade through (I admit I don’t always fall within the most, since I have a soft-spot for the fantasy economics stuff).

Lore makes for a convenient punching bag, because it’s often the sign of an author who’s more interested in sharing their setting notes than telling a story. But I do fear that the pendulum can sometimes swing too far in the other direction, with authors holding back on important information about how their world works for fear of boring the player. The thing is, worldbuilding for its own sake is dull, but in genre fiction it’s absolutely the case that the player needs to have some sense of the rules governing the pieces of the setting that depart from the familiar real-world milieu. Like, the answer to any question of the form “why did X happen in this story?” is “because the author wanted it to happen.” But emotional engagement requires that dynamic to be disguised as much as possible, so that actions feel like they have understandable consequences and the plot doesn’t come off as bare authorial fiat. The context needed for this alchemy to happen isn’t lore, though it might look like it – it’s stakes.

For Eternity, sadly, is one of those games that throws the baby out with the bathwater. This short Twine game riffs on the Moorcockian Eternal Champion premise, with a protagonist who’s endlessly reincarnated in new situations to carry out quests, and who’s joined by their likewise eternally-recurring lover. But in this latest rebirth, there are worrying signs that this rather cozy cycle is coming to an end. Structurally, the game consists of one conversation with the lover establishing the set up, then a quick transition to a second dialogue as things, predictably, go pear-shaped. This could be a tight, efficient way to get to some drama as these star-crossed lovers are cruelly torn asunder. But it lacks much impact because it’s never clear why anything is happening. Per the opening, “the Universe” has something to do with this whole cycle, with mention of dark tendrils holding different timelines together. That’s an interesting – though not I think especially appealing – image, but it’s pretty hand-wavey. That’d be fine if the focus were on what happened within each cycle, but it’s not; as mentioned, the questy bit is entirely bottom-lined:

It is almost the same as every other hero you have lived as before. You fought monsters, almost died several times, and met companions. All the while your lover floats around you, whispering jokes and loving words in your ear. Well, they were supposed to be.

That stuff actually sounds interesting, but those couple sentences are all the player gets. Instead, you’re shunted into one of I think two distinct endgames; in one, the universe is decaying into an entropic end-state, taking you with it, while in the other, it somehow decides it doesn’t like you and brings an end to your reincarnation dealie. The first thing that makes this feel arbitrary is that your choice of dialogue as you groundlessly speculate on what’s going appears to determine which path you wind up on. But since neither scenario is motivated by facts or observations, just tossed-off brainstorming, it feels decidedly coincidental that your stab-in-the-dark just happens to be right. Beyond that, there’s no previously-established reason why the universe would be decaying, or how, mechanically, it can have opinions and act on them. These ideas aren’t terrible in of themselves, but they’re given no context or buildup: when you get to Act III, you can’t have the narrator run onto the stage, blurt out “oh sorry, there was a gun on the mantel this whole time, forgot to mention it”, then speed off just as a character aims and fires. Rather than situations leading to consequences, this is consequences dictating situations. If the universe decides it dislikes me, what’s stopping me from deciding I don’t like it and I’m not going to play it’s stupid game anymore? Who can say.

The overall weak prose means that these narrative problems loom all the larger. There are myriad typos, starting at the beginning of the game’s second passage, and there are often-bizarre images, like this description of your lover:

Soft skin, plush lips, tender touches, and a voice like a music box.

Or this bit of establishing dialogue, which achieves a sort of low-energy camp poetry:.

A huff echoes through your mind. “It took a while to look for you. It will take a short time for me to materialize. The Universe is just playing tricks.”

“That you don’t appreicate.” You say, knowing how much they hate the Universe.

Stupid universe, I hate it so much!

On the plus side, sometimes this kind of thing teetered into hilarity, perhaps intentionally, like the bit where the hero, a mighty immortal warrior, gets punked by a lowly goblin because they’re hanging out flapping their gums while backlit by a cave entrance. But this comedy makes the low-stakes melodrama even more bathetic. I repeat, the concept for For Eternity’s narrative could work, but I needed more of a reason to care about these people and their world to make the story hit home.

8 Likes

LUNIUM, by Ben Jackson

The thing about escape-room inspired games is that you can’t think about them too hard, or they suffer narrative collapse. Like, okay, you’re stuck in a cell of some kind, sure – sometimes there’s a more-or-less-contrived reason the baddie would do that instead of just kill you, sometimes there isn’t, but that’s a sufficiently common genre situation that it’s not too hard to swallow. But instead of one normal lock that keeps you in (and that presumably would have had to be opened to put you there in the first place), there’s a system of like half a dozen different interlocking mechanisms that all need to align? And there just happen to be clues scattered around that make the puzzles solvable, but not too trivially so? There’s no way to rationalize this kind of setup, so instead of being a killjoy clearly you’re supposed to just turn off that part of your brain and enjoy the puzzles.

Major, major points to LUNIUM, then, that I think it basically works? It’s got all the trappings of the genre: you wake up with amnesia, chained to the wall in a room chock-a-block with paintings with mystical symbolism, scraps of paper with numbers and letters scrawled on them, turgidly-written pages of your diary that you can recover piecemeal, and a ticking-clock conceit that requires you to escape before the dawn so that you can stop the killer who trapped you from claiming their next victim. It even adds a layer of complexity by requiring you to deduce the identity of the baddie from a list of suspects to get the best ending, in addition to unlocking the final door so you can escape (I mentioned liking this structure in my Mayor McFreeze and Death on the Stormrider reviews, and I think it works well here too). And yet, when I got to the end and figured out what was going on – it actually all kind of made sense and held together! True, I haven’t gone back and rigorously tested the diegetic plausibility of every single bit of the design, but that’s an unfair standard to inflict on a piece of IF; at least as to the broad strokes, each of these bits of contrived escape-room logic hold up, and in fact things couldn’t have gone any other way!

The elegance here goes beyond the narrative, though. This is one attractive Twine game, with moody illustrations conveying a vibe as well as critical clues if you zoom in to enjoy the artwork, and the interface makes it simple to fiddle with the various safes, locks, and other paraphernalia on display. There are also well-integrated hints (plus straight-up solutions, if you need them), though many players might not need them given the well-judged clueing. There’s a nice range of puzzles here, and if they’re not especially thematic, they’re solidly designed and offer some good variety, so no particular approach overstays its welcome: there are of course a number of code-deciphering puzzles, but some are exercises in pure logic, others rely on deductive reasoning that lend a mystery-solving vibe to proceedings, and a few require a bit of lateral thinking, which lead to some satisfying aha moments while still being eminently fair. I’m not the best escape-room puzzler-solver in the world, but I only needed to go to the hints twice: once when the small screen of my phone meant I couldn’t make out an important clue (though I should say that unlike many graphically-rich Twine games, LUNIUM generally works a treat on mobile), and a second time when I’d mixed up two character’s names and therefore didn’t realize I’d already gotten the solution to the puzzle, I was just implementing the solution wrong.

As for the plot, I don’t want to say too much lest I spoil the fun reveal I alluded to above. As is typical for escape rooms, there isn’t much in ongoing narrative, but there is some backstory to discover, and this is parceled out judiciously in between bouts of puzzle-solving. As a Victorian detective, you’re on the trail of a serial killer, and while the outline is quite generic, there’s enough detail given about your previous investigations of the key suspects to give them at least a whiff of personality. There are also some specific themes that keep recurring, like an omnipresent moon motif to go along with the game’s title. As a result it’s enjoyable to read the various document-facsimiles provided, even when you’re largely skimming them looking for clues to the puzzles. This is helpful because it’s this non-puzzle-relevant information that provides the prompts needed to guess the identity of the killer, and while I got to the end with only a tentative guess at whodunnit, the ending prompts pushing me to make my accusation provided another subtle hint or two that let me feel very clever for ultimately fingering the right suspect.

LUNIUM isn’t perfect – I noticed one small bug, where I got some text mentioning the contents of my pockets after I freed myself from the wall despite not having had a chance to look in them yet. But that’s an incredibly minor issue, and I honestly am having trouble dredging up any additional constructive criticism (the writing could be a little more authentically Victorian, I guess? Really though it’s just fine for the purpose it serves). This is an assured game, playable and narratively satisfying in a way I didn’t think I was even allowed to hope an escape room game could be. So I guess that’s my other criticism: it may have spoiled me for other games in the subgenre by making it harder for me to look past it when they don’t make any sense!

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Achievement: Wrote Own Epitaph

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Mike’s epitaph is good, but to be honest, this one is even better!

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And they’re all inside the cell you’re locked up in!

(Which is a criticism of escape games in general, but is indeed justified in LUNIUM.)

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My wife and I have agreed that my epitaph is going to be “Of course it’s safe, honey!”

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I didn’t love that part of the history lecture, but given the evidence that the society doesn’t like to admit to the sex that people are still having, I ultimately took it as more reflective of the official line than of reality. It reads to me like a society more or less constructed on the kind of second-wave feminist philosophy that sees women as less sexual than men and universally able to be satisfied with loving and emotionally supportive nonsexual relationships in lieu of sexual ones, although that’s a fairly fringe view these days, so arguably the game’s use of it is something of a strawman (strawwoman?).

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…and now I’ve realized that achievement unlocked by itself would be an awesome/terrible epitaph, too.

Yeah, that all makes sense and close to how I read it; mostly I think it’s just hard to see how this is actually meant to work without any relationships of any kind depicted.

Looking forward to reading it!

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Thanks, Mike !!

post-judging (still dealing with cyoa/browser-based side of the entries…) surely Citizen Makane will be on the top of “to do” playlist, also because, as a pair of people already know, my main WIP is incentered about the “other side” of Urville’s “artistically-collaborating (not-only)-cuddle-happy lesbians”, and indeed I admit that Railei IS a “post-scarcity, egalitarian, and peaceful society” and one of the main message of this utopian narrative is indeed “that sex is an important and positive part of many relationships, but it’s just one part of fostering a human connection with one’s partner”

Thanks for your insight on Citizen Makane.
Best regards from Italy,
dott. Piergiorgio.

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Thanks for playing and this great review!

Haha, this is one of those double-edged compliments, but I’m going to take this in the spirit that it was meant, thank you!

This was definitely a focus - the puzzles had to have a sort of ‘tactile’ element that felt like you were really interacting with things. Took a while to figure out the code for the locks, but I think/hope it adds to the experience.

Enirely accidental. :wink:

I’m really pleased to hear that landed, I don’t think it has entirely for everyone, but it’s nice when it works!

Ah good point, most won’t see that one, but I’ll make a revision for the next release and fix.

So lovely to hear, thanks – but also, sorry!

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Milliways: the Restaurant at the End of the Universe, by Max Fog

One thing I’ve noticed when thinking back to my tween years, three decades on, is that things are either seared into my memory or complete blanks. I can still hear what it sounded like, for example, when we got back from a summer vacation to find that a brood of cicadas had hatched while we were gone and had decided to fill the night with a beautiful and threatening cacophony of chirping. And I can instantly recall the squirming, excited embarrassment I felt when the girl I had a crush on me called me one evening because I’d messed with her little brother the day before, telling him I’d found a long out-of-print Dragonlance gamebook that she coveted. On the other hand, I know I must have played months of basketball in eighth grade – I went to a tiny school, everybody was on every team – but I can’t summon up one single reminiscence of anything that happened at a single game or practice.

So too it is with Douglas Adams: I was obsessed with him the summer I was 11, blazing through the then-four-part Hitchhiker’s Guide trilogy just as school ended and then chasing down the Dirk Gently books before embarking on a campaign of rereading those six books over and over until I got thoroughly sick of them, which took a while. The first book I remember pretty well, because it’s got most of the iconic moments; the third was my favorite so I reread it like once a week, and as a result I can still run down most of its cricket-based MacGuffin quest. So Long and Thanks for All the Fish, though, didn’t make much of an impression all these years on – the ending sticks, not so much the rest. And the second book, the Restaurant at the End of the Universe mentioned so prominently in this game’s subtitle? Um. I remember the gag about it being stuck in a manufactured time bubble so patrons can swig their martinis as they watch the heat death of all things, but I’m pretty sure that’s actually introduced in the first book. Like I said above: complete blank.

My other relevant Douglas Adams lacuna I can’t blame on advancing age: I’ve also never played Infocom’s Hitchhiker’s Guide to the Galaxy with any degree of assiduity (I think I poked at the BBC illustrated remake long enough to give up halfway into the babel fish puzzle). I suppose I should get around it one of these days, but its reputation as an unforgiving puzzle-gauntlet doesn’t do much to recommend it to my sensibilities. Sure, I remember liking Adams’ writing, but if I wanted to revisit it I’d much prefer to go back to the books than struggle through a style of IF that doesn’t do much for me.

All of this is to say that I am entirely the wrong audience for an impressively-robust fan-made sequel that appears to pick up immediately after the first game left off, and doesn’t provide anything by way of context or motivation. I wouldn’t say Milliways is explicitly nostalgia-bait; from my very vague understanding, it primarily visits situations and characters not covered in the first game (though I think some pieces may be part of the book plots that I’ve forgotten?), and while the troupe of familiar characters are present, they’re off getting hammered so are almost completely noninteractive. But it’s clearly the product of deep affection for the original – so much so that it’s written in the modern incarnation of the language the Infocom Imps used to make their games – and shorn of the pleasant sheen of remembrance, the game often just left me baffled.

The earliest example is maybe the most telling: the game doesn’t tell you who you are. I feel it’s safe to assume that you’re once again inhabiting British everyman Arthur Dent – the clearest clue is that you can find your dressing gown, which the game tells you you must have dropped in the previous game. But I don’t think ABOUT spells it out, there isn’t actually any intro text, and X ME just tells you “you see nothing special about you” (ouch). It also doesn’t tell you what you’re doing. You start out having just exited your spaceship and reached the surface of a planet called Magrathea (the name’s dimly familiar, no recall of the details); presumably you’re meant to explore, but there’s no narrative telling you that you’re there to look for anything in particular, and the cryptic stuff you find doesn’t retroactively explain why you might have come here in the first place, or what you think you’re doing. By the time I stopped my playthrough, about three hours in, I’d finally encountered the first indications of something like a plot, but it took a lot of unmotivated bumbling to get to that point.

Of course, not every game needs to be Photopia and unmotivated bumbling can make for solidly entertaining gameplay, so long as solid writing and enjoyable puzzles are pulling the player along. Milliways gets mixed marks from me on this front. There are solidly Adams-aping gags sprinkled through the text, like this bit where you look up the eponymous eatery in the Hitchhiker’s Guide:

It goes on to explain, in extremely vague then suddenly extremely detailed (and obviously copyrighted) paragraphs how Milliways, better known as the Restaurant at the End of the Universe, is the best restaurant you can ever visit.

There are also some good jokes embedded in the parser, like this exchange prompted by examining a painting:

You look at the painting, which could have been done by yours truly (and I’m not even AI yet). It is of an old mouse wearing a monocle. At the bottom of the painting is a plaque, which reads:

Reginald Markenplatt
Founder of Magrathea Corps.
86 standard yrs.

“Oh, you like it?” says Percy.

> no
“Well that’s not very nice.”

While for much of my time with the game, I was basically keying in the walkthrough (more on that later, of course), I had a reasonable time doing so based on the charm of the prose and the efficiently-drawn situations. It’s certainly not laugh-a-minute funny the way that I recall Adams being (…probably best not to revisit and find out whether that impression holds up), but this all makes for an entertaining way to pass several hours.

I found the gameplay often made things much less entertaining, unfortunately. There are some quite good puzzles here, like camouflaging a drink to knock out someone whose keycard you need to steal and figuring out how to deal with a shape-changing alien, but many of them rely on frustrating mechanics – there’s a strict inventory limit, many instant-death timers that end the game if you don’t solve things fast enough, the mechanics for travelling between different areas appears to be largely random, and at least one place that will lock you out of victory if you don’t somehow know which objects will be plot-critical and which are red herrings. Compounding the challenge, I came across some notable bugs in the game; twice, an event was supposed to trigger after waiting for a reasonable number of turns, but both times 150-200 turns of waiting didn’t do the trick (the walkthrough offered a workaround for one, and I had a save that allowed me to replay and eventually get past the other, at least). And there’s a recurring puzzle that appears to quite literally involve guessing a verb at random ([spoiler]I’m thinking of the different ways you can escape the Dark; trying to use the “missing” sense is nicely clued, but having learned that my sense of touch is going to be important, I’m was at a loss for how I was meant to go from TOUCH LUMP (learning only that it’s “warmish”) to PUSH LUMP other than just running through all the possible interactions. From inadequate clueing to disambiguation issues, it really feels like the game just needed a little more time in the oven.

With that said, as I hit what seems to be the halfway mark I was starting to get into more of a groove, though this could have been as much my increased readiness to consult the hints as anything else. And I did appreciate the moment when an NPC finally started explaining a bit of what was going on and why it was important. Sadly, almost immediately after that sequence a combination of those frustrating mechanics I mentioned above seem to have killed me – I needed to pick up an object, but I didn’t have the spare carrying capacity to do so, and as I futzed around with inventory a timer ended the game – and, facing the quickly-impending Comp deadline and realizing that a post-Comp, less buggy version, is likely to come out soon, I decided to bring my playthrough to an end.

I’ll repeat that Milliways doesn’t seem to me to be purely banking on nostalgia; there are novel ideas here, and the classic ethos seems to be a matter of intention rather than ignorance. And I can’t help but feel affection for something that’s so clearly the product of unbridled enthusiasm. But without much enthusiasm of my own for its antecedents, the game lives and dies by what it’s able to bring to the table on its own – which is currently a bit wonky and sometimes willfully obtuse. With that said, the experience was anything but forgettable; hopefully I’ll eventually get to finish Milliways, but in the meantime I definitely have a few fun new memories to rattle around in my increasingly-empty head.

milliwars 2 mr.txt (275.1 KB)
milliways mr.txt (50.4 KB)

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Thank you for the kind review! Don’t worry, I’m workin’ on that post-comp release…

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Thanks for your review. Its really helpfull to get so many reviews.
I would love to play the games mentioned by you about disabilities. Where do i find them? Searching for disability didnt help.
Btw, the interface mechanics were chosen for practical reasons, as the game was printed as a booklet in german language.

The question of the subjectivity certainly gets me thinking, how to improve that. I did try in the text, as sometimes the thoughts of the protagonist are told. I am not sure, what else could be done. For that it would be great to see the other games, that you mentioned.

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