One King to Loot Them (Twine Edition), by Onno Brouwer
This is a remake in Twine of an Inform game entered into last year’s Comp; it was originally intended for the One Choice Jam, whose requirements called for games that only had one moment where the player had any options. One King, in its original incarnation, had a clever interpretation of the theme, and its essential linearity was disguised by its nature as a parser game – having a whole bunch of potential options, only one of which is productive at any particular point in time, can be de rigueur for such things, after all. The plot, characters, puzzles, and text all seemed unchanged to me, so on all those points I’ll just refer back to my review of the original game; the short version is that this is an entertaining Conan pastiche with straightforward but satisfying challenges and solid prose. So how has it been changed by its new choice-based interface?
Some things that I found frustrating in the game’s first iteration have definitely been streamlined; the sometimes-cryptic limited-parser verbs are no longer a barrier, for one thing, since you just need to click on stuff to interact with it. The use of an inventory sidebar also helps make one of the harder puzzles fairer by making obvious an option that previously required a bit of a leap of intuition. While navigation links aren’t highlighted, leading to some potential confusion – the opening scene has two separate “broad dark stain” links, one of which provides additional detail text, the other of which advances the plot – the game’s linear nature (and the always-available undo button) means this is no big deal.
There are some places where the interface does get a little awkward – trying to open a chest can require clicking two or three times, which is a few too many in the abstract and also creates challenges if the player’s also trying to use an inventory item to break it open and isn’t sure when they’re supposed to do that. And while it’s nice that there’s a new achievements feature, it’d be nice if the game told you when you’d unlocked one, or told you the names of ones you haven’t found yet, since as is I just looked at them at the end of the game, went “huh”, and closed it down.
All of which is to say that this is a clean and faithful translation of the parser game: that trick with the one meaningful choice is still really smart, the puzzles and story seem to work just as well as they did in the original, and that one puzzle at the end about heading off a “circling” enemy still makes my head hurt. If you’ve played the game already, there’s probably not much need to revisit it unless you’re interested in doing comparative analysis on the different interface schemes (which is totally legit, I actually enjoyed doing that!) But if you’ve hesitated to take the plunge, this is version hits all the same high points and is more accessible to the parser-averse to boot.