Mike Russo's Spring Thing 2026 Reviews

It’s time for another Spring Thing review thread, and I’m extra excited this time since I missed last year – due to an ill-timed family wedding and sabbatical, I was traveling for almost all of 2025’s festival, and so I’ve got an extra dose of opinions, takes, and meandering personal anecdotes saved up. As always, I’ll be trying to review all the games, in random order (first the Main Festival, then the Back Garden). Thanks to all the authors and Brian for organizing – let’s dig in!

(Full TOC to come)

Main Festival
23 Minutes, by George Larkwright
Before the Snow Melts, by Zach Crowe
The Coffee Cake Caper, by Darius Foo
Crier, by antemaion
Cryptid Hunter, by Adam Wade, Alex Kutza, and Skye Murrell
Cyclic Fruition Number One, by D E Haynes
Enigmart, by Sarah Willson
The House, by Miles Poehler
Latinorum, by Roberto Ceccarelli
meminerimus, by diluculum
The Missing City Council, by Solarius
Our Lady of Thorns, by Joel Burton
Strings: a (bug)folk song, by Tabitha and baezil
The Universal Robot (Assembled by Hex), by Agnieszka Trzaska

Back Garden

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The Coffee Cake Caper, by Darius Foo

My wife is a fan of all things British, and I’m usually happy to go along for the ride, so when she started getting into TV adaptations of UK-set cozy mysteries, I gladly watched them alongside her. I could definitely see the attraction – one of her favorites was set in the Cotswolds and added to its bucolic setting wacky hijinks and endearing side-characters, while ensuring that the murders were handled with discretion and indeed, a hint of whimsy, which kept the quantity of ugly brutality required to set the mechanism of mystery into motion to a minimum (see, you start writing about these things and the twee wordplay is infectious). So it was all a good time, save for one rather large fly in the ointment: none of the aforementioned mysteries made a lick of sense.

See, when I watch a murder mystery, I like to play along and guess at whodunnit (not to mention why and how), and while my hit rate is generally pretty solid, I wound up completely stymied when watching these. Reliably, the investigation in the first three quarters of the show would serve only to chase down red herrings and false leads, the blundering policemen would get in the way just when the detectives were about to figure something out, and pretty much all the cases were “solved” when one of the lead characters inadvertently put themselves into the power of a heretofore-innocuous supporting player who would suddenly reveal an unguessed and unguessable motive that had only benefited from the lightest of foreshadowing in the course of trying to cover their tracks through one final (inevitably foiled) act of violence.

For all my complaining, there’s a method to the madness – a cozy mystery wouldn’t be very cozy if the reader/viewer were tensed up on high alert the whole time, scanning for the scantest clue and obsessively weighing and reweighing competing theories. That’s good for a high-tension Christie novel, but here, it’s all about the vibes, and once I realized that they’d intentionally removed the solve-it-at-home aspect, I was able to relax and enjoy the ride.

Anyway, that’s my theory of cozy mysteries, and while I hesitate to tar the entire genre with this critique, since I’ve by no means assessed a representative sample, I will say that The Coffee Cake Caper didn’t disabuse me of my stereotypes. Setting-wise, we’re clearly in cozy territory: the protagonist, a neophyte sleuth, is called to a British carnival where a longstanding baking competition has been thrown into chaos by the disappearance of one contestant’s dough during an overnight proof (shades of Bingate). While the stakes eventually do rise slightly (groan), there isn’t even the slightest flavor of danger to proceedings, and the characters are an enjoyable cast who, if anything, could have been a bit more eccentric: you get two bakers (one uptight, one flashy), a somewhat diffident judge, a stolid night-watchman… It’s a fun world to inhabit, and is fleshed out to a reasonable degree, with the carnival’s environs enlivened with just the right amount of detail. There’s a fair bit of exposition and characters giving their alibis, but it’s all written with a light touch and moves along at a good clip.

But this isn’t just an explore-and-chat-em-up, this is a mystery, and that’s where Coffee Cake Caper’s troubles begin. First, the interface is not well suited to the gameplay on offer. The main interactivity is a series of mad-libs deductions where you must poke holes in the stories of each of the suspects, before transitioning to the finale where you solve the case once and for all (there are a handful of places where the game feints at providing some branching options, but these are invariably but-thou-must Hobson’s choices). The mechanics are simple enough – you fill out the contents of an accusation, then list the three or four pieces of evidence that that support your contention – but the implementation left me flailing. For one thing, despite the fact that the text frequently mentions that you’re taking notes about the clues you discover, there are no handy player aids keeping track of what you discovered; hopefully you were doing that on your own, or enjoy scrolling back through thousands of words of infodumps, in order to review the case file. For another, sometimes the grammar required is strained – at one point I wanted to accuse someone of lying about when they went home, but I had to render it as lying about “when you took the car” – and the fiddliness of getting everything exactly right can lead to farce, as when it took me five tries to figure out how to call out a carnie for eating some of the missing dough, when I’d caught him red-handed with some of it in his waste basket and on his collar (my problem – shared by the walkthrough – is that I called his clothes a uniform rather than a costume). And making everything much more annoying, the order of clues within each drop-down menu is randomized, I suppose to punish lawnmowering, which means hunting for the five or six specific items you’re looking for is always a pain.

Beyond these mechanics, the mystery itself relies on soaring leaps of logic and frequently calls back to small details mentioned at most in passing long before the player knows they should be relevant. Admittedly there are a few places where this is done elegantly – there’s an early bit in the parking lot where the descriptions of two cars sets up a later chain of logical reasoning that I felt clever for figuring out. But for the most part it’s intensely frustrating and had me running to the walkthrough, with the most egregious example being an endgame deduction that requires the player to work out that a character’s brand-new outfit indicates they’d had to change out of a soiled one – except as far as I can tell from the transcript of my session, the only indication they were wearing new clothes is that when they were first introduced, at the very beginning of the game, their outfit is described as “sharp.”

For a passively-consumed cozy mystery, this wouldn’t raise an eyebrow – you’re here for Diffany and Cornie’s ridiculous rivalry and more-ridiculous names, not to play Sherlock Holmes. But enlisting the player in a mystery constructed this opaquely is no fun, even if you were going into it expecting to exercise your little gray cells to their utmost. With a system that didn’t demand quite so much specificity of the player, and that highlighted important clues so you could spend more time testing theories and less hunting through walls of text, it would all go down a lot easier. So, for that matter, would quashing the bugs that twice required me to start over when clicking a link grayed it out but didn’t display any new text – fortunately that only happened in Chrome, and I was able to reach the end in Firefox. The mystery could also use fewer red herrings, and more logically-clued deductions, to truly sing (some testers could really help with ironing such things out; none are currently listed in the credits, but the difficulty of an investigation is very hard for an author to gauge, meaning their feedback is especially important in this kind of game). There’s a lot that’s appealing about the Coffee Cake Caper, from the solid prose to the appealing characters, but as is so often the case in a competition, it would benefit from a bit more time in the oven and some outside perspective – here’s hoping for a post-festival release that smooths out the rough patches and makes for a more enjoyable ride!

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23 Minutes, by George Larkwright

My son was home from preschool for six straight days last week – a combination of the weekend, Easter holidays, and a bout of strep throat we both got – and as a result we wound up watching a bunch of kids’ movies (and doing Lego. So much Lego). On back to back nights we did Ratatouille and Cloudy With a Chance of Meatballs, and I was intrigued to discover that despite their wildly different plots, i.e. up and coming rat proving himself in the realm of haute cuisine vs. lovable mad scientist trying to save the world from a plague of giant raining food he accidentally unleashed, their emotional spines were completely identical: in both, a comedian plays a young man (well, rat) with a special gift (good taste/off-the-wall inventing) that places him at odds with the expectations of his society, and especially with his father, an emotionally-distant patriarch played by a respected actor of yesteryear slumming for a paycheck, until at a climactic moment the son proves his independence and worth, and his incommunicative father is finally able to express his love.

It’s maybe not surprising that people who write and make movies specifically have some unresolved feelings about feeling less supported by their primary male role model, but this is not peculiar to the field of children’s animation – as a society, we have daddy issues, look around (the first draft of this intro included more geopolitics and was a much bigger downer). So 23 Minutes, an extended Twine narrative-poem about the anxieties of being a new father that unfurls across a sleep-deprived walk to work, has a claim to a broader zeitgeist, even as its signifiers (Tesco, newly-creaking knees, Nigel Farage) anchor it to a particular older-British-Zoomer milieu.

It’s less these particulars and more the presentation that stand out at first impression, though. The commute is rendered as a long series of moments, with each click revealing a handful of new words and updating the blurred background photo to a view a few feet further down the London streets. While I often find excessive clicking an annoying way to navigate a game, 23 Minutes’ approach worked for me, since lingering on each cluster of words in turn feels like an appropriate way to read poetry, and the progression of the photos communicates a sense of motion (as well as a sense of danger: there’s one bit where a van hops onto the sidewalk and comes towards that camera that left me worried for both the protagonist and the author!)

Keeping the player feeling like they’re always moving also fits well with the protagonist’s lapidary thoughts – since for all that fatherhood is the central theme, his narrative stream jumps around quite a lot. Early grumbles at sleep deprivation and regret at snapping at his wife over a trivial household chore give way to frustration at the seeming meaninglessness of his work (he’s a teacher), then deepen into more anxious ruminations about whether he’s emotionally connecting with his new baby and finally digging into a major conflict with his own dad, with diversions into his musical preferences and how he met his wife along the way.

Having been a new father myself, I can testify to the way your sleep-deprived brain can flit from topic to topic at the slightest provocation, and the connections between these leaps are usually clear. And the writing is dense with memorable details, like this early bit where the somnambulant protagonist:

Wipe[s] the debris from my eye / crunchy / like the tips / of oven-baked broccoli

(The crunchy broccoli even gets a callback when he reflects on those cracking noises his knees have started to make)

The author also uses the trajectory of words on the screen to mirror the protagonist’s distraction-prone consciousness; the word yesterday on the right-hand side of the screen calls to mind apposite Beatles lyrics on the right.

With that said, 23 Minutes isn’t just trying to dig into the subjective experience of being an exhausted parent trying to keep their head together while they go through their day; it becomes clear that there’s a progression to the topics the protagonist’s brain keeps bringing up, with all of it ultimately being rooted in that pivotal conflict with his father. While he’s prey to a whole host of worries – that he’s too irresponsible yet to be a good dad, that he’s not able to answer his students’ questions about the really important things in life, that he’s too emotionally detached to bond with the baby, and that he’s being childish and churlish with his wife under the pressure of their new status quo – there’s a particular abscess at the root of all this: the dad, you see, has turned to Reform’s anti-immigrant politics as an emotional salve in the wake of a late-in-life layoff, and when he lashed out at the protagonist’s immigrant wife, the protagonist bumbled along trying to keep the peace rather than sticking up for her. The game makes of this incident a big reveal, building up to it and adverting to its significance even as it works through the protagonist’s subsidiary issues, making clear the connection between this primal emasculation and all his other concerns.

It’s a choice that admittedly lends some drama to proceedings, but one that I have to admit left me somewhat cold. One doesn’t need such a Freudian origin-story to explain why you’re not your best self with your spouse in the heat of the feed-the-baby-every-two-hours crucible, and I think pretty much everyone second-guesses themself about what kind of parent they’ll be. I found myself far more invested in the protagonist’s relationship with his wife and child, and was disappointed that the latter part of the game refracted them through the lens of his more stereotypical daddy issues. In fairness, 23 Minutes does soften this blow by toggling to a more upbeat mode for the ending, with hope represented by self-acceptance and a dedication to change for the better, rather than suggesting that everything would be fixed if the protagonist got in a screaming match with his dad. And there are a few other scenes with the dad, set before he gets sucked down into the black hole of right-wing politics, that prevent him from being a complete caricature.

Still, it’s a bit tidier than I wanted it to be. It’s notable that as the bad-dad plot comes to the fore, the writing feels prosier, more like narration. But the game works best, I think, at it’s most specific, when it’s using the tools of poetry to embed the player in the mind of a lost soul hyperfixating on tiny details in a blurry landscape while he tries to figure out this radical change in his life – I wouldn’t have minded 23 full minutes of that.

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Strings: a (bug)folk song, by Tabitha and baezil

I was halfway into Strings when I realized that there was a certain repetitiveness to its puzzle structure. In this substantially cozier spin-off from last Ectocomp’s bug-horror Warden, you play an insectoid musician bent on forming a band by convincing four legendary musicians to play with you. Each is conveniently located in one of the four cardinal compass directions, which admittedly is a common coincidence in parser games, but more to the point, convincing them plays out in a predictable sequence: after getting the lay of the land, there’s a traversal puzzle before you can press your case with one of the musicians, then after a bit of dialogue you solve another puzzle that leads to playing a tune for them that’s so great that it makes them want to jam with you.

This observation wasn’t meant as a gotcha by any means – I actually like it when a game creates a structure that helps the player understand what’s expected of them, and just as I noted the common threads between the first two vignettes, I hit a third that hewed to broadly the same pattern, but changed things up by making the traversal puzzle a much more involved process, with higher stakes than just getting to the relevant bug (I’m talking about the underground tunnel echolocation bit, to be clear), showing that the game leaves more than enough room for variation to keep things fresh. But beyond that, as I got through the last of the four sequences and headed into the endgame, I realized that despite my oh-so-clever pattern-spotting I’d heretofore failed to understand the true reason for this structure: it’s right there in the title, this is a folk tale rendered in song, so what’s more natural than verse chorus verse chorus etc.?

Indeed, everything in Strings revolves around its musical theme – well, everything besides its adorable entomological trappings. The game’s paratext establishes it as a legend and thus it takes more liberties than did Warden’s comparatively-grounded setting, so while the protagonist, a cricket-like mandolin player, is familiar from the former game, this time out there’s a wider menagerie of allies and threats, from an irritating sparrow to a winning worm to sapient insects of all descriptions (as well as a parasitic mite that evokes some of the creepier bits of Warden…) The lush prose conjures a magical world that’s familiar in its broad contours, but transformed by its zoomed-in perspective:

South of the stage the soil becomes spongy, the grasses and herbs become reeds and tangled jewelweed. A vast pond stretches to the south, surface still and glinting in the sun, bordered just offshore by towering reeds. It would be peaceful if it weren’t so loud with frogsong; the frogs themselves are hiding at the base of the reeds or in the water, invisible.

It’s a lovely place to spend time, but your musical quest is an urgent one, as you’re bent on performing a triumphant concert for the love of your life, which just happens to be the moon. And performance isn’t just your goal, it’s also your major puzzle-solving tool: there are plenty of obstacles in your way, from hostile wildlife to inaccessible pathways, and almost all of them save a few optional tasks are resolved via your bugdolin. It’s an impressively versatile instrument, capable of being tuned into high or low pitches, and you’re able to find new strings that can totally transform the sound it generates; then, once you’re ready to play, beyond playing a song you can pluck a single note or strum a chord, or even pitch a performance to an audience of one in order to sway them in a particular direction.

My one small knock against Strings is that there isn’t always a lot of in-game prompting for all of these verbs; you really need to type HELP and COMMANDS at the beginning to make sure you know what you can do. But once you’ve internalized the vocabulary, the puzzles are well constructed to make use of your capabilities – I was never at a loss for what to do, and even my further-out ideas were often rewarded by unlocking an optional achievement (in fact the game boasts quite a lot of pleasing bells and whistles along these lines, including a nicely-drawn map that situates all your peregrinations in space). Combined with the clear, clean structure, it all makes for a nicely-paced sense of progression, as solving puzzles feels satisfying without ever being too hard, and each step tangibly moves you closer to your goal.

And that goal, when it arrives, is a magical-realist set-piece that effectively crowns everything that’s come before, boasting an emotionally-resonant choice as well as more lovely bug-puns (“probos-kiss” is some all-time great wordplay). For all that Strings is a companion piece to Warden, it’s got a vibe all its own, with writing and puzzle design that precisely advance its design goals (and while there are bugs all over this thing, none of them are of the software-error variety). It all makes for a winning package; if it were a folk song, it’d be the kind you catch yourself humming for days after you first hear it.

strings mr.txt (108.7 KB)

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I’m still a little sad that Katherine Morayati’s 2019 NarraScope talk The Math Behind the Drama: Writing IF Like a Pop Song was ephemeral, though perhaps that’s appropriate

How is “Spider and Web” like Taylor Swift’s “Shake It Off”? What does Graham Nelson’s process share with Annie Lennox’s? What’s the “We Didn’t Start the Fire” of IF, or the “Let’s Go Crazy,” or the “Stan”? And how can your interactive fiction works stick with audiences as much as the hooks to these songs, which I’ve almost certainly just earwormed you with?

Edit: anyway, it was an interesting set of connections, and one I’d love to see more people explicitly explore, so it was fun to see it in Strings.

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The House, by Miles Poehler

“The House is one of those games that lives or dies by vibes. While the setup calls to mind Maniac Mansion – you need to assemble a four-person team of stereotypes to explore and escape a spooky house – we’re actually in manic territory here. Those stereotypes aren’t ‘jock’, ‘nerd’, or ‘cheerleader,’ but ‘Lassie with a catnip habit’, ‘extra-dimensional time wizard’, or ‘Actually Dracula’, for one thing. And this straightforwardly-presented Twine game doesn’t involve any puzzle-solving – you just start out talking to each of the four characters in your party to get the first half of their backstories, then lawnmower through the rooms, each of which will prompt one character to infodump the other half of their pop-culture-reference-hammed background and then find a key. Once you bring all four keys to the attic, you win.

“The eight characters on offer are distinctive, but there aren’t many interactions between them – there’s like one short passage that varies based on who you’ve chosen as your main character, which also provides some customized narration, but each character is associated with a different room, and just spews out their spiel the same way every time, regardless of who’s listening. As a result the game supports two full playthroughs to see everyone’s plots, since almost all of the game’s text will be different if you choose the first four characters and then the last four, but after that diminishing returns set in pretty quickly.

“So with limited gameplay and a ten-minute or so runtime, as I said The House’s success really comes down to vibes, and the good news here is that while there’s a range in how well the game’s lolrandom humor landed for me, there are definitely some strong points. Some of the characters are a bit humdrum – that time wizard was kind of a dud – but I loved the Terminator pastiche, who per the movie is a robot who’s been sent back in time to assassinate the future leader of the human resistance, but has somehow adopted the identity, mannerisms, and accents of a Brooklyn cabbie from the 60s, and whose story winds up going even farther afield from those already-zany beginnings to involve babies, lava, and moral dilemmas. Similarly, I laughed at the fact that the alien-pretending-to-be-a-human’s cover story is instantly unbelievable, not because of the way it keeps accidentally mentioned being birthed in an extrasolar hatchery, but because it says it was raised in a middle-income household, when per the game ‘there hasn’t been a middle income since 1971’ (I’d date it later, to the oil shock, but that’s a nitpick).

“Sure, many of the pop-culture references seem unnecessary, and as I said, the characters are hit and miss. But the ratio is solid enough, and the time commitment low enough, that The House more than justifies its existence.”

So.

That’s the review I’d prefer to have written about The House. But we need to talk about Jessica.
In that roster of eight characters, only two are female, and actually one of them is a male-coded extradimensional demon bound into a doll, so that just leaves Jessica. Here’s her blurb on the character-select screen:

Jessica is an aspiring writer who could never really get off the ground after college. She is a little plain and no one would call her unattractive, but her only serious relationship recently ended in a bad way. Now she is thirty-something, living with her parents again, and left asking herself: “Is it too late for love?”

Her internal narration is presented in a flowery script, she’s a big fan of romance novels, her dialogue is broken up by stammers and stutters to convey her low self-esteem, and her “relationship” ended because she wanted a baby and her commitment-phobe partner-only-by-a-technicality immediately dumped her when he found out. What’s worse, while the jokes for most of the other characters are designed to make you laugh at what they say, many of Jessica’s invite you to laugh at what a pathetic girl she is, like this bit of dialogue: “I-I love this house, don’t you? I can… imagine me cleaning it for you.”

“Lady with romance-addled brain” isn’t necessarily a terrible idea for a comedy character, let me say, and there are some gags that gesture towards how this could have actually worked: I giggled at the absurdity of a description that said “Mirrors line the walls, like in a romance drama set in a hardware store.” But again, she’s the only female character, the majority of the jokes are unfunny and at her expense, and nothing kills the good-natured buzz of a silly comedy game like lazy stereotypes. I wish I didn’t have to write this addendum, because most of the game is an inoffensive fun time with occasional moments of inspired wackiness – so here we are.

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Cyclic Fruition Number One, by D E Haynes

Literary hypertext is like a fractal miniature of the IF scene: compared to the larger world of video games, IF is a tiny, un-commercial niche more focused on quality writing than fancy gameplay or bells and whistles, whereas in comparison to mainline IF, literary hypertext is a tiny, un-commercial niche etc. etc. While I haven’t dug into the classics of the subgenre, I’ve appreciated reading about them in places like Jimmy Maher’s blog, and where I’ve come across their few latter-day inheritors, most notably kaemi’s oeuvre, I’ve often found myself bowled over – their distinctive features are self-consciously literary prose and a dreamlike, nonlinear use of links to connect a story’s component parts, so done right, these pieces can feel like the best video games James Joyce never wrote.

So I was excited to see Cyclic Fruition Number One pop up in the festival, as from the first click it’s clear that it’s working in the literary hypertext tradition. Structurally, there are static passages telling a story with no particular character identified as a singular protagonist, with inline hyperlinks on words that obliquely point towards an action or change of location. Interestingly, these links are echoed in the page footer, where they connect to the same destination passages but boast new, abstract titles – the one link in the first passage is a character saying “I’d like to wander around first”, which is picked up at the bottom of the page as “Proposal”, for example.

As for the content, it’s also giving Modernism, as the kids say. We follow a trio of agents of some ineffable bureaucracy as they visit a midcentury-vibed railroad station, before exploring the neighborhood in pursuit of a rogue word that’s invaded our pre-existing linguistic consensus:

He cocks his head up to listen. A glissando of crimson minims on identical white staves chain the undulating frontages in linking measured intervals. Each one declared under management of Reciprocus.

Per the above excerpt, the prose is controlled, complex, drily amused. I enjoyed this description of Chalgrove, the last of our abecedarian three, so forgive the long quote:

His mind exists, even downright persists, by virtue of regular routine. It is laid out in a grid pattern, and castellated in certain critical ratios. A measure of seven splits into a two and a five. Where precision is required (and Chalgrove does enjoy precision) twenty-four is employed as the divisor.

This cerebral containment resembles, perhaps, the rear garden of a modern family dwelling. Never quite embracing nature; the planters positioned according to policy, and the greenery only from certain Approved Suppliers.

There is likely to be a mild disagreement very soon. Appleby always wants to go his own way, whereas Broadstairs will demand a clear objective. Chalgrove is the man to schedule this dispute for later.

As for where they’re going, well, it’s mostly in a circle. The game is fairly short, and as the title indicates, while a few of the passages do have multiple exits, they all eventually lead back to the railroad station, at which point you can keep playing to explore alternate trajectories. It’s workable enough, though I confess I found it a bit unsatisfying, possibly because I found the “true path” – which explicitly calls out the loop and links to an external blog post that explains a little more about the structure undergirding the thing – on my first go-round; unsurprisingly, later iterations felt like exercises in diminishing returns, simply piling up more incident without adding much to the picture, albeit the prose remains a draw throughout.

The about text on the festival page indicates this is a “demo piece”, though I’m not sure whether that means there may be more of this story to come, or just that it’s a shakedown for the system it’s written in, the new-to-me Spiki (my hot take: looks a lot like Twine’s Chapbook story format, seems fine). If this is a preview, then sure, I’d definitely play the next bit. As a work unto itself, though, it feels quite slight. But either way, I’m left wanting more – bring on the literary hypertext renaissance, we have nothing to lose but our attachment to causality.

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The Universal Robot (Assembled by Hex), by Agnieszka Trzaska

There are few constants in this storm-tossed age, but it is nonetheless an iron law of IF that you will never have a bad time in an Agnieszka Trzaska game. The roguelike 4x4 series, the skeleton-and-mouse buddy act of the Rosalinda games, one-offs like the sci-fi shenanigans of Chuk and the Arena – for all the differences in setting and gameplay, you can expect a charming story with plucky characters and laugh-out-loud humor, undergirded by solid, satisfying mechanics. Universal Robot is no exception, and if the puzzles are a little less complex than usual, the almost sandbox-style climax and righteous social comment provide more than enough of a counterbalance.

The “Hex” of the title is the player-character – you’re a put-upon alien wage-slaving it up on a space-station owned by a megacorporation that’s figured out how to use tax loopholes to make pointless widget-production profitable regardless of the fact that they don’t get sold, and in fact get dumped out into space. Not content with this money-for-nothing scheme, they’re putting on pressure to cut costs further, which is where your manager gets the idea of replacing you with a robot. Adding insult to injury, you’re tasked with assembling and training the thing, and adding injury to the insult to the injury, you’re not so much going be laid off as jettisoned out the airlock alongside the station’s other refuse. Fortunately, you’ve got a tool-belt, a buddy who works in the station’s kitchens, and no compunctions whatsoever about using every shrink-ray, inversion module, and rubber snake you can lay your hands on to claw out a better ending to this story.

As the list of inventory items there suggests, we’re very clearly in comedy-point-and-click-game territory. The game revolves around a series of inventory puzzles, which are supported by a clean interface – there’s an always-accessible subscreen where you can examine, combine, or use the stuff you’re carrying on the items in the room you’re in, combined with a simple navigation system and simple dialogue trees. But for the graphics, it’s a pitch-perfect implementation of a late-period LucasArts game, and as with the best of those classics, puzzle solutions are logical without feeling too straightforward, prompting plenty of “wait I think this should work” moments.

In further keeping with that tradition, there are also jokes a-plenty. That manager scheming to replace you? He’s called Mr. Green, but as the game is quick to emphasize, “new”, not “old” Mr. Green, because he’s actually a giant red monster who ate your former, human boss, but absorbed some of his memories and expertise and therefore inherited the manager’s position because the company decided it would be a pain to train someone else up from scratch. And I guess it’s a dumb joke, but I laughed at the earnest prediction that adoption of robots “could lead to unemployment rates reaching 160% by the end of the decade, with some workers being forced to be unemployed at two or more companies at once.” The tragedy!

Per these examples, there’s definitely an anti-corporate, anti-LLM thread that runs through the game, but it’s largely used for jokes and to evoke sympathy for the working-class characters, so stays relatively restrained; as someone who can get annoyed if it feels like a game is getting too didactic even when I agree with the points it’s making, so I appreciated the light touch. And it does serve to add a note of dignity to proceedings that can often get quite slapstick.

The endings, in fact, are where things can become somewhat serious. The puzzles along the critical path are generally quite straightforward: see, the robot is missing a couple pieces, so you need to collect those before you can finish assembling it, and the obstacles to doing so are clearly flagged and don’t require too much brainpower to surmount. But if you just run through that path of least resistance, you’ll find yourself having created a perfectly-functioning robot trained to do everything you can do, which given the ruthlessness of your corporate overlords, is not a great idea.

But there are many, many ways you can undermine or subvert the robot, leading to radically different results; there are a dozen endings to find, and even after coming up with a variety of plans, I still missed almost half of them. Despite the small map and limited number of objects, there are lots of opportunities to mess about, and I was delighted to realize that I could implement just about every silly thought I had, from sabotaging the robot’s physical capacities to messing with its programming (I’ll drop into spoilers to relate my favorite ending: it’s the one where you get yourself hopped up on a giant chocolate-chip cookie, cocoa being an intoxicant to your variety of alien, just before donning the training helmet, which leads to a drunkenly incompetent robot slurring its way through the initial interview with management). I was a little disappointed that it appears it’s possible to lock yourself out of some endings based on a decision that isn’t flagged as irrevocable (I’m talking about downloading the finance podcasts to your terminal), but it feels churlish to complain based on how much fun I had with the ones I did find.

I’m not sure Universal Robot will wind up at the absolute top tier of Trzaska’s gameography – for all that I enjoyed the characters, there isn’t a relationship quite as winning as the one between Rosalinda and Piecrust, and the mechanics aren’t as intrinsically compelling as those in the more systems-driven games. But this is praising with faint damnation indeed; this is a fun, fleet game with something to say, solid gags, and an enjoyably farcical climax. What more could one want, or expect?

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Enigmart, by Sarah Willson

There are a lot of crimes to be laid at the door of postmodernism, from academic texts that use up three quarters of their word count twisting themselves into knots at the violence inherent in any act of analysis to the brainwave that led to an unremarkable margarine being marketed as I Can’t Believe It’s Not Butter, but credit it with this: the idea that every particular narrative voice, in nonfiction as well as in fiction, is an artificial construct, rather than a direct and unmediated expression of the writer’s identity, is these days pretty universally understood. So it’s no great revelation to confess that the Mike Russo who’s offered his opinions on some 700-odd works of IF to date diverges in many respects from the actually-existing fellow currently putting fingers to keys. In most respects, these differences are banal: I doubt any of y’all would be surprised to learn that reviewing-me is much more discursive, nor that intensive joke-workshopping means he comes across as far more clever than the genuine article. But beyond these matters of degree, there are also areas that don’t come up, either because they’re not typically that relevant to talking about IF – like my work in the nonprofit industrial complex – or because they’re not part of what I tend to prioritize when assessing a game.

Puzzle design is a good example of this latter category. When I talk about puzzles in my reviews, I usually focus on how well-integrated they are into a game’s story and how they advance its themes, how they affect the pacing, whether the clueing is fair and if solving them feels like it moves the player ahead, since I think those are the most broadly-applicable ways to evaluate them. But this high-minded focus on design goals and literary function typically pre-empts me from talking about how much of a nerd I am for puzzles, especially of the wordplay variety. Every day I do the Wordle, both Squardles, Bracket City, and several crosswords – so many that I’ve had to intentionally drop some from my quotidian rounds because it was notably eating into my free time. I love a rebus and a not-too-hard anagram, and I especially love a game that’s a collection of brainteasers: your Fool’s Errands, your Professors Layton, your Sage Sanctums Scramble.

As a result, while part of me has to acknowledge that there’s a way in which Enigmart is a bit perfunctory – it’s a collection of the puzzles the author wrote for the monthlong Enigmarch event, gathered together with a couple pages of absurdist story providing connective tissue – a much bigger part of me just squeals in delight at getting to dig into a variety-box of 26 different bite-sized puzzles. There’s a consistent food theme that provides a bit of humor and some gentle prompting in some of the puzzles, but no particular idea is repeated: there are some familiar ones like anagrams and logic puzzles, but also more esoteric challenges involving mixing-and-matching pairs of letters to create words, a Venn-diagram-based puzzle unlike anything I’ve seen before that’s nonetheless immediately intuitive, and even a tricky reverse-Wordle.

The difficulty is generally pitched just right; most range from easy to moderate, with only a few that take more than a couple minutes of thought or require you to stare at the thing until your brain suddenly clicks and gets the solution (though I will say that familiarity with the pop culture of the 80s and 90s is definitely helpful for a few of them). And for the trickier ones, there’s a hint function to help you get over the hump, though it’s only unlocked pretty far into the game – still, I think that’s a reasonable choice since it ensures it’s just there to help you finish up those last couple puzzles you’re not quite getting, rather than pushing people who just don’t get along with these kinds of brainteasers to power through nonetheless.

The implementation is also top-notch – there are all kinds of pictures, drop-down menus, and checklists incorporated which helps keep the puzzles fresh, and I didn’t come across any bugs or interface infelicities. As for that framing story, it’s enjoyably daft but winds up having more layers than it needed to; the conceit is that you’re shopping at a new supermarket where you can get discounts on particular products by solving puzzles in the store’s proprietary app, which is of course silly, but the game surprised me by taking this premise seriously, engaging with questions of privacy and capitalist exploitation while introducing a couple of honest-to-god characters into what’s otherwise a straightforward puzzlefest. As far as I can tell there’s no metapuzzle or branching choices here, which is perhaps a missed opportunity – did I mention how much I adore Fool’s Errand – but it’s still a nice bonus that doesn’t draw too much attention from the puzzle-y main event.

If you’re only interested in IF for its potential to tell a rich story, or if you only like inventory puzzles deeply rooted in a coherent narrative, Enigmart is unlikely to change your preferences. But if you likewise have a suite of puzzle websites you visit every morning as soon as you wake up, I think you’ll also have a great time putting it through its paces. But I do have to levy one complaint: March has 31 days but there are only 26 puzzles in the game, so come on, there has to be a post-festival release with the left-over five, right? I’ll be waiting!

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Latinorum, by Roberto Ceccarelli

Back in the mid-90s when Doom was all the rage, I was in high school and had dreams of video-game-writing glory, so one afternoon I cracked open the game’s level editor to see what I could make of it. Confronted by the blank grid, I was momentarily at a loss for what to create, and defaulted to trying to map out the dorm I was sitting in. This was fun while it lasted, but unfortunately the building’s defining features were its two high stairwells, which were impossible to so much as gesture at in Doom’s 2.5-dimensional-on-a-good-day engine, so thus my dreams were dashed. But I always think of that when I come across a my-dumb-apartment game or something similar, because for all that it’s easy to roll one’s eyes at the lack of inspiration, and be frustrated by the way real-world places feel like they’re full of redundant rooms, illogical connections, and gratuitous empty space when experienced in a virtual context, it’s also worth trying to get back in touch with the impulse that gave birth to them: the wonder at being able to conjure up something from nothing, the impulse to domesticate a strange new digital world by recreating someplace familiar, the thrill of recognition when hard work finally makes it real.

Latinorum makes it easy to dwell on the positive side of that dichotomy. Per the author’s note, this is a rewritten version of a game he wrote when he was likewise in high school, updated and rewritten but still very much of a piece with that early era of IF (like, it requires a C64 emulator to play, for one thing). The real-world origins would be obvious even without this paratext, though – the school you explore has a bunch of near-identical classrooms, features like blackboards and closets that are scrupulously implemented but rarely have anything plot-related to offer, and a confusing map with exits that don’t always make sense, all of which means it feels too idiosyncratic to be made up.

But while I don’t have any nostalgia for this vintage of IF, much less this particular Italian secondary school, the game still manages to be worth the fifteen minutes or so it takes to play through it. For one thing, you’re given a clear goal that rationalizes why you’re exploring this particular deserted place – you’re trying to steal an exam paper the night before the test so you can get a good grade, which is cheating, sure, but a fun enough jumping-off point for a short adventure. For another, the game keeps things short and easy enough that it doesn’t overstay its welcome. There’s some light object-manipulation puzzles and some locked doors, but the two-word parser makes solving most of these straightforward, and the game is free of hunger timers and unwinnable states; the only old-school touch I noticed was one puzzle near the end where I had to manually OPEN a BOOK despite EXAMINING it seeming to indicate that I had already flipped through it, which is a little annoying but nothing a trip to the thoughtfully-provided walkthrough couldn’t solve.

Beyond that, the game leans into its scholastic setting with some fun, gentle gags: I like that it opens with a cheery “alea iacta est”, and this bit of description when you check out a paper airplane made from folding up a page from one of Kant’s books made me laugh very hard:

The legendary Critique of Pure Reason. The aircraft, made from a sheet of notebook paper, took off from an unidentified bench, but due to a malfunction in the control systems, landed at the feet of the Philosophy professor who was explaining (so to speak) Kant.

That “(so to speak)” is 10/10, no notes.

Is Latinorum one for the ages? No, it’s a slight thing, but there are worse jaunts to take down memory lane, and it makes me positively disposed towards the games the high school students of today are even now making, recording their experiences for future generations yet to come.

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meminerimus, by diluculum

I can’t fully decode the wordplay that gives rise to meminerimus’s title, but I think “minimum” or “minimus” has to be somewhere in the blender, because this parser game seems an exercise in creating the smallest possible unit of story: the critical-path transcript barely cracks 500 words. So as a result it’s hard to discuss the game without getting into the ending, and since there is a plot here to be spoiled, fair warning that the rest of this review does so.

To pad out the text a bit so readers deciding to nope out after that warning aren’t immediately confronted by unwanted story details in the following line, before they have a change to hit the back button, let me do some throat-clearing and note that the brevity of the text doesn’t indicate that the game is a low-effort production by any means; there are a bunch of testers listed, and there’s a nicely-styled online version of the game that features intuitive hyperlinks for potential actions.

So the restraint here certainly feels intentional, which makes for an interesting contrast with the density of the premise. See, what’s going on here is that the player-character is a digital simulacrum, reconstituted and placed into a virtual shrine featuring the effects of a real-world person who, we learn through examining each of the four items in turn – and examining is all you can do, this is a limited-parser game – has died of suicide. The person who commissioned the replica is the dead person’s parent, who, through misguided attempts to change them “for their own good”, wound up hounding them into their desperate act of self-harm. That parent acts as the game’s narrator, providing commentary as you look at a gift the dead child received from a boyfriend, an award they won at school, and so on, providing a small anecdote for each before eventually triggering the endgame text which spells out the above summary.

This is a fine story, albeit a sadly familiar one, so what I found notable were the ways the game deviated from my expectations. The main divergence is that while the parent is clearly a terrible person who did terrible things, the game’s presentation is nonetheless at least a bit ambivalent. At a micro level, this is done by having one of the four items represent what appears to a wholly positive memory, a board game the two of them enjoyed playing together, which serves to indicate that the relationship wasn’t completely one-dimensionally negative. But zooming out, the reason the parent’s gone to the trouble of creating this “virtual resurrection” is that they’re baffled by what they did wrong – they’re aware that the things they did exacted a toll upon their child, and from the questions they ask in the finale (“Why did you have to do that to yourself? Why did you have to go so soon? Where I did I go wrong? Am I to blame for this?”) it’s clear at least part of them understands their guilt. But for all that the game makes the parent’s passive-aggression, low expectations, and abusive behavior pellucidly clear, this incomprehension seems to be sincere.

This is an intriguing dynamic! An AI looking at the detritus of the person it’s aping, looked at by the person who knows that they caused their death but due to some flaw in their humanity unable to grasp exactly how or why – it’s an existential hall of mirrors that caused me some vertigo when I thought it through. But it’s also one would probably be more impactful if the game had spent more time elaborating upon it. The AI, for one thing, has no subjectivity beyond providing a vector for the player to make the arbitrary choice of which object to examine, and with the dead child provided no real character traits beyond a few generalities adverted to by the obviously-biased narrator, their suicide lacks some impact.

Sure, there would be challenges to expanding this piece of micro-fiction too much: more robust gameplay systems would probably be required, which can be tricky in a character-first game like this, and it might be hard to sustain the narrator’s lack of understanding across a more worked-out plot without things feeling absurd. Still, I think it would have been worth the attempt; meminerimus raises some interesting questions, but doesn’t do much to elaborate upon them. That’s not a bad position for what appears to be a debut work of IF to leave the player, though, as that means I’m game to see what the author does next.

mem mr.txt (27.7 KB)

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It’s Latin: “we will remember”.

Digression

“Remember” (memini) is a weird verb in Latin, because all its forms are perfect—as if there’s a “have” before them in English. So while the meaning is “we will remember”, a more literal rendering of the verb form would be “we will have memorialized/memorized”. Which is why it’s such a long, slightly awkward word—future perfect forms are pretty rare in general.

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It seems Latin is all the rage at the moment…

First of all, thank you for playing my little adventure and for leaving your feedback.
It certainly didn’t set out to be a masterpiece, but simply having an audience that I could never have dreamed of reaching back then is a great source of satisfaction.
And if even a single episode managed to make someone smile, that’s a great result.

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Crier, by Antemaion

Sometimes you can tell a lot from a font, and the one visual novel Crier uses for its protagonist’s dialogue is a clear statement of purpose: an all-caps, heavily bolded gothic excrudescence, its chunky letters more concerned with straining to escape the narrow strip of screen real estate into which they’re claustrophobically crammed than anything as pedestrian as legibility. What typeface could more aptly give voice to a mad prophet so monomaniacally bent on predicting grotesquely baroque curses upon the reigning sovran that being thrown into the endless oubliette under the palace barely slows down their doom-saying?

This is a game that revels in the aesthetics of its transgressions, turning every available dial up to 11: the character and background art is a well-executed attempt to do Geiger with fewer genitals and way more goo, while the more restrained prose, meanwhile, delivers precisely-limned descriptions of horrors, its clinical tone dwelling on the diverse ways to experience organic rot:

Feeling your way along the wall, you encounter a textured patch on the stone: it smells fungal, ozonic, wetly metallic.

The dungeon has more to offer than just decomposing bodily fluids, though – the ecosystem down here is grasping its way towards a higher purpose, like an artificial but biologically-mediated neural net. In the chatty words of the sidekick who eventually accretes on to you, who’s an oddly adorable sort of giant dendrite:

lots of things survive down here… biotech stuff, variously sapient/sentient, outfolding like ancient dungeon tunnels into villi, 2 extract info from the miasma

The aforementioned Phenol Red is a mensch, but there’s royalty down here too, queens and duchesses of decay, whose domains you’re forced to navigate in your quest to escape back to the surface so you can tell those jerks that no seriously, y’all are turbo-doomed. Most of the game’s choices revolve around set-piece encounters with these figures, as you must give them something of what they want in order to progress, but giving too much can cost you more than you can bear.

But, interestingly, it probably won’t. For all that Crier’s presentation is relentlessly grim, its actual mechanics are pretty low-key. From a bit of experimentation, most choices only change a bit of the following line of dialogue, so are far lower-stakes than they appear, and while there are ways of getting to a premature bad ending, it takes intentionality to swerve into them: pretty much every character will give you direct instructions about how to handle the next one in line, and the game usually provides plenty of warning if you’re on the wrong track. As a result, I experienced a not-unpleasant clash of vibes as I played: the text was telling me I was a degraded churl wallowing in filth for all eternity, while the gameplay structure was telling me I was on a jolly dungeon crawl adventure that just happened to boast some naughtily outré décor.

I wouldn’t say that’s wholly a bad thing. Crier really does have some compelling writing, dense with allusion and gesturing towards ideas that are more fun to contemplate than have spelled out. There’s an engaging section where you’re trying to use your prophetic talents to decode the messages coming down a sort of fungal sigint network, and the choices are enticing – my favorite was interpreting one splotch of lichen as “a dragon encircling a sun while eating its own tail and buttocks[, d]rawn in fluorescent blue kohl.” There’s a later bit of worldbuilding that reflects on the methods of the above-ground tyrant: “The sovran’s men take to the sea for new markets. They bring lenses, automata, small marvels. Whalebone dice. Thaumaturgy husks. Severed thumbs. Those who will not trade will be cut down.” I dug all this stuff, and I doubt fighting the game tooth and claw to progress would have made me enjoy this imagery more.

As a result, though, I’m not sure Crier goes as far towards celebrating the fecund and horrifying vitality of the abjected as it seems; player-empowerment sits awkwardly alongside these themes. IF boasts plenty of examples of games with similar subject matter that either through gameplay mechanics (like say, howling dogs) or downbeat narrative progression (hat tip here to Accelerate) feel like more unified aesthetic objects. It’s probably not wholly positive that I quite enjoyed my time with Crier; for all that it’s a very well-put together piece of misery tourism, I can’t help wishing it imposed more of a toll.

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Before the Snow Melts, by Zach Crowe

I’ve mentioned before that my wife is a fan of the notionally-set-in-the-Regency-but-people-talk-about-closure romance Bridgerton, so we’ve been working our way through the recently-released season, but finding it a bit of a slog. Partially this is because the writing seems to have suffered from those Netflix notes about making sure every character is spelling out the plot for the people not paying attention in the back. Partially it’s because the male lead spent the previous three seasons mired in dull subplots that didn’t go anywhere and which – since their consequences all need to be cancelled out so he can be a blank slate when meeting the female lead – made him seem rather callow. But mostly it’s because the show barreled through the process of the two leads falling in love as though it were running late for a train: there’s barely half an episode of them getting to know each other before the plot starts throwing obstacles in the way of what by now the viewers assuredly feel must be their destined union. And look, I know whose pictures are on the posters, and the tropes of forbidden love are always entertaining to work through, but it’s hard to muster up much enthusiasm because I’m not especially invested – the show is telling me these people are deeply in love, but it hasn’t shown me how they got there.

Before the Snow Melts is a visual novel that takes a broadly similar approach: from the jump, we’re told that the protagonist is deeply and secretly in love with their best friend Clover, and has seven days to tell her – or not – before she leaves the town where they grew up together. It’s a familiar but promising setup, and I liked the straightforward but nonetheless compelling metaphors the author employs to communicate the protagonist’s hidden yearning:

I don’t know when that started. It feels like it’s always been there. Like snow, quietly piling up. Layer by layer, until everything was covered. Still. Preserved. Untouched.

The seasonal imagery in the prose is a highlight throughout, in fact – here’s another bit I liked:

A light breeze moved through the trees, carrying that damp, thawed scent of early spring. Somewhere deeper in the forest, water dripped steadily, like the season was slowly unfreezing itself.

The visual presentation isn’t quite so understated. The anime-style characters are expressive, but maybe too much so – Clover is appealingly spunky but she’s only drawn with a few rather extreme variations, so that she goes from smilingly chatting over coffee, to being depicted as crying in the time it takes her to meditatively run her finger around the rim of the cup and say “hey.”

Perhaps that level of emotional whiplash is appropriate to these characters, though, since while the game doesn’t divulge specific ages or even their overall life circumstances, they’re heavily teenaged-coded, with Clover’s mysterious departure seeming to me like an impending departure for college and the light bickering that characterizes her dialogue likewise coming up sophomoric. So while the protagonist’s refusal to tell their crush about their feelings until literally the last second is definitely a bit frustrating, I remember what I was like as a teenager and can’t say that it’s unrealistic. Whether it’s compelling is a different matter, though; I didn’t agonize over most of the game’s choices because it was clear that the only important one would come on day seven, which means that by midweek some of the pseudo-dates had a harder time holding my interest. Here, the game’s refusal to offer specifics is to its detriment; the line by line dialogue is solid enough, but being told that the characters go to see “a drama” is less compelling than if it had been, I dunno, Oppenheimer, and a lot of the conversation topics are quite abstract and philosophical, so they could have benefitted from additional grounded.

Fortunately, the game does get a mid-stream dose of energy when a third character is introduced into their tiny menage; Iris, a mutual childhood friend, is a bundle of chaos who drinks too much and speaks too bluntly, and in her frustration that these two people haven’t just started kissing already is an effective proxy for the player. Her attempts to move things along are necessarily unsuccessful (and for anyone tempted to roll their eyes at the way that the two main characters just completely ignore the way Iris all but tells them “you guys are super into each other!”, I can testify almost this exact same thing happened to me when I was this age, again, this is gritty realism), but her presence is a highlight and helps ease the process of getting to the ending, which is the other highlight.

The climactic conversation is, I suppose, just as high-level as the rest of them, and edges closer to melodrama, but that’s fitting for the stakes. And it finally pays off some of the seeds sown in earlier sequences: very often the protagonist talks about things feeling or being “easy” in those previous conversations, which provides a counterpoint when Clover, justifying her decision to leave, says “I’m afraid of choosing something smaller than I wanted, not because I had to, but because it was easier”. You really do have choices here, and while all the endings work well enough, I found myself most drawn to the one where you can let Clover know about your feelings without initiating a relationship – there’s a grounded poignancy to acknowledging, at a time of transition, that something could have happened but now it’s too late.

It would have landed harder, though, if I’d come to this scene with a clearer sense of what, exactly, the protagonist saw in Clover, and what Clover saw in them. They both seem like nice people, and as a player, I felt the vague benevolence of wanting them both to be happy. Before the Snow Melts didn’t sell me on the idea that they could only be happy together; it’s vague, perhaps intentionally, about whether this is star-crossed destiny or just youthful hormones bubbling over. I suppose this, too, is realistic, since God knows it’s hard to have that perspective when you’re in it, but fairly or not, the standards for fiction are different.

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My favourite’s the Dragonfly! When I played the mossy strings for her, I exclaimed “Bayou Blues!”

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Our Lady of Thorns, by Joel Burton

The pantheon of great murder-mystery settings surely has a niche of honor set aside for the medieval monastery. Partially this is just aesthetics, and a lingering anti-Papism that’s long haunted anglophone culture: cloaked figures skulking in the shadows of great stone buildings, great artworks of gold and stained glass bearing witness to bloody deeds, men who say they’re pledged to God but who nonetheless commit the darkest of sins… Partially too it’s the fortuitous result of some exemplary takes on the premise, none looming larger than Eco’s Name of the Rose, which is of course name-checked by Our Lady of Thorns’ ABOUT text.

But partially, I think, it’s because the monastery and the murder plot share a dual nature. A monastery is a clockwork thing, with everyone dwelling in it assigned a particular role and duties, and the passage of time creating an orderly, coordinated motion from work to devotions and back. So too is murder a thing of intricate design, at least in murder mysteries: the killer’s design is obscured and complex, but subject to logic, it can be rationalized, dissected – so a murder is a devilish machine playing out within, and against, the holy machine on the monastery. And yes, monasteries are of course not purely mechanical, the point of all this activity is that it enables exactly that holiness, and for a modern audience, being confronted with this alien excess of devotion raises spiritual questions: does man have a higher nature? What does the soul consist in? And again, the murder mystery comes at these questions widdershins, as it provides an opportunity to see what will make a person stoop to the most infernal depths of crime.

OLT is a wonderfully realized illustration of the monkish-murder genre, leaning very strongly into the former element of its nature (in fact, to the extent that it’s a game simulating a monastery murder, here we have a machine inside a machine inside a machine…) A whole priory – a smaller-scale monastic community, as these things go, but still quite large by the standards of contemporary parser IF – is available for exploration, from the central cloister to the gardens, the dormitories, and the inevitable crypt, nearly a dozen Brothers carry out their duties and regularly come together to pray at the canonical hours.

The research that’s gone into the game is more than adequate to lend a pleasing aura of historicity – the priory layout is familiar if you’ve visited one in real life (or played Pentiment), the narrowness of monastic life is neatly portrayed through the regular offices and each monk’s particular role in the priory, and the only anachronism I noticed is that when I looked up the real-life Our Lady of the Thorns, it turns out she’s a Marian apparition that occurred a few decades after the game’s fourteenth-century timeframe. The prose is very nicely judged, too, avoiding throwing in excessive ornamental detail that might get in the way of the puzzles while still providing the appropriate sensual thrill:

Centuries of incense have worked themselves into the very stone here. The smell is deep and resinous, threaded with beeswax. It is a smell that seems to belong to God rather than to men.

But as much fun as I had simply wandering through the halls, there’s serious business afoot: the player character is a novice apprenticed to the garden-keeper, and when your mentor dies in mysterious circumstances, you need to plumb every depth of the priority and unearth the monks’ hidden secrets to determine the who, how, and why of the murder. The game proceeds on a timer, but the passage of time is as much an opportunity as it is a threat: because while of course the game ends if you haven’t found the culprit by the end of the day, every few hours the other monks gather for their religious duties, from which you’re excused due to your youth and the horrific events, allowing you to poke into places where you’re not allowed.

Time isn’t the only system at play in Our Lady of Thorns; there’s an inventory limit and concealment mechanics to prevent you from waltzing around the priory with a giant pile of illicit material, and the monks do move around a bit, ready to prevent you from engaging in any unauthorized mischief if they see you (save for the few you might be able to convince to turn a blind eye…) Many of the puzzles also have multiple solutions. All of this means that there’s a high level of player engagement and advocacy, as you refer to the nicely-drawn map to plot out a path where you won’t be seen, track the clock to ensure your movements are well-timed, and furiously improvise when you’ve made a miscalculation. As far as I can tell, there are consequences to messing up, but they’re generally relatively mild – the game seems to track how many times you’ve drawn undue attention to yourself, and while eventually that can lead to a premature game-over, you’re afforded a generous amount of leeway (unless, of course, the monk whose attention you’ve drawn happens to be the murderer…)

The puzzles themselves are generally conventional ones, but that’s a good decision, I think, given that often getting to the puzzles undetected, with enough time to solve them, and with the right items in your inventory is already half the challenge. There are some predictable ways to befriend or hoodwink some of the monks, the architect of the priory had a convenient love for riddles and secret passages, and a few books offer important clues if you consult them about the right topics. They work well enough and are well integrated into the plot and setting, albeit there are a few that require an old-school specificity of interaction that’s at odds with the game’s generally friendly presentation – this is a game where you need to be very thorough, despite the time limit, or be comfortable consulting the hints. To cite an early example, it’s easy to miss an important object when examining the dead body:

> x aelred’s habit

You see nothing unusual about his habit, and don’t see the things he was picking at.

> search aelred

In an inner pocket of his robe, you find an iron key. You take it.

There are at least two other places where the player has to use very particular syntax, beyond simply examining the objects the game mentions, in order to progress, and while it’s not too hard to deduce the need to do so if you stop and think carefully, in a game this big, it’s easy to assume that if you’re not making progress on a puzzle, it’s because the solution is in one of the locked-away areas you haven’t been to yet, rather than because you missed something in a place you thought you’d already explored thoroughly.

The game’s other blemish is the characters, few of whom have much of a personality. The lovely exception is the librarian, Wilfred, who used to be the prior but who has retired to a life filled with books (and a cute orange cat) in his dotage. He’s a friendly presence – and also a puzzle element, because of course you need to get into those books – and responds to a variety of conversational topics. Most of his brethren aren’t so lucky, though; many of them have taken vows of silence or are otherwise uninterested in communicating, and few of them play a direct role in the gameplay. That’s all realistic enough, but it does mean that the revelation of the murderer was a fairly muted affair, based on gathering physical evidence and reading between the lines in a few documents; sussing out the culprit didn’t take much brain power, but struggling to recall whether I’d exchanged more than a single greeting with him certainly did.

More active characters probably wouldn’t have fit the setting, and the intended gameplay, quite so well, though – as I said, I enjoyed poking around the priory quite a lot, and having to trail half a dozen monks this way and that while interrogating them about all the other suspects, Infocom-mystery style, would be a far more stressful, and far less meditative, experience than what Our Lady of Thorns offers. That solitary vibe is very much in keeping with the subject matter, and makes the final dilemma – because once you’ve solved the mystery, you can choose whether to prioritize justice or mercy – one that plays out at a higher level, responsive more to universal principles than the concrete particularity of one person’s squalid motives and worse actions. So while it takes a while to get there, the game does ultimately touch on spiritual as well as mechanical concerns, a fitting capstone to a game that’s one of the standouts in this year’s Festival.

OLT mr.txt (314.2 KB)

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I haven’t played Pentiment, but several friends have now recommended it. :slight_smile:

I also missed that there was a real Our Lady of Thorns; I simply made that name without Googling it to see if it was a reference used before. I’m glad that I only missed it by a few decades, at least, rather than a few centuries :slight_smile:

Thanks so much for your time with the game and with this review, @DeusIrae . I really appreciate it, and am glad you enjoyed your time with it.

p.s. I have a zillion post-comp design questions and ideas for how I might improve it. Definitely on my list is fleshing out the conversations with the other monks.

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Having played about half of OLoT at this point, I’m floored to hear that you haven’t played Pentiment. Solving a mystery for the sake of your kind, elderly mentor, set in a financially struggling monastery, features a pettable cat… What’s in the cultural zeitgeist that’s causing convergent evolution of monastery mysteries? I’d definitely be interested in a post-mortem that discussed your inspirations/influences.

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Ha, I also thought Pentiment was conspicuous in its absence from your about text! As baezil says, there are a lot of fun parallels (including, as I mention, that you both came up with almost exactly the same map, though I know the layout for monasteries was pretty rigid) and it’s very much a game worth playing, though it does have a slightly different agenda than what you’re up to. Anyway I’d also be excited to read a post-mortem, so looking forward to that!

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