Rabbit's IFComp 2025 reviews

IFComp again? No problem.

I’ll post my reviews in this thread. I don’t expect to get that many reviews done this year due to a combination of seasonal work pressure, two house moves (one of them mine), and Silksong. But I’ll do my best!

I’ll use the Personal Shuffle option to randomise what games I play, but I reserve the right to skip around to play a game I really wanna play, or to play a game that will fit into the free time I have. I strongly dislike the use of AI-generated assets and I’ve just about reached the end of my patience with them, so this year I will politely skip games that declare the use of generative AI. (If I play a game that uses generative AI but doesn’t declare it, and I notice it, I’m not going to be happy!)

I usually post the date I played each game, my playtime, and the way I played it (in the browser, downloaded to my computer etc), in case these factors have influenced the review I write (e.g. browser-specific bugs, or substantial content missed after the 2-hour judging cutoff). I don’t usually post my scores because I haven’t often decided on scores when I post the review, and I futz around with scores a lot until I submit the ballot.

Some of you may recall that I’ve previously admitted to living in the UK, meaning that I am affected by the UK Online Safety Act. Not to worry, though, as for the next six weeks I live in Sweden, as far as anyone knows. But please do tell me if you’re concerned that my experience of your game has been affected by geoblocking or other restrictions out of your control. My sympathies to the entrants and the organisers at this time.

A Conversation in a Dark Room (Leigh)
The Path of Totality (Lamp Post Projects)
3XXX: NAKED HUMAN BOMBS (Kastel)
A winter morning on the beach (E. Cuchel)
WATT (Joan)
Mooncrash! (Laura)
Eight Last Signs in the Desert (Lichene (Laughingpineapple & McKid))
The Reliquary of Epiphanius (Francesco Giovannangelo)
Lady Thalia and the Case of Clephan (N. Cormier and E. Joyce)
You Cannot Speak (Ted Tarnovski)
The Wise-Woman’s Dog (Daniel M. Stelzer)
A Day in a Hell Corp (Hex)
Who Whacked Jimmy Piñata? (Damon L. Wakes)
Uninteractive Fiction 2 (Leah Thargic)

14 Likes

A Conversation in a Dark Room (Leigh)

Played on: 1st Sept
How I played it: Online via IFComp ballot
How long I spent: 30mins for two endings

First game of my Comp personal shuffle is a choice-based game of modest scope. You play as a journalist having a strange conversation with a strange man, as they prepare to do something which makes the protagonist uncomfortable. The blurb is tight-lipped about what’s going on here so I’ll avoid spoilers, but the true nature of your conversation partner becomes apparent quite quickly, and a bizarre power dynamic develops between interviewer and interviewee.

I’ll note right off the bat that A Conversation in a Dark Room makes an unfortunate first impression. I don’t blame first-time entrant Leigh for not knowing this, but text that’s delivered on a timer tends to be frowned upon in IFComp, as a lot of regular IFComp judges are fast readers who are trying to burn through as many entries as possible, and they don’t appreciate waiting around for a game to deliver text. I think the opening screens delivering text at a letter-by-letter crawl is going to put off a lot of judges, which is a shame because that timed text only lasts for a couple of screens before the game delivers passages all at once as normal. If you skipped this game because of that, please go back and give it another shot!

The scenario presented here is a very compelling idea. It’s clearly a game of cat-and-mouse on some level, but the player’s initially kept in the dark about who’s the cat and who’s the mouse, and even the stakes are hidden until about halfway through the game. This doesn’t matter too much as the conversation follows a braided linear path to the climax. Perhaps it makes roleplay a little difficult, but the disconcerting effect of this hidden information mirrors the confusion and fear the protagonist feels as the conversation spirals away from him, so I feel it works as an artistic choice.

Within chapters you can explore different topics to learn a bit more about your companion and why they want the player character to do what they’re doing. It’s possible to get sidetracked and dive into a spot of worldbuilding, which maybe disrupts the pace of the second half of the game, but I enjoy this kind of thing anyway – it’s clear that the author has considered the background of this game’s characters and has a good sense of what drives your interviewee. I feel there are some structural issues with the writing itself (chiefly, there’s an ongoing slippage between past and present tense which bugs me: “You study him. Or, at least, you try to. His head was down, so you couldn’t make out the facial features…”), but the concept and characterisation are strong enough to overcome those issues.

A Conversation in a Dark Room tracks three statistics which I think reflect what your companion thinks of you: Empathy, Intrigue and Hatred. I don’t think there’s any way to see what your current stats are other than counting the stat increase notifications you get periodically. That’s a smart move, helping to reinforce the uncertainty the player-character feels about what their companion is actually up to. But it does mean I’m not certain how much your stats influence the ending you get. I played through three times (well, two-and-a-half – I reloaded a save for one) and found two separate endings. Despite one playthrough focusing on what I assumed were Empathy choices and another focusing on Hatred, the ending was near-identical for both, the only change being how drunk the player-character was. In both playthroughs, at the climax, I got one forced choice saying “’Honestly, I don’t think I can go through with this’” followed by another saying “You follow him, eager.” In addition to feeling like an odd mood-swing for the protagonist, in context it looks like this reflects both Empathy and Hatred choices, so I have no idea if it always plays out like this or if my stats did anything.

It’s possible that the whole game is a puzzle and that there are particular outcomes locked behind precise dialogue choices; this would explain the Notes screen, which didn’t seem to track anything helpful, but which might play into a metapuzzle. I’m keen to see what other reviewers end up with. (By the way, the other ending I got was a sort of early end to the night in Chapter 2, achieved by being as uncooperative with the interviewee as possible. That’s a case in which my choices definitely did influence the night, so fair play – I’m happy to accept that this game may have a few more substantially different endings and that I just haven’t found them.)

I think the core of this game is extremely compelling, and I’d love to see the author’s work in future Comps!

One last spoilery note: If this is meant to be riffing on Interview with the Vampire, sorry, it’s gone straight over my head. I haven’t read the book. Also I didn’t mean to make those “right off the bat” and “stakes” puns, I am so sorry.

7 Likes

The Path of Totality (Lamp Post Projects)

(edit: I’ve removed a couple of references to suspicions of AI, as I’m satisfied this game doesn’t use AI in any capacity (see Nell’s post below) and bringing up the idea was unkind of me. Apologies to the author.)

Played on: 2nd September
How I played it: Online via the Lamp Post Projects site using Firefox
How long I spent: 1hr 5mins for one playthrough

So I admit I came to this one with a lot of scepticism. I’d noticed that Lamp Post Projects have three games on the ballot, the shortest of which is billed at one and a half hours, and I wondered if the author(s?) might be stretching themselves too thin. I also found the relentless adjective-noun rhythm of the blurb just a little stodgy. Happily, though, The Path of Totality is much better crafted than I was giving it credit for.

This feels like a Choice of Games-type product in miniature. In The Path of Totality’s high-fantasy Middle-Earth-y setting, your custom player character undertakes a weeklong pilgrimage to a set of standing stones to await the eclipse. Along the way, you can optionally choose to befriend or romance your travelling companions. It’s a decidedly fluffy and wholesome game throughout.

I wrote a bit in last year’s reviews about how I don’t usually engage with romance and sex options in games, but I’ve been trying to break that habit and take games and adult content on its own terms. And so it was that Eggory the Halfling Astronomer (“Egg” to his friends, which is everyone) began a whirlwind romance with Jasper “Jazz” the Half-Orc Blacksmith. Just look at that cover art; how can you say no to those kind eyes? The romance subplots are largely supplementary to the main quest to reach the standing stones, and there are no sex scenes and the canoodling scenes are kept brief, but there’s a pleasing sensuality to how they’re written, or at least there is with Jazz. The description of Jazz’s musk and the sensation of their tusks engages the senses and the body in a way that feels authentic.

In addition to romancing one of your companions, you can befriend the rest in one conversation per night; every character gets their turn for you to explore their backstory. These are written well enough for me to enjoy, but I think they’re a teensy bit less successful than the romance, because the dialogue options tend to be quite rigid. You usually get a nice option, an indifferent option and a mean option. The mean options are often cartoonish – threatening to shop your companions to the lawkeepers of the land, that kind of thing. One lets you be casually transphobic. I didn’t explore these so I don’t know the consequences. I largely stuck to the nice options, but many of those sound a little unconvincing, or even insincere, as if your character is reciting what they’re supposed to say rather than giving an authentic compliment – I think they would feel right if the compliments were just a little more offbeat so that they had a little more personality. I understand why they’re written this way, though; roleplaying is encouraged by the game’s character-building, and I expect that too strange a compliment might feel like overwriting whatever personality you’re trying to play to.

There are a couple other writing missteps. The introduction does still feature that claggy adjective-noun prose from the blurb, though thankfully this clears up significantly once the character dialogue begins. There’s a strange line “You recall that kobolds are small, animalistic creatures known for their poor morals” which runs conspicuously against the more friendly multicultural world that Lamp Post Projects consciously builds (it’s notable that orcs and half-orcs are presented here as just big people, rather than as monstrous or power-hungry as in Lord of the Rings and similar fantasy works). Just little bits and pieces, really – I mostly enjoyed the writing, I just think it wanders off-tone here and there.

Let me complete the compliment sandwich by saying that I quite liked the adventure itself, which I’ve ignored up to now despite it being the central mandatory part of the game. I had expected The Path of Totality to be mostly conversation-based, but there are a couple of little gameplay set-pieces that took me by surprise, a navigation-based mist maze and a peat bog misadventure being two of the most noticeable. They’re not all winners (the dice game bothered me, not least because the rules seem terrible; I think if more than half of your dice rolls are rerolls, it’s time to establish some house rules) but they do enough to engage the brain and break up all the talking throughout the game, and they sell the central storyline as a dangerous pilgrimage. They’re simple and effective, and they make this a much stronger game for me.

6 Likes

Hi rabbit, thank you for playing my game! The past and present tense slippage is duly noted – I will admit that I started the story in the past tense, and made a switch partway through to present. I painstakingly tried to go through all my passages, but I had a feeling I may have missed a few (or accidentally still wrote some in the past as I added new branches. I totally understand why that would be bothersome, and I do intend to fix that in the future. Regarding the “typing” feature - I hadn’t thought about how that may affect judges’ time. As a noob to the competition, that’s just something I hadn’t considered, but I will absolutely keep that in mind for future games. And I appreciate you mentioning that in your review.

I deeply appreciate your feedback and critique, and I’m glad you enjoyed it! Thank you for your thoughtful review :slight_smile:

2 Likes

Thank you so much for playing The Path of Totality and sharing your review!

Just in case there’s any lingering doubt, I want to confirm that none of the text or artwork appearing in this game or its blurb (or my other two games on the ballot) was AI-generated. It’s all my original work :slightly_smiling_face:

3 Likes

Thanks for clarifying! I may go and remove those AI comments from the review, as casting the aspersion was unfair and unkind of me. Sorry, Nell!

3 Likes

3XXX: NAKED HUMAN BOMBS (Kastel)

Played on: 3rd September
How I played it: Online via the IFComp ballot, using Firefox
How long I spent: 40 mins for one complete playthrough

You know that Garth Marenghi bit that does the rounds every so often? “I know writers who use subtext, and they’re all cowards”? It’s kind of an insulting bit, isn’t it, when it’s posted as a response to other people’s works. But the more I learn about writing and about criticism, the more I think Marenghi was onto something. We’re seeing a discussion touching on this over in the thread about Drew Cook’s essay on The Game Formerly Known as Hidden Nazi Mode, the general consensus being that the game has layers of text and subtext and what you get out of it depends on how deep you’re willing to read and reflect. An author can take a lot of pride in writing a multilayered metatext or a beautifully constructed metaphor or a complex three-dimensional character, but if you have a message and you don’t want it to get lost, maybe sometimes it’s best to scream what you mean.

Anyway, as we live through the strongest attack on sexuality and freedom of expression in Anglophone countries in living memory, as payment processors and governments lock down the availability of information on gender and sex and destroy any erotica producer’s ability to make a living, here’s 3XXX: NAKED HUMAN BODIES, a game where people explode if they see a nipple. As a fun little kicker, this game is geoblocked in the UK. (Er, not that I would know, here in good ol’ Sweden.)

3XXX is not hiding any feelings about the repression of sex and the absurd lengths to which people will go to censor the body. Before we get into how it tackles body-politics with this full-on approach, I feel the need to say that this allows 3XXX to be an extremely funny game. I spent 40 minutes on my playthrough, and a good ten of those were spent copy-pasting lines that made me chuckle. Without making this review into just a list of good jokes, I really enjoy the constant censoring of any remotely anatomical word such as “lwd” and “msculature”, capped off by the schoolroom scene which implies that people are somehow pronouncing the asterisk like a Discworld character. The passing reference to a café called “Wholesome Coffee and Donuts” left me reeling while I considered what the alternative could possibly be. And I love the passive voice in the opening line that establishes you’re playing as a cop: “Your toothbrush hasn’t finished brushing your teeth when your eyeballs register a new message from NTPD.” The New York Times would be proud.

Following this officer-involved dental hygiene incident, we establish the game’s setting and its heightened socio-politics with an investigation of a bombing incident caused by a guy masturbating irresponsibly, before we reach the call to adventure in Act I. Our player character discovers his body has transformed overnight into that of a beautiful woman, and her eggshell is not so much cracked as obliterated. As a newly-minted trans woman our former officer understands both the enforcement of and the resistance against the nation’s regressive policies, so is in a unique position to fight against them. This fight, as in real life, is fought both within and without; the enemy is not just political power, but also the power of our own minds to internalise the messages we receive and transform them into self-denial and self-loathing.

The primary focus here is on state control of the body and how it infects self-perception, but 3XXX shows understanding of the issue on multiple levels, including as a function of state surveillance and as a political tool. It also shows as much nuance as it can for a game where people explode from jacking off. The character of Ollie serves a few narrative purposes but I’m especially struck by his characterisation as member of the intimacy revolution who deeply fears intimacy for his own personal reasons. For me, this acts as both an olive branch and a call-to-arms for the sex-repulsed among us; nobody’s saying you have to like sex now, but denying it doesn’t help.

If I’m doing my best to poke holes in 3XXX, I might say that there are spots where the dialogue becomes slightly dry – characters say exactly what 3XXX means to say, and at times it feels a little like reading an excerpt from an essay. This is especially prevalent in Act III, in which characters reflect on the politics of the past (i.e. our present day) and how the slope to the game’s setting became so slippery. In 3XXX’s defense, though, there are good reasons why at least one of the characters in that conversation is speaking that way, and it’s not every political-philosophical argument that ends the same way that Act III does.

And then the epilogue. I’ve been attributing opinions to the game 3XXX instead of the author Kastel because I don’t feel comfortable speaking for Kastel on such a personal subject, but here they overtly addresses the audience with a reflection on their own day-to-day life, their experience of gender in a society where they aren’t comfortable expressing it, and their reflection on 3XXX’s function as wish fulfilment. It’s a reminder to anyone who may have forgotten that 3XXX is an allegory, not just an absurdist cyberpunk erotic thriller. The discomfort and pain and yearning felt by the characters of 3XXX is just a heightened version of the yearning many of us experience, and the alien policies of 3XXX’s government are ultimately no more alien than the policies and laws we must navigate now.

As an example of that, there’s a running gag from the blurb onwards about how childhood is now conceptualised as lasting until at least 40, in order to protect as many young minds as possible. It’s an exaggeration, but as anyone with any knowledge about the social history of childhood can tell you, it’s not much of an exaggeration. You can probably think of a dozen examples where lies and distortions have been piled onto the rhetorical device of childhood in order to draw a wiggly line around some cultural cause. Here’s one: In England, a child of 10 is considered too young and underdeveloped to make decisions about their sexuality and gender, but old enough to be criminally responsible and incarcerated. There’s obviously something wrong here.

And now we’re floating around an idea that’s present throughout 3XXX. The attack on sexual expression and information hurts everybody, not just adult content producers. 3XXX literalises this with its naked human bombs, but the actual harm is ever-present. Kastel’s epilogue embeds this in their own experiences, and in so doing invites the reader to consider their own position. How many people are hurt every day, feel like they’re about to explode every day, because it’s become too personally and politically difficult to accept themselves? It took me a long-ass time to figure out I’m nonbinary, and some people will never be allowed to figure that out about themselves, because the opportunities to do so have been hidden from them.

I’m not awfully good at analysing this kind of thing. As I’ve mentioned before I tend to shy away from the sexually explicit, so this was a little challenging in places. Maybe that makes me the target audience? As Ollie demonstrates, I don’t have to become an exhibitionist to recognise that the suppression of sex harms everyone. Still, I’m a little mindful of that thread about Hidden Nazi Mode, and the refrain in both the essay and its responses that anyone who doesn’t dig past the main text to find the symbolic subtext is getting a lesser experience, and not truly understanding the artwork. 3XXX is a brilliant game and I feel that what I got out of it is useful, but I’m not really the right person to analyse the use of sex as a tool of resistance. As Garth Marenghi once wrote, “I’m not Jesus. I’ve come to accept that now.”

11 Likes

That’s a great review! In a sense it’s true that you are looking more at the surface message of the game, while in my review I was delving into what I thought was a further, underlying message. But that makes me happy, because (a) that surface message is important, (b) that surface message is clearly there whereas my interpretation is more speculative, and (c) I neglected it, both in my review and to some extent in my experiencing of the game. Your review enriches me, as it no doubt enriches other readers. What more could we ask of a review?

10 Likes

A winter morning on the beach (E. Cuchel)

Played on: 6th September
How I played it: Online via the IFComp ballot, in Firefox
How long I spent: 15 mins for one good ending and a few game overs

This game is a kind of slice-of-life phenomenological landscape game. You’re playing as a 60-year-old managing their blood pressure with exercise, finishing their 10,000 steps for the day by ambling along a beach. The gameplay is very gentle and arguably puzzle-free; the emphasis here is on being in a place and being in the moment. If there’s any doubt that the idea is to connect with nature, the informative boards dotted along the beach featuring inspirational quotes related to conservation make it clear.

A winter morning on the beach is parser-driven but embeds clickable links in the text. This is really neat! The listed links lead you to sensory actions that you might not otherwise consider (more on those later), all implemented properly, removing obstacles to engaging with the virtual landscape. If you type in your own commands, you can hammer away at the game and find a few implementation problems – “jump” has not been de-implemented or given a custom response despite the player character being depicted as not really athletic enough for that, “eat” and “taste” are two different verbs with different responses, etc. But those issues only came up when I looked for them. I didn’t have any issues when I engaged with the game on its own terms and stuck to using the hyperlinks. I could see this game being a useful set of training wheels for new players who are just getting used to the text parser.

The game’s listed commands encourage you to engage with the world through your senses; when you look at the sea, you’re encouraged to try smelling, touching and even tasting it. All listed commands get a sensible response. This is an excellent start for a game which tries to evoke a sense of place. However, I think A winter morning on the beach hasn’t gone far enough. There are only three objects you can substantially interact with in a sensory manner, the sea, the sand and the gulls; the whole beach is barren of any other objects, other than the signboards that appear in alternate zones. Once you’re played with these, you’re done experiencing the landscape. I think this could have done with a lot more variation in different zones, and more objects within each zone – shells, seaweed, crabs, the sea breeze, rocks and rockpools, tidal defences… there’s loads of space for expansion here.

(I’m not sure if this is quite fair of me – I don’t know if this game is autobiographical and whether the beach is a real and accurate representation of a place which Cuchel knows. But given that the author credits another website with the quotes on the boards, I imagine that those boards are additions at least, and if there’s been one addition made to reinforce the themes of the game, perhaps there’s room for more?)

There is a winning ending to the game which you can find by completing your 10,000 steps (plus solving a very simple puzzle in the coda). You start at around 7,000 steps (the exact number is randomised), and every move north or south adds another 100 or so to the counter. Walking too many turns in a row overexerts the player character’s body, which is fair enough, and easily managed by stopping to read the signboards whenever you see one. What’s not fair enough is the ending you get by lingering in one spot for too long, where a seagull craps on you and you have to abandon the walk. That’s an issue because this is a game that’s encouraging you to take in the landscape and engage with a sense of place and beauty, but you get a game over if you take your time examining objects. The stress (for want of a less extreme word) of needing to continually manage movement does not cohere with the atmosphere the game seems to be going for.

This adventure is filtered through some visually striking web page styling. The game text is rendered in blocky green-on-black text, resembling a retro-computer interface, accompanied by a photograph of the beach as the page background. It’s some impressive styling and I admire the work that’s gone into it, though I do wonder if it’s the right choice for this game. The lurid green and black colours and the pixelated font are pulling in a completely different aesthetic direction from the coastal setting and the picture of the ocean in the background, so for me they present an obstacle to immersing myself in the seascape, reminding me that I am, in fact, playing a computer game. The clickable hyperlinks would be really helpful (especially for inexperienced parser players) to avoid the friction of parser errors and facilitate immersion in the game’s world, so it’s a shame that the styling breaks that immersion again.

This has been a harsher review than I really meant to write. I do think A winter morning on the beach is a worthwhile game, and I appreciated the idea, the efforts made with the web implementation, and the cute-as-buttons epilogue. But I think there are missed opportunities to push the environmental and experiential themes of the game and to cohere them into something more.

3 Likes

WATT (Joan)

Played on: 10th September
How I played it: Online via the IFComp ballot in Firefox
How long I spent: 1hr 5mins for two endings

Sometimes a bad ending destroys the goodwill a work of art has earned. It can be perfect for 95% of its runtime, but a truly terrible plot twist or unwelcome swerve right at the end will be all that anyone talks about. WATT was, for me, a rare example of the inverse; I found myself quite annoyed with it for much of its runtime, but the final 15 minutes or so stuck the landing and clarified the design decisions of much of what had come before, leaving me much more positive about the game as a whole.

In this choice-based game we’re playing as Watt (mercifully the game gets its “who’s on first” jokes out of the way early), a young man who finds himself in a surreal town, tasked with finding seven keys to enter a lighthouse. The game’s structure guides you to each key in turn, so this is more of a linear adventure than a branching narrative, apart from a final choice which decides the ending. WATT gets mileage out of Twine with some heavy text-styling and experimentation with different link types and modes of interaction.

Okay, I’m about to make some criticisms which I worry are going to come off as deeply petty and mean-spirited, engaging with a lot of nitpicks rather than any fundamental structural issues. I apologise to the writers in advance – I may just have been crabby when I played this (it’s been a tough work week).

It’s like this: throughout the early game, there are writing and stylistic flourishes which feel very trite. The earliest example of this is an opening sequence that lets you build a character backstory, only to discard it with big red text that says something like “YOU THOUGHT YOU HAD A CHOICE” (I forgot to get the exact wording at the time, and I’m, uh, currently not in Sweden to load the game up to check). The sudden switch to the red text suggests that this is meant to be a shocking and impactful moment, when in fact choices that don’t matter have been a standard part of the interactive fiction playbook for a long time. There are other small reveals which are not as intriguing as they are presented; I’m sorry to say I rolled my eyes when WATT told me we were in the town of Ecnanep. The early line “Great. Not only are you lost, but now you’re some kind of chosen one” is similarly inauspicious, priming us to expect a lot of deeply annoying Whedonesque dialogue. (I’ll excuse this one, actually, for reasons I’ll get to later.)

I similarly take lots of little issues with the text styling and the use of links in places. WATT is an extremely playful game which must have been a lot of fun to make. There are tons of fragments of coloured text, stretched text, text which trickles in one letter at a time, and so on. However, not all of these effects are well chosen and could have been used more sparingly. There are a few instances of bright white text which are not readable against the cream backdrop. The text “dripping” has to be revealed one letter at a time at one point, and although I understand how the text reflects the physical action here, the effect is countered by the annoyance of, well, having to click one letter at a time. And there’s a sequence where the player is expected to click rapidly on a link about 50-100 times which really got to me – I play text games to give my clicking finger a rest! Individual things-that-annoy-me can be shrugged off – I wouldn’t even think of mentioning them if there were just one or two instances – but unfortunately this is a death of a thousand cuts, and I ended up really wound up by the halfway point of WATT.

What kept me going is that every so often, there are moments which are very well chosen, and very strong. The sparing use of illustrations is very tasteful and adds a bit of punch to the more surreal scenes. I love the design of the first two encounters, a giant pair of hands at the back of a schoolroom and a girl whose body is stuffed inside a vase. These feel inspired by yokai and other Japanese horror imagery, and they’re great choices for the more horror-ish moments of WATT. And even though I was just picking on the protagonist’s snarky early moments, some of the jokes here do land – the bit where the vase-girl needs to explain one of the more sensitive topics in sex ed to Watt is pretty funny.

The variety in different segments is also very clever. I thought the sequence inspired by a Chinese opera was a wonderful idea, but by far the strongest part is right at the end, on the way to the seventh key – this stretch is far more low-key than what came before, with no surreal twists or strange monsters, so here the writing expands to fill up the creative space, fleshing out a handful of tableaux, aching with regret and despair. You might call it melodramatic in another context, but here it’s so markedly different from what came before that, counter-intuitively, it feels natural and cathartic.

It’s this segment, along with the endgame directly afterwards, that puts a bow on WATT’s allegory for aging and regret, and whether it’s too late to change what we’ve done. Perhaps explaining the allegory is a spoiler, but it will be obvious to most players from the moment Watt is described as crawling, then walking, then running in the opening sequence. For my part, I was far slower on the uptake, only catching on when the game as good as said so. The realisation helped to clarify a few of the things that had bothered me earlier on. Oh, that’s why Watt is so annoying early on – he’s a teenager and he’s got a lot of emotions going on! The endings (of which there are at least two, branching from the final choice) cap it off with either the dissatisfaction of trying to undo a life wasted, or the acceptance of what has been. I think I was a little too spaced out at that point to comment on the themes so I’ll leave that to reviewers who are better at literary analysis, but I felt it tied up quite nicely.

WATT is an interesting one to me. I might have called it quits early on, but having played through to the finish, I now understand the early segments as the vegetables you have to eat before you get to the endgame dessert. I still think the game could do with some judicious editing, but I feel it was worth the effort. And now, to help prove my opening point about endings changing audience responses to a work, I need to bookend this hopefully-readable review with a truly indefensible closing statement. I think you should be alLOWED TO FEED POISON TO DOGS

7 Likes

Mooncrash! (Laura)

Played on: 14th September
How I played it: Downloaded, played with Windows Git
How long I spent: 1hr 15mins for four endings

Mooncrash! feels very off-kilter, and I mean that as a compliment. This parser game sees you hopping around a fantasy world trying to do something about the impending apocalypse. That’s already a pretty strong premise, and the way the author approaches it feels very unusual for IFComp. I feel Mooncrash! is one of the games I’ll remember most strongly. (As someone who’s also written a game with a name that ends in an exclamation mark, I will be respecting it every time I write the title.)

What we have here is essentially five games in one; four simultaneous scenarios, plus an endgame. The four scenarios all recreate a different sub-type of interactive fiction: a turn-based RPG, an inventory-based puzzler, a deep conversation, and a maze (no, don’t run away, it’s a fair maze and there’s a way around it). Most of these give you a set number of turns to accomplish them, which sounds frustrating on paper, but you usually have more than enough turns; the timer usually serves as an ever-present reminder that, well, the end is coming.

Before these, though, comes Mooncrash!’s first unusual twist: An opening personality test asks you what you’d value if you knew the apocalypse was coming, and then assigns you a starting scenario based on the results. Mechanically this is pointless since you’re free to ignore it and choose a different scenario, and you’ll need to take all paths anyway to get to the endgame. But its actual value is as a clever narrative trick – it encourages you to consider the personal stakes of the apocalypse, not just the wider stakes.

None of the different chapters are unsuccessful, but some work better than others. For my money the best of the bunch is that extended conversation with the Fateweaver (a name that would be right at home in a Bioware RPG), who you’re trying to convince to help save the world while a countdown to the apocalypse steadily ticks away. It’s a philosophical exploration of somebody with a completely alien set of moral values, and it’s fascinating. (It’s capped off nicely with a potential ending you can get in the final segment by following the Fateweaver’s advice – the twist there is getting a little cliché, but it’s done with such aplomb that I don’t care.) And I’d love to see an extended version of that RPG scenario – it’s a little too easy to grind in its current form, but the basic combat system is good, and the encounter design is just plain cool.

Mooncrash! is such an interesting case which the usual comments about implementation don’t quite apply. There are many oversights here which I would normally pick on – examining the player character produces the “As good-looking as ever” boilerplate text, there’s rarely any response for examining anything else, there’s no “credits” or “about” command (though credits are given in the intro and blurb), and so on. Often these suggest an author who rushed their game and didn’t pay attention. But in fact, the important parts of Mooncrash! have obviously had a great deal of care taken over them. The different scenarios are meant to be played through in the same save file, and they can be chosen in any order and replayed; from experience, I know this takes a lot of very thorough work and testing to get right, to make sure you clear the player’s inventory and shuffle all objects and event flags back to how they should be. Additionally, the author’s implemented her own choice-based dialogue system, where topics are selected with a “choose topic” command, without the use of Inform extensions. This is pretty impressive! (I’m very curious how it works. It looks like objects representing the topics are being shuffled in and out of the rooms so that the player can interact with them? It’s a bit of a fudge, if that’s right, but show me an Inform 7 game that doesn’t fudge the engine a little. If it works, it works!)

Even so, I think I’d like a bit of extra work done on the implementation. It’s probably a good idea that not many things can be examined (the player is frequently on a timer, so discouraging spending time on examination is helpful), but it might be nice to change the default failure responses just to add a bit of extra personality to the game. (Even just a little change like swapping the default examine message from “You can’t see any such thing” to “That’s not important right now” might help… although you’d still have to check if the player is examining something that is important, like the NPCs). I also think that the “choose” command could do with a shortcut, like “c topic” since it’s so frequently used. Just little bits of polish and tidying here and there.

It’s taken me a while to write this review (and I’ve cut out discussion of the setting and story just to get it done) because I’m worried it all comes off as backhanded compliments. It has flaws but it’s ~ambitious~ and ~fun~. But damn it, it is fun. We’ve all played games, read books, watched films etc. which were put together perfectly but which were boring as hell. I really liked playing Mooncrash! and that counts for a lot.

8 Likes

Thank you for the wonderful, thoughtful review! I’m not at my main computer right now so I can’t write up a proper response for a few more hours, but I wanted you to know that I saw it, and I appreciate it. :smiley:

4 Likes

I feel Mooncrash! is one of the games I’ll remember most strongly.

That’s the best I could ask for, especially the first time I wrote a real IF game! :sparkles:

the timer usually serves as an ever-present reminder that, well, the end is coming.

I’m glad that seems to have had the intended effect here.

But its actual value is as a clever narrative trick – it encourages you to consider the personal stakes of the apocalypse, not just the wider stakes.

I’m glad you noticed the sleight of hand there! I do think I could have streamlined the experience a bit more for players who are less inclined toward personality tests, but you’re right on the mark regarding the intention. That’s why I kept it in, in spite of some playtesters suggesting removing it. (In general, I subscribe to the “trust playtester feelings, listen to and then mostly disregard specific suggestions” idea, and that was important here.)

None of the different chapters are unsuccessful, but some work better than others.

Definitely, and thanks for the feedback on the RPG section! I’m not currently planning to use that specific system again, but if that plan changes, I’ll come back to this. And thanks re: encounter design! I think most of the fun comes from the framing and pizzazz rather than the mechanics (which I think are a bit too shallow, as you gestured toward in your comment about the system), but I’m glad it was a good experience.

from experience, I know this takes a lot of very thorough work and testing to get right, to make sure you clear the player’s inventory and shuffle all objects and event flags back to how they should be.

Haha, yeah. Yeah…

Don’t look at the super long list of reset commands linked to a room I secretly teleport the player into between runs! I’m a real programmer, not a hack, I promise! :sob:

Additionally, the author’s implemented her own choice-based dialogue system, where topics are selected with a “choose topic” command, without the use of Inform extensions. 

I sure did! It does involve hidden objects, as you conjectured. It’s simpler than you might think, as long as you are careful about managing those objects. Here’s the rundown, if you’re interested. Steal it yourself if you like it, and feel free to add the “c” alias like you mentioned!

A converpoint is a kind of thing.

NotChoosing is an action applying to nothing. Understand "choose" as NotChoosing.
Check NotChoosing:
    say "Choose what?".
Choosing is an action applying to one thing. Understand "choose [something]" as choosing.

To define a topic of conversation, use the following template...

Check choosing TOPIC 1:
    say "The player has chosen this topic. [TOPIC 2] is a topic that will be introduced, as is [TOPIC 3]. The old conversation topic should be moved out of the current room, and any new ones should be moved in.";
    now TOPIC 2 is in current_room;
    now TOPIC 3 is in current_room;
    now TOPIC 1 is nowhere.
    
Later...

TOPIC 1 is a converpoint. TOPIC 1 is undescribed. TOPIC 1 is in current_room. Instead of doing anything other than choosing to TOPIC 1: say "Put default behavior for behaving badly with topics of conversation here.". The description of TOPIC 1 is "TOPIC 1: The description of the topic.[line break]".

In rooms where you place topics (to pretty print the descriptions of topics)...

Every turn when the player is in current_room:
    say "To choose a topic of conversation, type 'choose', then the label of your desired topic.[line break][line break]";
    repeat with curr running through every visible converpoint:
        say "[description of curr]";

You might have noticed the

Instead of doing anything other than choosing to TOPIC 1:

part. That gets used in a series of easter eggs that, so far, only one or two playtesters and no IFComp players I’ve seen/talked to have gotten. To see them:

try using a verb other than “Choose” when picking conversation topics when talking with The Hand of Fate, and especially The Fateweaver. e.g. “take SALVATION“ or “eat PRICE“

I’ll go over this stuff and more in a postmortem, if I remember to write one.

Even so, I think I’d like a bit of extra work done on the implementation.

I agree, now that I have a better idea of what player expectations are for parser-based IF games! If I return to the medium (rather than going for CYOA/limited parser style in the future as a few people have suggested), I’ll try to have a better handle on things like removing/replacing default behavior for common stuff like “x self“, and adding examine/interaction text for things mentioned in room descriptions. Even if they aren’t relevant to the task at hand, it sounds like the absence of such things breaks player immersion in this medium. Now I know!

I’m worried it all comes off as backhanded compliments.

Not at all - I thought you were very kind and helpful in this review!

I really liked playing Mooncrash! and that counts for a lot.

I’m glad you enjoyed your time with my game. Thank you for playing, and thank you again for writing such a great review!

3 Likes

Thanks very much for this response - I love seeing the process behind game development, and I’m looking forward to your postmortem if you get the chance to write one!

I feel sure there must be a thread for this, but just to show you’re in good company, here’s some of the long list of commands and functions that sets up the recurring goose-taming show in my game Honk!. And then of course there’s similar code to undo it all again. (The stuff about pages relates to the Inform 7 extension Hybrid Choices.)

Rat's nest of code
BeastShowStart is a page.
"[BeastShowStart desc]".
It is an end-page.

[truth state for checking if the cage has been emptied before show]
LawnClearsCage is a truth state that varies. LawnClearsCage is false.

A page-toggle rule for BeastShowStart:
	now BeastShowActive is true;
	pause the game;
	seat the audience;
	cyoa teleport to RmRing;
	[clear out the cage, and set a truth state to report it when the show opens. "non-cagetoplike" (!) defined under Cagetop in Cage. (the cagetop seems to be a Schrodinger's thing which is considered to be both inside and outside the cage, and this is one of the scenarios where it's inside]
	let L be the list of non-cagetoplike things enclosed by the cage;
	if the number of entries in L is 0:
		now LawnClearsCage is false;
	otherwise:
		now LawnClearsCage is true;
		repeat with item running through L:
			now item is in RmBackstage;
	[now bring the cage to the ring and put Lawn and goose in it]
	now the cage is in RmRing;
	now the cage is closed;
	now the cage is locked;
	now the goose is in the cage;
	now the goose wears the blindfold;
	[now the goose is handled; [supporessing its IA for now]]
	now Lawn is in the cage;
	[prepare correct dialogue and list of events]
	now the greeting of Lawn is Lawn_show_hello;
	now Beast Show Counter is 0;
	now the Beast Show state number is 0; [this controls which table is being looked at - see the Events during Beast Show section]
	iterate the Beast Show.
3 Likes

Eight Last Signs in the Desert (Lichene (Laughingpineapple & McKid))

Played on: 18th + 19th September
How I played it: Via the IFComp ballot in Firefox
How long I spent: 55 minutes for 2 full playthroughs

There are many terrible opinions on the internet, but only a rare few enter the Canon of Bad Posts, so misguided and bewildering that they rattle around your brain forever, instead of that poetry or literature you should be reading. One such post is this tweet thread essaying a criticism of Disco Elysium, rolling its eyes at the idea of playing as a white man in a detective story and instead floating the possibility of it being about “a young witch trying to solve the disappearance of her neighbour’s cat in a small village in the Alps.” We can spend thousands of words unpicking the problems here, and we could dive into Disco Elysium and try to explain why the protagonist is a white male detective and how that might play into the game’s criticisms of power and fascism and capitalism, etc. etc… but fundamentally, it’s notable that the tweeter’s alternative suggestion doesn’t seem to go anywhere. It offers only a scenario, and gives no thought to what, exactly, the prose style of Disco Elysium is supposed to do with it. It’s practically meaningless.

When Eight Last Signs in the Desert’s random text generator spat out “Across the sky: actually this could be about a young witch in the Alps looking for her neighbour’s cat,” it was very much like being flashbanged. But it also neatly summarises the game’s message, and its fascination with the meaning of meaning.

To back up a bit, this is a choice-based game where we find seven monuments in a vast desert, each representing some unusual object – the commemorative t-shirt, the aardvark cucumber, etc. We perform rites on each, connecting them in pairs and reducing each to more sand in turn. These rites are described in abstract, poetic language which makes it quite hard to understand what’s going on, although we can cycle through text choices to influence the outcome. Most passages are also accompanied by a little square of white noise; mouse over it and it will give you a brief, usually randomised passage, often about how some imagery has been used in 100-or-so advertisements for dish soap this wish.

Those little barbs about marketing make it clear that Eight Last Signs is an allegory for consumerism, and how it distorts associations and meanings. (The subtitle of the game, “The consumerism of images,” is also a subtle hint. Like, literary analysis isn’t my forte, but I feel reasonably confident about this one.) Our protagonist explores each monument as an image, turns them around this way and that, and produces… what? Instinctively I want to say “garbage” – a little dangerous since I may have misread the authors’ intentions and I may be giving them either too much or too little credit, but in this case, I think they know what they’re doing. Each passage is a blizzard of free association and metaphor and personification, so densely packed that it becomes nearly impossible to pick out any individual thread. The monuments themselves prove unable to withstand this onslaught, and crumble throughout the game. It’s interesting to me that the exact disassembly of the monuments comes from this density. It’s not exactly that the monuments become meaningless; rather, they become so saturated with different meanings that it becomes impossible to derive one with clarity, and so the whole image buckles, as useless as if it meant nothing at all.

Where do these new meanings come from, and where do they go? Whenever a pair of monuments is reduced to sand, that white noise passage will be about a copywriter or publicist (or occasionally, a child) being struck by inspiration and writing their own connection between the two objects. In combination with the other random passages, although what we’re doing in the game is abstract, the suggestion is that we’re causing the dilution of images through advertising. (Mostly. I don’t think the children are involved in that.) Adverts associate brands with art and objects in an intrusive way. A favourite song becomes an advertising jingle; meerkats become the mascots of an insurance comparison site; even colours and colour combinations become “owned” by brands (e.g. purple being the exclusive colour of a chocolate manufacturer, or red and yellow becoming the signifier of fast food). In a brief interstitial, two woman find themselves unable to discuss whatever object you demolished first – it’s become sand to them, formless, something which could be anything and so is nothing instead. Eight Last Signs has obvious roots in Surrealism, shouted out in the credits and in the random text (which occasionally refers to paintings by Magritte and Dali), but the end result strikes me as more Dadaist, a deconstruction of meaning as a satire of the logic of capitalism. (Please don’t press me on this point; I’ve plumbed the depths of my art history knowledge in this paragraph.)

There is, at the core, a nostalgia for the original image here and there (for example, when the random text talks about video game genres wandering away from the original vision). This perhaps overlooks how an image or genre or object naturally evolves in meaning over time and how any image can pick up meanings on an individual level (I’m sure everyone has a song that they associate with a beautiful or traumatic moment in their life, quite outside of their, the artist’s or anyone’s control). Having said that, I think Eight Last Signs is less concerned with the natural accumulation of meaning, and more with the forcible association of images and the intentional overwriting of meaning in favour of one more marketable and cosier. This, I think, is what that “witch in the Alps” tweet is doing in the pool of text; the tweeter is, knowingly or not, arguing for taking the brilliant writing of Disco Elysium and removing all the meaning and anger and passion that drives the writing, thus creating a shell of the original.

Oh, the actual game underneath all the allegory is pretty damn good, by the way. From two playthroughs, it’s clear that Eight Last Signs has a lot of conditional logic under the hood; your choices, as meaningless as they may seem, are reflected in the order of events and the text that accompanies each connection. That must have taken an awful lot of planning and testing. The writing is beautiful, even when unparseable; there’s a rhythm to the language that compels you onwards and washes over you. The illustrations are gorgeous, arid and bleak, and the text styling is very tasteful and features some thoughtful accessibility options. If I’m taking potshots for the sake of criticism, I’ll say that the default text settings occasionally produce text which is slightly too long for the boxes, depending on what text choices the player cycles through. But it didn’t happen very often, and since boxes stretch to fit the text as necessary, it was possibly just my browser settings.

I used the word “garbage” earlier to describe the nonsense borne of desperate attempts to commercialise meaning, but another word that comes to mind is “slop”. We talk about AI slop and the word-association chains produced by LLMs and passed off as meaningful as if this is a recent development, but maybe we’ve been living in an age of slop for a lot longer than that. Before LLMs there were social media bot farms pumping fake news; before bots there was Photoshop; before Photoshop there was propaganda; all perversions of meaning destined to sell you something, whether a product or an idea. If we engage with Eight Last Signs’ rather bleak outlook, it’s all been sand for a long time now. I hold on to a bit more optimism and I think that art and clarity of meaning is still possible, but it takes a lot of energy to make sand become glass.

8 Likes

This review made some things click for me - I definitely think you’re on to something with your trading. The monuments are an interesting mix of symbols susceptible of being overloaded with meaning in the way you describe - newspapers and printers as part of the former mechanisms of the promulgation of messages, e.g., t-shirts as consumerist canvasses for broadcasting an identity; I’d never heard of an aardvark cucumber before but maybe it’s one of those foods rebranded to seem more upscale, like how Patagonian tooth-fish became Chilean sea-bass…

1 Like

The Reliquary of Epiphanius (Francesco Giovannangelo)

Played on: 21st September
How I played it: Online via the IFComp ballot (as recommended!) with Firefox
How long I spent: 1hr 20mins for one full playthrough scoring 85/100 points

Finally, a game that’s brave enough to call Indiana Jones a hack. The Reliquary of Epiphanius may be an archaeology adventure, but we’re going to do the archaeology right. Our player character, finding themselves on an archaeological site, refuses to dig willy-nilly for fear of damaging anything under the surface, and won’t pick up the old fragments of cutlery and pottery lying about without a good reason. You’ll even lose points in the final scoring for pocketing the artefacts, signified with an achievement titled “That belongs in a museum!” and illustrated with a little icon of a fedora. It’s kind of neat to have an archaeology game that takes it seriously, honestly.

But ultimately this is a puzzly text adventure game, and the painstaking work of digging a trench and extracting and cleaning shards of pottery is perhaps not the most brain-teasing or thrilling subject, so we do go just a little Da Vinci Code-y in our quest. Expectations are set early when our protagonist rolls into town in search of their father, who’s disappeared while searching for the eponymous lost Reliquary in the ruins of the ancient monastery of San Vincenzo al Volturno. A set of easy-going parser puzzles lead us on our dad’s trail. Could it be that the Reliquary is nearby, if only a sequence of ancient riddles can be decoded? Well, you can probably guess. The supplementary material tells us that this is based on a real archaeological site, and indeed, San Vincenzo al Volturno actually exists and has been an ongoing site of archaeological interest since the 70s (thank you Wikipedia), although I think the surroundings are fictionalised.

The Reliquary of Epiphanius looks like a very beginner-friendly piece of work. For a start, it’s gorgeous. Vorple is used to integrate graphics and sound, and it looks and sounds lovely. I really love the original soundtrack, and the manual/walkthrough that comes with the game is very thoughtful. Between these quality-of-like features and the generally well-pitched puzzles, I can imagine this going on a list of recommendations for players new to parser games.

These puzzles feel influenced by the old school of text adventure design – there’s a simple maze, a darkness puzzle, and a couple of simple object interactions. Despite that influence, they were on the easier side for me (although it looks like some earlier reviewers hit a game-breaking bug with the darkness puzzle – more on that in a sec). The Reliquary encourages you to examine objects in order to progress, which is both a great tip for new players and a useful direction for solving, encouraging you to consider the information you’re getting more carefully. The one tricky puzzle is a late one that requires good note-taking from earlier in the game, but in another neat quality-of-life feature, you can take notes in the character’s diary. (Or if you’re playing in one session, you can just scroll up in the text output.)

Now, as much as I like this game, I do think it’s a little scrappy around the edges. I can’t see any beta-testers credited anywhere, so I’m not sure if this was tested. From those reviewers who hit a bug and were unable to progress (I gather due to running out of your limited light source in the dark areas), this has already come back to bite the author. I think that bug has been fixed so I don’t want to belabour the point. But I think there’s more conditional testing to be considered, especially relating to the back half of the game when a certain NPC joins you. For example, when they hitch a ride with you on your motorcycle (another great feature, by the way – the automatic path-finding to distant destinations is lovely!), the parser outputs that they are “following close behind you” every turn, implying that they are off the motorcycle and are running after you very fast – quite funny, but probably not intended. For a more spoilery example, you can examine the peanut shells in the ruins and have the protagonist exclaim “My father was definitely here. Where did he go?” while he’s standing next to you.

I’m also not sure how I’m supposed to read the story, whether it’s just a fun archaeology thriller or whether it’s making an argument. This requires me to get into endgame spoilers, so I’ll hide them under this tab:

Endgame spoilers

So we find our dad Franco, follow the trail of clues, and eventually realise that the Reliquary is inaccessible, buried in a valley which has long since been flooded for a dam reservoir. In the closing moments of the game, Franco says of the dam’s construction:

“I went through all the records, hoping someone had looked into the area’s history when the dam was built in the '70s. Nothing.”

Franco’s voice darkens, tinged with a trace of anger. “It’s ironic, the Saracens’ expansionist ambitions weren’t enough. A thousand and one hundred years later, a multinational finished the job. Man buries, forgets, destroys… And today, everything can be sacrificed in the name of progress. “Progress”… What do History, the Environment, a Territory, a Community matter, compared to a few kilowatts of energy?”

… which seemed a little strange to me. Because Franco is depicted as sympathetic (if bumbling and distractible) throughout the game, it feels like we’re supposed to agree with him, and yeah, it is a shame that the Reliquary will stay lost (although at least we know it’s not being looted!). But this seems to ascribe malice or negligence to the dam engineers, even though they couldn’t reasonably have known that the Reliquary was there, since we only found out five minutes ago? Can we meaningfully say the loss of the Reliquary has damaged a sense of community when it doesn’t seem to have factored into the community at all, given that in the first five minutes of the game the mayor decries your dad’s research as “all nonsense”? I don’t know, it feels like the Reliquary of Epiphanius wants to deliver a moral about not losing touch with our history in favour of modernity, but I don’t feel it’s supported enough by the events of the game to have any emotional impact. Also I’m not an engineer but I think it would be more than a few kilowatts. Call me a pedant.

But story aside, the Reliquary was a lot of fun. It’s easy without being trivial, the more thriller-like twists are fun, and the whole thing has been thoughtfully put together in a way that is easily recommended to inexperienced players. Not bad for an archaeology game where you don’t even melt any Nazis.

9 Likes

Hi! Thank you so much for this accurate review! Thank you for your very kind words!

You’re absolutely right: it is a beginner-friendly game (I’m a beginner in making IF too — this is my very first one). Unfortunately, I had to test it myself, so some things are a bit off. I already fixed a couple of bugs reported in other reviews, and I’ll work on your notes as well (the peanuts… I totally forgot about the peanuts!).

As for the endgame, I completely see your point and I think you’re right, maybe it’s not supported enough by the events of the game. The point is that the land in question, the Lake of San Vincenzo, is currently threatened by a private electric company that wants to enlarge a tunnel under the mountain (which is a protected national park) to produce more power from the existing power plant. It’s basically pure economic speculation. The only reason the project is still on standby is thanks to a small group of citizens — the few locals who live there and some others, like me, from outside the area — who are fighting against it, while politics only seem to care about the economic side.

I know I didn’t express myself perfectly (that’s why I’m a musician, not a writer!), but I wanted to highlight this side of the story: the fact that state and society are losing (and, sometimes, have completely lost) touch with their land and their history. As a teacher it worries me a lot. In Italy today, every public construction project includes environmental impact studies, and even an archaeologist to protect potential findings. Still, in reality, day by day, economic interests increasingly outweigh everything else.

2 Likes

Aha, thanks very much, this extra context makes the ending make a lot more sense!

2 Likes

Thanks for taking the time to play through WATT!

And just to say up front: we absolutely don’t think your critique came off as mean or petty. You were very kind (and patient) and we’re grateful that you gave the game a full playthrough, especially since it’s a bit of a slowburn (such is life!).

Attention spans are precious, and I’m also of the belief that a good game should pull you in right from the start. We’re also still learning how to pull that off with slower narrative pacing. And yeah, trying to write “annoying teen energy” was… a challenge. We leaned hard into the constant questioning to capture the unfiltered emotional messiness, so it’s honestly validating to hear that it landed, even if it landed as irritation at first😅

Really glad the ending brought it together for you. That final stretch was the most personal part of the project for us, so it means a lot that it resonated.

Also, all the best to you! We hope work’s been less crabby since.

1 Like