Rovarsson's IFComp 2023

  • Detective Osiris

This title interested me because it brings together two elements that I would not have expected to see connected so closely. An ancient Egyptian god as a Detective.

Since I was a child, I have been fond of mythology. The story of Osiris and Isis always struck me as particularly dark. The victim, murdered for power, brought back to life through love, has lost something in the process and chooses to not return to the light but rule the underworld instead.

In Detective Osiris, you awaken from death in the glade of Thoth. Previously King of Egypt, the ritual performed by your wife Isis has brought you back as a god.

With my expectations formed by my memories of the source material, I was in for a big surprise when I started reading Detective Osiris. The playful tone of the story clashed hard with the sombre atmosphere I had imagined beforehand. A pleasant surprise, I must stress, as the first conversation with Thoth, god of writing and judgement, brought a big smile to my face.

The lightheartedness continues in the meetings with the other gods. Maat, goddess of justice and cosmic order, comes across as an ever-enthusiastic fangirl; Ges, creator of earth and humanity is a stoner who can’t stop bingewatching his favourite show: life on earth.

The investigation becomes a bit more serious once you start interrogating people down on earth, where at least some of them can empathise with the fact that being murdered isn’t fun.

Although the lighthearted tone and the detective-story twist held my attention for a while, the game ultimately couldn’t live up to the quality of its playful tone.
The most impactful choices the player can make are where to go first, the order in which to interrogate witnesses. This would juggle the sequence of the conversations around, and maybe give a different impression depending on the order.
While the witnesses, like the gods, are fun to talk to, the conversations basically become a chore of link-hoovering. There’s a riddle (can’t have an Egyptian story without a riddle now, can we?) and a number-puzzle thrown in, but nothing resembling a real obstacle, be it a puzzle or a difficult choice.

The author did surprise me again with the ending, twisting the source material around once more in a way that I did not see coming. I’m still not sure if I like the direction in which the original story was changed, but points at least for shaking it up.

A fun read to begin, but loses its freshness.

10 Likes

Thank you so much for reviewing Detective Osiris, I appreciate your feedback!

1 Like
  • Creative Cooking

Have a rummage through the fridge and get a can of something from the pantry. Half an hour later, serve a bowl of something delicious. I love creative cooking!

A bit of creativity is needed here to cook your festive midsummer dinner. After looking around the house and checking the pantry, you realise some ingredients are missing.

Well, the missing ingredients, and by extension the whole game, are an excuse to get the player out the door and exploring the town. Creative Cooking is the author’s way of giving us a glimpse into the imagination he poured into his ongoing WIP. The ABOUT text advises the player to type HELP in every location, not for any hints, but for more background information on the world the author is building, of which this town, Leroz, is a small part.

The quest for the ingredients and the puzzles to get them are close to irrelevant to the experience. So is the actual “creative cooking” from the title, apart from a bunch of ending paragraphs about cooking. As a game, even as an attempt at a realised interactive setting, Creative Cooking fails. Its surroundings, scenery and details are severely underimplemented, there are no alternate commands for necessary actions, almost anything that falls outside the scope of the walkthrough is denied.

As a tantalising sneak-peek at what the author is working on though, I found the flaws and the author comments in the HELP-section made the work feel like an unfinished archeological artefact which I could try to investigate and decipher.

The most intriguing to me was perhaps the collection of books in the home library, the third location I visited. Their content hints at a world where there is a mixture of wisdom and intuitive magic at work, harnessed and studied and analysed in a scholarly manner.
One of the books also drops a clue that this fantasy world, Railei, is a far-away planet somehow connected to our own. Apparently a Raileian seer-prophet has witnessed a world of technology instead of magic, a great distance from Railei both in space and time.

An interesting glimpse into the world the author is building.

11 Likes
  • LUNIUM

Without reading the blurb, I had expectations of a SF or fantasy work in which Lunium could be the setting’s rare unobtainium used for magical potions or as fuel for FTL-travel. Perhaps it would be mined on a distant moon of an uninhabited planet, or it could only be activated when mixed with dewdrops under the light of the moon.

Not so. Lunium is a combination detective mystery/escape room game. You wake up in a securely locked room, chained to the wall. Your memories are vague and confused, your vision blurred. You must have been drugged…
No points for originality, but it is a solid opening, a staple of IF.

You do remember, aided by the first few objects you find, that you are a detective on the verge of solving a series of horrible murders. Now you must get out and stop the murderer.

Searching the surroundings yields keys and combinations. Unlocking drawers and safes yields clues. Investigating, analysing, combining those clues yields information about witnesses and suspects. This information can then be used to start the cycle anew.

As with a lot of escape games, the puzzles felt forced. It strains the suspension of disbelief that everything you need to escape the room and solve the crime just happens to be lying around (more or less hidden/locked away) in the very location where you’re imprisoned. In this case though, this is justified in the (rather transparent) twist ending. Still, the ending cannot negate the impression of “Oh! How convenient. I’m finding keys all around.” that I had during the game.

Many puzzles do share a common theme (hinted at in the title) that ties them together and gives a nice sense of consistency. (Except the colours on the back of the painting associated with the coins in your pocket. Come on, really?)

The character sketches of the suspects/witnesses were intruiging, but too fragmentary to hold my interest in the end. I would have liked more exposition on the relationships between them, and of the circumstances in which my PC came to interrogate or investigate them. Perhaps in some more elaborate flashbacks?

Lunium is aesthetically pleasing, with beautiful and detailed pictures of the room and the details within it. The option to view and enlarge the items in the inventory is well handled and very player-friendly.

A pretty and puzzly Twine to keep your grey cells pleasantly occupied for about an hour.

7 Likes

Hey, thanks for playing and for your review! Glad to hear it managed to occupy those grey cells for a bit :grinning: You may be surprised to learn that around a third of players who’ve completed the game needed to use hints for the final ‘whodunnit’ question!

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So really not so transparent as I said in my review.

Thanks for the game, congratulations on entering it into IFComp, and enjoy the rest of the competition games!

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Well, probably more transparent to seasoned players and good detectives :wink:

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Thanks for your rewiew !

I admit that the (ab)use of the intrinsic limits Magx/AGT built-in help system (linked to locations) was one of the last thing implemented, with all this imply; personally I fear that the ten or so of potential coding days lost by a bout of bad mood early-to-mid September has weighted much more than I have estimated…
OTOH, another objective of the small story is showing that Magx can still be a valid IF language for tiny to small IF works, hence being released with its source.

For obvious reasons, I can’t compare until next month, but now I’m genuinely interested, even curious about your comparision between this and the other AGT-based entry :slight_smile:

Best regards from Italy,
dott. Piergiorgio.

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  • Gestures toward Divinity

A white gallery room. A Francis Bacon triptych. You, empty-handed, wearing only a linen robe. Another room, and yet another. Three triptychs hang before you.

You can enter the art, yes. Please do. Have a closer look.
Talk to the paint-imprisoned pain, the monster and the lover. Talk to the Fury and George Dyer. Poor George, bruised, dead.

See what mirrors the Creator makes. What tortured creatures he chooses to reflect his image.
The mouth, the bruise, the death.

Come see… Make your acquaintance with Francis Bacon, painter, tormented heart.

Mourn with us, perform with us.

And ask yourself while asking them: What is this deep within us all?

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Thank you very much for the detailed review! And I’ll definitely let the artist know you liked their portraits; I’m also really happy with how those turned out! I’m also glad the tablet worked for you; I spent a lot of time going back and forth on how much information the CLUES part should record.

The intended way to figure out how characters would react to the evidence is ANALYZEing the evidence to figure out their roles in the various events that occurred, but I think in retrospect I should hint that better, because it’s possible to get an ending before getting anywhere near unlocking that verb.

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It could also be me just being daft.

I did ANALYZE the cattle prod before giving it to the doctor doing the autopsy. He then analysed it himself and I got an ending. In my recollection, I thought of the analysing machine as an optional plaything then, and bypassed it in my eagerness to solve the crime.

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  • Shanidar; Safe Return

A band of Cro-Magnons has raided the camp and killed most of the group. The Neanderthals must run and find a safe haven elsewhere.

Shanidar shows an impressive amount of research into the time period of its setting: western Europe around 40.000 years ago. It’s clear that the author is invested in learning about this age, whether as a student, professional, or an interested layman.
A lot of information gleamed from archaeological evidence about the people living then is included. Travel routes, boat/raft building, burial habits, cave shrines,… Different species of homo walked the same region of earth in that time, and must have interacted.
Atop these mostly verifiable facts, the author builds and expands the inner world of the characters through plausible, believable speculation about religious rituals, a shared mythology and oral history, the nature of relationships between individuals, tribes and across the homo-species of the time.

Although the amount of research is impressive, it’s also a bit overwhelming, and it doesn’t always serve the story the author is trying to tell. The insistence on giving every bit of present-day knowledge about the then-living humans a place in the spotlight hinders a clear focus for the story, and for the reader to latch onto.
The pace and focus of the story would be sharper if some details were left vague, mentioned in passing, implied instead of explicitated, left to the imagination.
Less intrusive details help in building a convincing world through an engaging narrative. In Shanidar, I sometimes felt as if the author was giving a lecture, a recapitulation of our present knowledge of humans around 40.000 BC, superficially disguised as an adventure story to hold the attention of those students in the back row.

I liked the overarching structure of the narrative. It’s divided in three chapters.
The first has a tight focus on a small group of people during a short period of time. The survivors of the hostile raid, frantically trying to save their lives and at the same time regroup, to reconnect with other survivors.
The next chapter opens up, with the main group having found each other and taking time to get their bearings. This chapter covers months, with meandering and branching storylines for different individuals, encounters with other groups of people, and boats/rafts (+1 boatiness).
In the final chapter, a newly formed tribe has found its balance, and the story becomes more focused again, with the destination, Shanidar, in sight.

Each screen has the text overlaid on top of a line drawing (white on black) of a subject or character from the description above it. These are beautiful and resonating in their simplicity, capturing the flowing lines of a lion’s shoulders, a woman’s hair falling over her shoulders, or the expression on the face of a shaman with only a few precise lines.

The evolution from a core group of characters, meeting others, joining with, intermingling, and splitting from other tribes means a lot of personalities play a part in the story. All of them have their own background, often sketched in but a few lines that succeed in giving a clear picture. All of them have a definite role in the narrative as it unfolds.

Among all these individuals is Haizea, the “You”-character. But the reader doesn’t need to follow her closely, and in the overall story she doesn’t get more attention than many of the others. Maybe the author felt the need to include some sort of PC, to make the person interacting with the story an engaged player more than a distanced reader.

In fact, there is no, can be no true player character. The position of the player with respect to the events in the story, the kind of choices presented preclude the player from entering the world.
Shanidar; Safe Return consists of a fully pre-existing story, a narrative set in stone. No choices the player makes can change anything about the occurrences, nor give the illusion they do. This is because there are no in-game character-driven options. All choices are instead directed at the player, commanding the bird’s eye narrator to zoom in on certain events or characters.
Within the pre-existing set of events, the player chooses which character to focus on for the next story-bit. She can opt to follow one character for a long sequence of links, or hop around and check in on the circumstances of separate individuals.
Time moves forward with each choice, meaning that the exploits of the others will go unseen in this playthrough, and can only be inferred later from descriptions after the fact. (If the player chose not to follow a certain character on the hunt, she will see the kill being dragged into camp at a later time.)

This is a brilliant idea, allowing the player to direct the narrator to recount events that she thinks are most interesting at the time, while the rest of the characters go about their business, have their own adventures outside of the immediate narrative.
The execution of this idea in Shanidar lacks precision though. There are often gaps where storylines don’t meet up, or assumptions of player knowledge about occurences the reader didn’t see.

Nevertheless, a very interesting experiment in interactive storytelling at the reader level, allowing exploration or the narrative lines themselves, instead of finer grained control of a PC’s choices and actions.

Flawed, but very interesting.

I used the term “story-bits” above. I might as well have said “story-bullets”. Indeed, the text is divided in very short, compact paragraphs, two or three per link. A summing-up of bullet-points in distanced descriptive sentences.

This works well a lot of the time, as it reflects the narrator’s bird’s eye view, giving a dispassionate account of the goings-on in this place or that. In some places however, when especially emotional or violent events are happening, I would have liked for the author to unpack the compact paragraphs a bit further and give the content of the text more breathing room.

The story as a whole is a traditional yet engaging travel account. A hurried start, a time of preparation and exposition, the final trek to the promised destination. It’s an archetypal narrative structure, one that echoes and vibrates within humans.

A captivating work, a great gameplay idea. Full of potential and possibilities for greatness that didn’t fully come to fruition in this case. Shanidar; Safe Return is part of a series, so I’ll be sure to follow up on it and see how the author develops this vision.

11 Likes
  • Into the Lion’s Mouth

Good little lion. Yes… Good little Snout.

Now run off and eat all the little bunnies on the farm.
Now you’re a big little Snout.

Oh well… I clicked around a bit rearing a lion cub by hand (I named him Snout, by the way). I learned something about mixing milk formula for exotic cats in an outside website. And there was a video of a girl rubbing various animals’ tummies.

And then I got eaten.

Not the most mind-numbing fifteen minutes I’ve spent in front of my computer screen, I guess.

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  • The Engima of Solaris

I solved it!

This is a cleverly layered and particularly devious puzzle, designed to make use of many of the human brain’s innate biases and cognitive blind spots.

The grand futuristic vision of mankind spreading its ingenuity and curiosity to the farthest reaches of the cosmos serves to blind us by appealing to our pride, the appeal of the Tower of Babel, reaching for the heavens while forgetting our base beginnings.

The self-assured eloquence of Commander Rennan, his grandiose visions of exploration and knowledge, his heroic willingness for self-sacrifice in the advancement of humanity are but a veil over our eyes to prevent us from seeing the humble reality.

The apparent complexity of the AI’s calculations delving ever deeper into the secrets of the universe misdirects our minds from the simple elegance of the glaring truth.

This game is a glorified “find the typo”-hunt.

The EnGima of Solaris

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  • Dr Ludwig and the Devil

MWAHUAHAHAAA !!!

----bzbzZzoOooOoomm----krkrRrkzZziiing-KRAK----

It’s alive! Aliv-… Well,… I saw its pinky twitch. And it sneezed.

Darn! How does that Frankenstein fellow do it? This is the umpteenth attempt where you sewed sinew to muscle, connected the nosebone to the buttbone, rewired the freshest, least mushy brain you could dig up… Still nothing. The jigsaw-corpse on the slab before you remains dead meat.

But you are no mere Mad Scientist! You can draw inspiration from other sources of dark knowledge. The arcane arts of Magick & Summoning are at your fingertips… Hmm… It seems your fingertips are also a bit rusty. Now how did that Faustus fellow do it?

Nevermind. Just get a magicky Grimoire from Ye Olde Disappearing Magick Trinket Shoppe and follow the instructions.

Tadaa! Easy-peasy.

It’s just… Now you’ve got the Devil Itself here in your lab, and you haven’t figured out beforehand how to get It to do what you want…

Dr Ludwig and the Devil is funny. (The name “Dr Ludwig” is enough to make the corners of my mouth twitch.)
It’s framed as a recounting of events told by Dr Ludwig himself, some time after the fact. As such, the writing is infused with the hyperbole and delusional grandeur one can safely expect from a maniacal science-necromancer. The room descriptions are neutral enough not to get in the way of a proper reconnaisance. Once we have the Dr describing his own actions though, his twisted personality shines through.

>TAKE MIRROR
The mirror was mine! All mine!

Every description of an action is filtered through the Dr’s diabolical mind and comes out sounding, well, a tad on the obsessive side…

The biggest source of humour though are the characters. Dr Ludwig himself of course, whom we get to know through his recounting of the dark occurences of that night.
Hans (I think), the somewhat dim-witted president of the town’s Society for Pitchforks and Torches, is lovably stupid and friendly to all. He’s also vehemently opposed to the nightly digging up of corpses, for some reason…
The elusive shopkeeper of Ye Olde Disappearing Shoppe has a dry wit and a hint of sarcasm in her voice. She’s not so amused by all the work involved with packing up her goods and disappearing behind customers’ backs.
And then there is the star of the piece, the Devil Itself. Condescending remarks and deadpan snarks aplenty, it’s great fun to break down Its feelings of superiority by showing It exactly who Summoned who.

The customised responses hold a small treasure of winks at the fourth wall and clever jabs at IF-conventions. I derived many a chuckle from this. It also brings me to my next point:

Dr Ludwig and the Devil is polished. Like granny’s silverware when the Mayor comes to dinner. It sparkles like it’s been endlessly rubbed with pulverised brimstone and demon-dragon spit.
Failed commands, unrecognised topics, an accidental press of the “Enter”-key on a blank prompt,… They’ve all been re-imagined within the narrative frame of the Dr telling the story. Even meta-commands are part of this:

>RESTORE
Now where was I?
----[player looks up previous save]----
Right, there I was.

… as if Dr Ludwig had simply paused to drink a sip of water.

Of course, humour and polish quickly lose their strength without a good foundation. Not to worry, because…

Dr Ludwig and the Devil is solid. I encountered no bugs to break the spell. Scenery, object-handling, conversations are all deeply implemented. To aid the player in finding her way through the widely varied dialogues there is a list of general topics as well as a list of topics specific to each character. Besides that, you’re free to try and chat about anything else that crosses your mind. (Try it.)
Puzzles range from straightforward to hard and frustrating-in-a-good-way, without any guess-the-verb or syntax issues to stand between the player and her intentions and so obfuscating the correct path to the solutions.
The game is gratifying in its structure: just as I was starting to feel claustrophobic, being holed up in the cellar with the Devil, the world opened up and allowed me to take a walk outside to look for treasure. (I use the term “treasure” in the loosest of meanings.) Returning to the basement with all the requisite articles, with my plan fully formed, and going through the necessary steps toward the ultimate objective was very satisfying.

And then the game threw a curveball and expected me to solve the hardest puzzle of all to truly triumph over the demonic presence in my cellar before I could reap the rewards of my hard work. A brilliant puzzle, requiring the player to fully understand the possibilities ànd limitations of having the Devil Itself under her command.

Dr Ludwig and the Devil is very good.

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  • A Thing of Wretchedness

I like the word “wretched”. It forces you to pronounce it “wretchèd”. Say “wretchèd” ten times…


[While Calvin is playing with the clay, Hobbes just enjoys saying the word “smock” over and over.]
----…wretchèd wretchèd wretchèd…----

Enough silliness, on to the game:

A Thing of Wrechedness has me torn. I’m confused and puzzled about the disconnect between the imagery and symbols I read into the text, and the endgame I reached that totally came out of left field.

My interpretation in spoiler space:

Interpretation in spoiler space...:

The protagonist is an elderly woman living alone in the house she used to share with her beloved husband. He died some time ago. Mementos of him remain, such as his leather jacket and the tool shed. The stopped clocks and the different dates on the calendars suggest that the woman has been living outside of time for a long time now, mourning, consumed by her feelings of loss and loneliness.
I interpreted the “thing” as a symbol of all the lost times gone by, the days of youth, love, togetherness through pleasure and hurt. The “thing” keeps wandering around the house. She runs into it in all the different rooms. It follows her around sometimes, and she keeps feeding it. It’s around her all the time, but she can’t bring herself to look at it, let alone touch it or engage with it in any other way. The way dear but painful memories of lost love and life stay with us but are hard to confront.
That’s precisely why I tried to be friendly and comforting and loving to the “thing”. HUG, TOUCH, KISS, COMFORT, WELCOME, PET, TALK TO, ASK ABOUT, TELL ABOUT,… None of these verbs made any difference. The responses to those that were recognised merely pointed out the protagonist’s revulsion at the “thing”.

And then, following the only route I saw, I poisoned the “thing”. Actually, first I tried to EAT POISON myself, which was much more in line with my interpretation of the mental state of the protagonist, I think.
The endgame I had after the “thing” ingested the poison was a seemingly endless, Z-filled sequence of it thrashing the house and at the end eating me. Try as I might, I can’t bring this into concordance with my earlier experience.

I was impressed with the lonely atmosphere set by wandering around the empty house and examining the things left in cupboards and on shelves. I’m confused and disappointed by the endgame I got.

(Edit: I’ll go read other people’s reviews to see if they can give me a perspective which might reframe my experience.)

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Replace “wretched” with “Beetlejuice”…

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Not sure whether you found all the paths through the game – there are actually three? – but there’s one of those that I think sheds some light on what’s going on:

If you get into the woodshed, you can find a weird puzzlebox (shades of Hellraiser?) and your husband’s empty clothes, coated in a weird fluid; from that I thought the most likely explanation was that he’d fiddled with something he shouldn’t have and wound up transformed into the thing. This tracks with the indications that you’ve been taking care of it – why else would it have its own food bowl? – until you’ve realized the situation’s become untenable.

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That does shed light on things. Thanks.

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  • Bali B&B

I mentioned the name of this game to my son and soon we were jamming and scatting to it. It lends itself well to improvised didgeridoo-ish mumbling (♪mmballiimm♪bwwiiaannn♪bbwwiiimmm♪) while the other is rhythmically repeating it (taktakkatakBAli-be-EN-be-BAli-be-EN-betakataktak).

That was a lot of fun.

It also put me in a good mood to actually start playing the game. I soon found out that our free and joyful accapella improvisation fit the feeling of the game very well.

When Jack (the game lets you choose name and gender; I went with a young woman named Jack) arrives in Bali to visit her grandparents’ bed&breakfast, they spring a surprise on her: they’re going to Paris! Leaving Jack to run the B&B for a week! By herself. Yaay…

The choices allowed me to fill in Jack’s emotional and practical responses to this turn of events. I went with a mix of youthful confidence, appropriate care for the guests’ wellbeing, and a pinch of let’s-wing-it-and see…

I only played through once, so I can’t compare paths through the game, but I thoroughly enjoyed the story I experienced. I got to eat (and recommend) great food, enjoy pleasant breakfast conversations where people only half-understood each other and had to translate back-and-forth with their phones. I got to name and tame a feral cat and give her a shelter for her kittens (we became good friends, as far as that’s possible with a cat). There was a monkey I soon developed a hate-love relationship with. I got to deepen a friendship with a local young man and hike up a volcano with two teen girls who were glad to spend the day without their parents.

And at the end there was a thrilling sequence where we saved the B&B from a natural disaster!

Bali B&B felt like a combination of a soft hug, a warm shower, a sparkling conversation, a dip in the pool. Topped off with an exciting thrill ride where I felt safe to go with it because I knew the author had my back.

I enjoyed this a lot.

9 Likes