Rovarsson's IFComp 2025

  • valley of glass

A precious few moments to yourself. Some stolen time to wander round the valley and take in its beauty. Maybe even reminisce about the previous times you tried to leave…

valley of glass is a peaceful and quiet walking simulator, with no specific goals or puzzles. Just explore the enclosed valley and look at things, enjoy the pretty descriptions, maybe get a hint of backstory.

And here-in lies the difficulty of this sort of game. Without puzzles or adversaries, without a goal to fulfill or even a definite storyline to follow, all the weight of making the game engaging falls upon the depth and detail of implementation. And Valley of Glass fails this single prerequisite for an effective walking simulator.

With nothing specific to do, I want to do be able to do everything. I’m here to explore and enjoy the surroundings, so I want to experience everything. With all my senses.
If there’s a breeze, I want to feel it, if there’s mention of crisp morning air, I want to smell it. I’m surrounded by trees, so I want to climb them and look at the view from above and listen to the rustling leaves. I want to drink from the river and sit on the ground and rub the rocks.

valley of glass blocked me at every turn. Default dismissive responses everywhere.
“You can’t do that.”
“You can’t go there.”
“You can’t see that.”

To be fair, there are beautiful views and intruiging memories to be found in the valley of glass. The sharp cold when wading into the river, the glittering village with its silverreed roofs,…
For the most part however, I felt like I was wandering around an unresponsive collection of cardboard theater props. Pretty to look at, but no depth or life.

Here’s my transcript:

RovarssonValleyScript.txt (15.6 KB)

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  • Anne of Green Cables

Oh it’s ever so dreadfully negligent of me to never have read that pinnacle of children’s fiction when I was but a boy. I’m positively trembling with shame at such an oversight on the part of my young self!


In the paragraph above I tried to hit Anne’s excited and overaffected tone. It’s hard. And it’s true, I haven’t read the source material upon which this game is based, so I don’t have a basis for comparison to see in how far Anne of Green Cables manages to be true to the original.
I can say however that I read Anne of Green Cables as one coherent whole, with the contrasts and juxtapositions as an inherent part of the piece, and not an artefact of just stronghanding an old classic into a flashy new coat. And I mean this on all levels.


Anne’s excited chattering, her big emotions, her unbelievable eloquence and sparkling presence all testify to her origins as a late 19th century character, almost to the point of caricature. (I mean, I could picture her affected swooning gestures every time something dreadfully tragic happened.) She made me smile when she was happy, and I cared for her when she was sad. That’s because, underneath the endless blabbing and the exaggerated mannerisms, she’s a girl full of honest love and enthusiasm for life and all its surprises.
I also had no problem at all picturing her as a techno-whizzkid hacker with a deep understanding of machines, robots, and computer code. The 19th century literary character and the far future SF protagonist flowed effortlessly together, lifting her above stereotypes of girly girls who love dresses or tomboys who want to get their hands dirty. Anne soaks up those aspects that are her own, and she is just Anne. (With an “E”.)


On a broader scale, this seamlessly flowing together of the futuristic and the old happens with the setting too. The vision of rural Avonlea as a green enclave trapped among towering skyscrapers works, not in the least because of the technological marvels that are present in Avonlea too. Farmland is replaced by floating agricultural pods, windmills and farm equipment by smart(ish) robots. These techno-tools don’t get a chance to overpower the green village setting because there are… cherry trees!


The reader is first introduced to Avonlea through one of its inhabitants, and it’s in this character that all the merging juxtapositions of the setting and the characters are beautifully exemplified. Mrs Rachel Lynde is the nosy neighbour lady of the village. But instead of poking her nose between her window curtains to spy on the villagers’ coming and going, she’s connected to an electronic web of cameras and other data-feeds, instead of whispering her observations and her opinions to others in the village store, she controls a far-reaching gossip/influencer network. I think that first chapter is a genius move for pulling together all the seemingly contradictory elements of the piece and melting them together, preparing the reader for the rest of the story.


I’m saying “reader” instead of “player” because there is a lot of text compared to the number of interactive clicks. I also found it quite hard to discern whether my choices had a long term effect. But I think that my choices may have gotten Anne in a good deal more trouble with her new mother-figure Marilla or Mrs Lynde than was strictly necessary, and perhaps I also got her in some embarrasing situations with a certain boy PC.


After navigating the story with mouse-clicks, it’s an unexpected challenge to descend with Anne into a hacking scenario where you need to rearrange connections on a graphical interface. A pleasant surprise!


A beautiful melting pot of pastoral delights and small village concerns with futuristic technology and the threat of faceless corporations with dictatorial ambitions.


A final remark:

I don’t want to say too much for fear of spoiling things, but the relationship between Anne and Matthew is my favourite part of this story.

Beautiful.

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  • The Semantamagician’s Apprentice

I had a total blast with this one!

A nifty one-room parser puzzler escape game where you transform objects by manipulating their names. Lots of devices to experiment with, leading to tons of funny and unexpected consequences. (Which all worked smoothly, no bugs to be found.) A moody sidekick/help-system on your shoulder. A satisfying chain of logical/intuitive leaps step-by-stepping you closer and closer to the exit.

I have to admit, it took me quite a while to find the first loose thread, poking and prodding at the weird magical machinery, and I was stumped a few times along the way. Nothing that a thorough round of re-examination and experimentation couldn’t fix though, and it was great fun the whole time.

Transcript:

RovarssonSemantaScript.txt (88.2 KB)

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For Anne of Green Gables at gutenberg: Anne of Green Gables by L. M. Montgomery | Project Gutenberg

I’m not terribly surprised it’s a low number e.g. one of the first transcribed. I read it in college wondering if it was really for guys or if I was too old for it and no, no I was not. I think those who’ve read it would be interested in your feelings reading Cables then Gables.

I also recommend the CBC (I think it’s the Canadian Broadcasting Corporation?)'s film adaptation. Matthew looks different than I expected.

There’s also an American one with Martin Sheen as Matthew. He does a good job, and I like it, but I kept thinking of President Bartlett from The West Wing who is nothing like Matthew Cuthbert. The Canadian actor (I can’t remember his name) does a great job of feeling rustic.

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That was my feeling at the start of the project. It’s really an awesome text and I’m glad I got to get so down-in-the-weeds with it.

I can also solidly recommend the Rachel McAdams audiobook of it. She nails the wry humour throughout.

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To those whose games I played but not reviewed (yet): sorry for the delay in reviews. I’m focusing on getting a bunch of last minute scorings in before the deadline.

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  • 3XXX: Naked Human Bombs

I don’t have any personal experience with trans people or gender dysphoria, I lack the reference frame* to say anything meaningful about this game’s methaphoric treatment of the struggle transgenders go through except for my general support of the protagonist’s loud message of “Don’t deny us our space to be.”

Sticking to the more superficial layers of Naked Human Bombs though, I was absolutely terrified by the dystopic horror of the game. The repression of skin, the neglect of the need to touch and be touched, the prolonged “childchood” (the first 40 or so years of a person’s life) to be spent in isolation to protect society from the impulsiveness of youth, brainwashed to fear any physicality or sensuality by complete emotional and bodily deprivation. Truly horrifying, more than any blood-fanged monster lurking in dark corners could ever be.

After feeling such sorrow about the people in this deeply lonely society, I was exhilarated by the (not quite) finale: a triumphant strip act culminating in a lethal golden shower for the recipient.

* So I want to thank you, @Kastel , for helping me understand through works like this.

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To recognize that is, I think, very important. There is always value in humility. Thanks for playing it!

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***Congratulations!***

Great comp! High standards! Kudos and handshakes all around!

I didn’t get around to playing this years winner during the comp unfortunately, but well done @radiosity ! I’ll play Detritus soon.

My favourite out of my batch of games came in second. Thank you @Draconis for a great game. So good, I just had to put it in my most-beloved-games-ever list: Rovarsson’s Superlative Games

And a big thank-you to every one of the authors and judges and voters.

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