Spring Thing 2026: Thoughts on Our Lady of Thorns

By my standards for my own reviews, I’m not sure this is a sufficient one for Our Lady of Thorns, a game I didn’t complete, so I’m posting my ideas here rather in my blog or elsewhere.

This Z-Code parser adventure is a medieval murder mystery (or tragedy - I didn’t solve far enough to perceive the latter) set in a monastery in 1346, and structured around that monstary’s rules and rituals. The PC is the novice amongst a cast of monks. It’s his mentor, Brother Aelred, who has been murdered in what seem to be poisony circumstances.

I had a feeling from the first move that this would be a challenging game, one best entered into with time and patience. Numerous monks are immediately seen leaving and entering the location in turn-based time. Too fast to look at each one before they’re gone. The info returned by the first look landed suggested familiarity with the names and roles of all them would be required, and probably note-taking, which I commenced in another window.

All the monks, including the PC, are on a schedule, and must attend Matins. I think what’s also fast apparent about this game is that it has the particular beauty aesthetic of the parser world model. It’s got interesting rooms (refer to the in-menu glossary if you don’t know what they’re for) in a world of NPCs running all over the place doing their own things. I found this impressive and happy-making before anything else. This is also the author’s declared first game.

The evident challenge telescopes quickly. The map is big, somewhat difficult (even with the freely offered ex-game graphical map) and though the central area would hugely benefit from diagonal moves, they aren’t supported. It’s easy to miss details in most rooms because so much early time is spent in a state of urgency, hurrying to locations the PC is required to attend, and there’s usually no fast-forwarding or helping oneself possible.

An early hint dispensed by the game says, ‘Your next step could be to search all the Priory locations looking for evidence.’ That is a lot of rooms. Ninety percent of their contents are not of use at this stage. This is where a kind of conflict of demands and design starts to come up. There’s a similar issue with the game’s special commands. I’d have given a lot for a GOTO command in this game, whereas custom commands which do exist, like HERE (showing all the monks in a location) weren’t useful because I could already see them with LOOK, or every time I moved.

Thorns is also an accretive replay game, and with some timing frustrations. If certain monks are in your way, and you need to wait until the next round of office (Matins and its ilk) for them to leave, there may not be anything for the player to do except burn a great many of the game’s finite moves. It may be better in such circumstances to restart and do more planning. So perhaps a way to look at this game is as a difficult, timed and finite simulation-of-place piece. At least, I find such games hard.

There are a lot of subtle and interesting puzzle solutions going, but I felt most of my near-miss attempts weren’t rewarded, so a solution often stayed hidden by a few centimetres. Digging through nested invisiclues was hard work which often answered questions I hadn’t asked. I won’t re-bore onlookers with my longstanding personal complaints about invisclues.

The game can produce tricky situations with all its characters and goings-on. Probably more than have been anticipated or tested so far. My first game ended zombified when a character scolded me and took a key off me from beyond a door I’d locked behind me to try to hide the fact I’d unlocked it in the first place. That the PC is encouraged to hide their own investigative trail as they go along is another dimension of interest and complexity – stealth – in this multifaceted adventure.

I suspected my second game was bug-afflicted when I couldn’t open some monks’ chests, though I’d checked that I’d done what the walkthrough required of me.

After failing in my third session, having trod too much water while the monks went to offices, I checked my full score and was admittedly horrified/embarrassed to find it was just 8 out of 55. I’d read almost all the invisiclues! Stumbling on the shores of invisiclues in a difficult game is usually how I lose my momentum, and I did lose it.

I see here a really bold first game with sophisticated programming, and a ton of work put into it, but perhaps even more is required. Perhaps some of the special commands I had no cause to use might have come good if I’d got further. I’ll be interested to see whether I am just an impatient, invisiclues-bashing outlier on this adventure as it stands.

-Wade

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Ouch, it does sound like you hit a couple of big bugs… I admit I laughed at the mental image of an NPC teleporting behind a locked door to scold you, steal back your hard-earned key, and leave you stranded—but obviously it’s a horrible and frustrating thing when you’re trying to actually finish the game!

I was a playtester for a near-final version of the game and my playthroughs were a lot smoother, but I can definitely empathize with your experience and do remember feeling overwhelmed at first. The stealth element was one I felt could be really tricky too, and I had trouble pinning down the “rules” of it in-game.

All that to say, I don’t think it’s any fault of yours; I think you unfortunately hit some paths and problems which were missed in testing (our bad!) and then just didn’t find what you needed in the help system. But I’d encourage you to share those near-misses which got you stuck if it’s not too much trouble, as I’ve found the author to be very receptive to feedback and genuinely invested in stamping out these kinds of issues.

Out of curiosity, is there a hint format you would have preferred over invisiclues? Something like contextual nudges based on your current progress? I don’t have a strong preference myself, but I’m interested in hearing a different perspective!

Personally I thoroughly enjoyed Our Lady of Thorns; I’d even say it’s on my all-time “top parsers” list for a combination of the writing and characterization, the worldbuilding with great historical elements, all the fun responses to non-essential actions, and the generally thoughtful design (though your experience shows that last part could probably still use a little improvement!)

Without any intention to push you back into the game, I’ll share a few tips to hopefully make things feel less overwhelming or confusing for you or anyone else who might want to give it another go after getting stuck:

  • The monks’ schedules are not as complex as they might seem at first! They move across the map to gather for offices, but they each have only one place they always return to afterwards—so the kitchener always goes back to the kitchen, the infirmarer to the infirmary, etc., with a few of them (e.g. the cellarer) hanging out in locations not usually accessible to the player. I believe every monk attends every office except for Remigio, who always stays in the kitchen.

  • The game includes a decent amount of scenery that’s there just for flavour and historical context, but it does have a handful of items that should be approached with a little more “puzzle logic”. The in-game explanation for this is that the priory was built by a master builder with a penchant for elaborate puzzles, who intentionally hid secrets around the place. Some of them are fairly obvious like the button-lock, but others might be a bit more subtle—I believe everything more puzzly is specifically described as being made of brass (minor spoiler for identifying them).

  • Aside from that, we do also have to get into every place we’re not normally allowed in order to search for clues, using more typical and mundane means. Of this category of “puzzles” in particular, a few of them have two possible solutions.

  • From what I recall, there aren’t many puzzles which need to be solved in a specific order. So at a given time there might be a few different valid avenues for investigation open to the player (with the goal being to gather enough evidence overall to confidently identify the culprit). I recommend using the time in-between offices to research the paths blocked by other monks and make a plan! There can often be enough time to pursue two of these during the same office.

  • You make a great point about HERE! I also don’t recall using it much, especially after I caught onto the very simple “schedules” of the characters. But it is worth noting that meta-commands like HERE don’t increment the turn counter (keeping the game frozen in time), unlike LOOK which does let time pass.

  • I would definitely recommend keeping multiple save files for this game. It’s generally fair and polite, but it’s also long, with a risk of getting locked out of the better endings especially in a first playthrough. Having to start all over again can feel frustrating/discouraging, and I’m not sure it’s the intended experience to have to do that in the first place. Restoring to an earlier point when necessary (and especially making liberal use of UNDO) can really help with that. It’s how I personally played, at least!

If anyone has questions about a mechanic, puzzle or plot point and aren’t served well by the invisiclues (or just prefer to chat with other players), I’d be happy to answer them to whatever spoiler-level you’d like!

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Yeah, I tested this game and thoroughly enjoyed it (a murder mystery in an elaborately-researched historical setting, I’m sure everyone is shocked that I’m a fan), but it’s very, very low on quality-of-life features.

I can’t really blame the author for this; the goal is to fit it into the Z3 format for retro hardware, which means a lot of modern conveniences just aren’t possible. GO TO, for example, means route-finding, which costs either a lot of time or a lot of memory. Even diagonal directions can be an impossible expense!

But I also can’t blame players for being frustrated by it, when “a lot of time or a lot of memory” by 1980s standards is utterly negligible in the modern day.

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Thanks for trying out the game and writing a review, @severedhand . I really appreciate it.

I’m sorry about the bug you hit about being stuck in the Library because the key was taken back from you. You’re right — there are lots of possible interactions to anticipate, and I hadn’t properly accounted for this one. I’ve uploaded a fixed version.

I’m concerned about your “second bug”, that you couldn’t examine the chests, even after following the walkthrough. I have unit tests that test the walkthrough, so if everything was followed, that shouldn’t be possible (but computer can always surprise us!). I suspect you missed knowing that Aelred was poisoned, which gates the search-chests ability. There should have been a clear warning when you try to get back onto the Cloister after examining the body and searching the gardens, warning you if you missed this. I don’t suppose you have a transcript of your plays? That would help me track down a bug if there is one here. There should have been a hint visible to you (it gets ungated when you first search something like this, “Why can’t I search the cots and chests?” I don’t know if you read that hint or not; if you did, and it didn’t help nudge you in the right direction, please let me know?)

It sounds like Invisiclue-style hints aren’t your thing; that’s a fair preference. If you have any suggestions re: the hints themselves, I’d very much welcome that (it sounds like they might have revealed too much about things you weren’t stumped on, and not enough about things you were).

Thanks, and have fun with the rest of the entries!

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For the record I’m at around 33 points, and thoroughly enjoying myself.

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Wade, I appreciate you making a game-specific thread. It is nice to discuss a game without the formality of having to write a review. I hadn’t planned to play Our Lady of Thorns yet, as I am currently looking at html games specifically. However, your post reminded me of Infocom’s Deadline, an all-time favorite of mine.

I haven’t finished it, but my initial attempt confirms it to be a sort of replay-mandatory/groundhog day/quantum detective game. This is a challenging design model, presumably for authors and players alike. I appreciate how well-realized (and therefore well-researched) the world of the game is.

Re: a “go to” command. Even if I understand, logically, why it might not be there, the player in me is no servant to logic. I want it, too.

I like the Invisiclues, for what it’s worth, as that’s my preferred hinting method.

It will be interesting to see if I get stuck!

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I will say, I haven’t played the Spring Thing version, but when I was testing it I never actually got close to the time limit (Compline). I got into a couple of bad situations, but they were short-term enough that I turned to UNDO rather than RESTORE or RESTART.

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Hi everyone. Thanks for all the observations and advice. With all this info plus what I already put into the game, I’m sure I’ll come back to it.

@joelburton I do have my first transcript and I’ll send it on to you, and describe my chests situation.

I suppose I really like in-game contextual hints (e.g. type HINT) because the game is the only person who knows its own puzzles state. This tends to eliminate everything that bugs me about invisiclues. Accidentally learning about other puzzles. Having to open the most likely-looking thread if my question is not addressed by an invisiclue question, then by definition, having read a lot more off-topic stuff if it turns out the answer was not in that thread. The moment you discover a question is not addressed is only after you’ve read about most/all the other puzzles in the game. And finally, if the invisiclues are in those nested menus with up, down, in, out, controls… ARGH!

So I don’t hate the invisiclues concept, just how they usually work (or don’t) in practice. The author tries to anticipate the way the player will experience things, but in a parser game, the combinatorials throw it out. There are always missing questions. On the other hand, seeing a bunch of vaguely worded questions about the gameworld is fun. For me, the fun is gone pretty fast once I start beating my head :slight_smile:

I guessed that the lack of diagonals might be a space thing, but they still scream to be there. Note that the game is now in the lofty world of Z5. (Joke.. re: route-finding added to a big game, I know this is still not very lofty.)

I wouldn’t have timed out if I hadn’t spammed WAIT. But it was attempt three and I wanted to solve that one puzzle that I was now all lined up to solve if that monk would just leave the room.

-Wade

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No disagreement there! Z5 can actually support route-finding without much difficulty (size-wise). The problem is that the PunyInform library targets Z3 primarily so it doesn’t have an implementation (as far as I know), so authors need to build it all themselves.

(Infocom actually handled GO TO just fine in Z3, but their implementation was a mess of special cases. In Z5, there’s enough RAM available to use something general-purpose like Dijkstra’s algorithm. Dialog uses a basic BFS without running into any issues.)

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I’m also enjoying it! I suspect I’m going to fail, as I’m only at 23 points and it’s 5:30pm, but it’ll be easy enough to restart and regain those 23 points much more efficiently.

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Finished! I did fail (ran out of time) on my first attempt, but succeeded on a second. I really enjoyed the setting and the level of detail that went into it, as well as the process of investigating to uncover the monastery’s secrets and the layers of the mystery. My favorite puzzle was the one involving the cat!

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This is a very big game with a lot of character and fantastic attention to detail. It is somewhat like Deadline, but much better. I would highly recommend it, though this style of game is not for everyone, including me. Try it for yourself and see what you think.

I was another tester and I found it to be a really impressive effort for a first-time game. I think I tested the second iteration and it was pretty solid. I certainly had no problem examining all the chests.

When testing, I would normally do saturation testing on each room before moving onto the next one. The time limits did not allow for this, so I may well have missed important clues. I did not resort to the invisiclues, as I didn’t really need them and I hate them anyway. I think I did check them for spelling and what have you, as I wouldn’t be doing my job properly otherwise.

I must confess that I ran out of time during testing and didn’t finish the game. I had lots of mental notes on things to try, but kept getting frustrated by the timing of the offices and the monks always being where I didn’t want them to be. I think you need to be very patient. Play the game several times, draw a map (the feelie is just a guide), take extensive notes and plan your movements carefully.

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I do not have the time to play and post enough reviews to be worth doing, and I’ve been away for a few years. But as it happens, this piqued my interest, and I had a go at it this morning.

Tl;dr This is a beautifully solid/polished parser game, doing quite a tricky thing well. The “mystery” genre looks like it’s well-suited to IF, but in fact it’s hard to pull off. I think this does, partly because the mystery isn’t so much “unmasking the culprit” as “uncovering the story”.

I appreciated a well-designed and coherent map, which repaid and required a lot of moving around and backwards-and-forwards exploration. The in-game ascii-art maps are invaluable (and should, in fact, be everywhere here, not sometimes absent). I failed quite a bit, but could usually just undo back to a known decent position, so it wasn’t terrible. The setting is nicely realised.

Above all, this shows really commendable attention to programming detail. It played very smoothly, especially for such a complex game. It felt super solid. The timing worked quite well for me: it became apparent quite early on that it was basically a structure which gave me time on my own to explore secretly. If anything, I thought the opening sections (which suggested that things were going to be hugely time-critical) overplayed their hand a bit, and scared me more than I should have been scared. The opening section gives the impression that you’re going to have to be super-careful working out who is where exactly when, in Varicella mode: but it’s actually not that sort of game at all.

I needed the hints (or wanted them: I hate being stuck for long) and I can live with invisiclues (and think that given the structure of the game any more complicated in-game hint system would have been quite troublesome to implement effectively). But I thought they were mostly well done, giving enough of a hint to get me moving, but not spoiling more than I was willing to be spoiled.

Downsides? A few:

  1. Although unravelling the story is interesting, I had the “answer” (in the sense of culprit and motive) quite a bit earlier than the game acknowledged. In particular there are two clues which basically give you the culprit and the motive perhaps too easily.
  2. Relatedly, I never found myself pursuing false leads: there wasn’t a credible alternative suspect or motive, really. Maybe I just didn’t find it.
  3. In a few cases, I was sorry not to have what (seemed to me) to be quite smart ideas rewarded a little more than they were.
  4. Although I think the geography is actually quite navigatable (especially with the in-game map available), I agree that it’s a game where pathfinding would make sense.
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I haven’t had time to really play this seriously yet, but I’m loving it as a “looking at monks” simulator. It’s like 2 AM, I’m just singing and examining monks, and I could do that indefinitely if I wanted to. What a great atmosphere. It’s almost a shame there’s going to be a mystery I have to solve!

My pre-review:

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Hi, all! Thanks for the interesting conversation about my game. I appreciate your thoughts and the chance to read this.

@kamineko : I’m not sure I understand these labels. Are you suggesting that the player needs to play multiple times so they can be in the different places at the same time? (Ala “I need to see where everyone is at 9pm, so I’ll hide in the butler’s pantry one time to spy on the cook, and another time under the Aston Martin to spy on the gardener”?)

From @PaulS :

… partly because the mystery isn’t so much “unmasking the culprit” as “uncovering the story”.

That’s how I thought of it when planning it. No spoilers, but: this isn’t a hard “mystery” to solve; you don’t need to follow people, compare timelines, or piece together deeply difficult clues. It is more: “look around, solve some puzzles about the priory, learn who the murderer was, and then get evidence of that so you can decide what to do.” The “decide what to do” part was the one I wanted to explore in the game: the game has a few endings around what choices you make with your information.


It’s very interesting to see what people think of the game, and what I can do on a future project. I’ve collected a whole bunch of design-questions in my notebook; when Spring Thing is done, I’ll start a thread to ask some of those to see if the more experienced designers here have any thoughts.

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@baezil : that “monk happily sipping his wine” will now be what I will use any time the “kermit-sipping-ice-tea” meme would be useful :wink:

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Yes, though other commenters have indicated that OLoT isn’t actually that way even if it initially seems so (I still haven’t finished, but I believe them).

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6 posts were split to a new topic: “Spring Thing Game Updates”

I kept chipping away at this over a few days, and finally finished and saw an ending with 37/55 points. I really tried to resist looking up hints, but I eventually looked up one Invisiclue. I did enjoy this! A lot of work’s been put into it, and the implementation is EXTREMELY thorough. Every object seems recognized; it’s wild how many objects had responses to say, searching, or pushing them. Lots of research, great setting.

I never played Deadline, but this made me think back to 90s parser IF: with how the NPCs move around room by room, with the scoring, and with how open-ended and non-directed your goals and the map is. It’s very much about exploring the map and solving puzzles spread out over the map and getting points, instead of something more linearly paced and segmented (which I feel IF coming out nowadays tends towards a bit more?). Something like… Sunset Over Savannah is a game that comes to my mind as something this structurally feels more reminiscent of. It’s not a breadcrumb trail where you’re steadily solving a progression of puzzles and getting closer to the ending and finding out “the truth,” so much as solving a bunch of separate puzzles across the map, it felt like.

The beginning parts are a bit more directed, and it felt pretty satisfying, that whole section when you’re initially investigating the gardens and chapel and finding evidence for poisoning. After that, a hint pops up about exploring the priori, then it gets really open-ended and the player is more left to their own devices.

Regarding the map: I probably wouldn’t want diagonal directions in this, as they would’ve made the map more confusing to navigate for me, I’m pretty sure. I leaned on the in-game map command a lot, and it was very helpful. The graphical map was also nice. Eventually by the end, I’d gotten my bearings on the map. Same with the number of monks running around: initially a lot of names to take in, but I eventually could keep them in my head and generally knew where they ended up (and spell Remigio correctly!). It’s minor, but the the start is slightly overwhelming with all the monks running around, like some other people said. I didn’t ever use the HERE command, or most of the other special commands other than waiting for certain times, and I personally probably wouldn’t make use of a GOTO all that much.

More on my experience esp. with the puzzles, spoiler-y

It did feel dubious doing some of the things. Looking in the chests was the first clue I found once it opened up; I’d be curious what order other players solved it, but seemed like both an obvious place to look for clues and also seemed like something that skirted a moral line, especially for a monk! Your stealing in general is quickly acknowledged. I was also just allowed to steal religious offerings, which seemed even worse! Well, what’s an adventure game protagonist to do, I guess.

So the path I solved it was, I found the letters in the chests, found the berries (which… basically seemed to confirm the culprit for my character very early in to a perhaps surprising degree? It seemed fairly circumstantial). After that I started asking around about the culprit with the other brothers. And that basically settled into two seeming places I’d want to get into, first the kitchen (you can also just follow the culprit to see him go there so that’s great) and then the library. I spent a lot of time stuck around this spot, on something like 11 points. Had a cat which seemed like an obvious puzzle object, then the two brothers blocking my way in each spot… And the cat is loved by both of those monks, so I spent a lot of time carrying ole Pax around.

Wilfred’s tiredness eventually pushed me to think more in that direction (that’s a good clue), but I spent a lot of time looking to get and boil water to make a drugged tea for him. Presumably there’s a reason there’s absolutely no water to be found anywhere! I spent a lot of time looking for a bucket and rope for the well (in desperation: throw the cat down the well? Nope). How hard is it to find water in this place?? That’s not an argument about plausibility (I know it’s a puzzle game), but it felt like the game obviously knew I wanted water because of the empty, un-gettable basin and the well, and so it seemed like something being obviously hidden from me, a puzzle. I also tried rubbing the mandrake root on the cat, since Wilfred loved the cat so much, no dice! After looking at the mandrake root description more closely and how it mentioned smoke, I figured out how to use it.

Remirez in the kitchen, I had to look up the invisiclue for. I was thinking along the lines of the solution involving either the cat (which is the topic that stood out to me when I talked to him), or the pilgrim badge from his chest since those felt like the puzzle clues I had for him. I perhaps wrongly interpreted that he was lonely more than specifically homesick. I also couldn’t seem to ask anyone about the badge to find something like it or find out more about why Ramirez had it, or find out anything about its depicted St Francis. Maybe the way to clue the actual solution (or the solution I found) for him more, might be to have Remirez give more of a response when I ask Remirez about Aelred because his short response made me think elsewhere. (like: Remirez could tell me Aelred talks to him frequently, and they talk about the old country a lot?) or maybe I can learn that Remirez really loves cooking, and herbs? I’ll admit I was starting to skim the herb descriptions by that point, so I was only looking at the part that talked about their medicinal properties and effects and I was skimming past the part of the basil description that mattered, which hey, maybe player error.

I also missed the candle until the game really told me I needed a light source. That’s perhaps good… But I didn’t read the items in the storage as a separate object from the shelves in the way it was written, so I just searched the shelves my first couple times through that room.

My very last reload before solving (when I finally knew all the steps but ran out of time so I reloaded), I waited until office hours, gifted Remirez, tried to go get the candle, had to join in the singing and wait, was then told I had no reason to get the candle yet, so I skipped time until the next office hour, tried going down the undercroft to trigger being able to get the candle then went back and sang again, THEN grabbed the candle, then waited until the next office hour to finally get into the undercroft. So the player’s certainly meant to do other stuff during all that, but I didn’t have any other particular leads to look into and I really wanted to see what was down there. Still, my feeling is I don’t know if the song room needs to block the player from moving past it, during office hours, as it didn’t seem like that was part of a puzzle, unless waiting in the bell tower counts as a puzzle for that.

This game captures a lot of the object related actions I tried, to an impressive degree, but I did really want to interrogate the other monks a bit with the evidence I was finding, which never seemed to work. Like showing them the evidence (mostly contraband) seemed like something the game pushed against, but I really wanted to ask Wilfred about any missing manuscripts after reading the incriminating note. More minor, but I wanted to ask the belltower monk if they’d seen anyone up there, I wanted to ask the chatty monk all the way to the west about the meaning of the pilgrim badge (or somehow try to learn more about it from Remirez), I wanted to ask the infirmary monk if they’d seen anyone skulking around the cabinet. That’s one of the things with ASK/TELL I suppose, not being able to differentiate what I want to know about a certain object. Some of the evidence didn’t quite feel meaningful in terms of progressing the mystery: some felt like dead ends and I didn’t have anywhere to look next, or sometimes they overlapped knowledge; after solving getting into the library, solving the cabinet after that, and then finding the note, it felt like I got a bunch of points, but two of those things told me things I already knew. Actually, thinking about it, I found a lot of evidence for stealing, but none that seems to actually tie the culprit to the actual murder, did it?

It’s a very solid game! The ending did feel satisfying. And the setting was fascinating to explore. I don’t think I ran into any of the bugs other people mentioned. I don’t know if the small sticking points I had with the puzzles followed the same thought process as other players did. I also don’t have much of an idea what I’d try next to get the rest of the points I missed, but then I’m also satisfied with my ending. (I picked mercy). The remaining things I have that feel like possible unresolved puzzle pieces are the cat, a mirror, the well, a locked crypt, maybe all the open high windows everywhere… and it really feels like the three creeds must be used somewhere. Also I could examine the top of one of the statues and saw a lion thing, which felt like… something.

Final score

The score was made up as follows:
5 found stolen psalter
5 found henbane poison
5 read the offer note
3 got into the Library
3 opened medicine cabinet
2 bribed Remigio
2 found letters to Rose
2 found key to Restricted Garden
1 found way to carry contraband
1 learned about priory’s history
1 matched symptoms of the poison
1 consulted Registrum Fratrum
1 consulted Aelred’s Herbal
1 discovered a source of light
1 participated in an office
1 noticed suspicious symptoms
1 identified a plant
1 learned schedule of offices

37 total (out of 55)
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@dgtziea : thanks for the thorough review! I’m glad you enjoyed the game, and I appreciate the work you put in this write-up on it.

Regarding your score, if you’d like a hint:

You’re missing one of the four key pieces of evidence (each being worth 5 points). You don’t need all four to end the game (and I anticipate lots of people may not get all four), but: You didn’t get into the crypts to find the profit the murderer has been stashing away. This is one of the bigger multi-part puzzles (how do you get in, how do you move around, how do you escape). Getting in does involve the lion you noted: it might help to take a closer look at the lion.

Most puzzles have two possible solutions; the cat (“Pax”, as you’ve learned) can be used as an alternate solution for getting into the library.

I’m very glad you liked the setting; learning about medieval monasteries and how they worked was a big part of what I enjoyed about writing this.

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