today today and tomorrow’s theme, courtesy of the rng-gods: two games about diligent employees
Sidekick by Charles Moore
Playtime: 2 hours (ran out of time, did not reach an ending)
Going on vibes, I think there’s maybe 45 minutes left. mild spoiler: I’m on the 4th of 4 henchmen and have a reasonably developed plan, but I hear the leader is the most wily and the most nefarious . . .
The one where: we have to solve puzzles and defeat 4 evil exes henchmen in a frontier town–because our boss certainly won’t
Having played and enjoyed two previous games by this author, I was expecting a puzzle-forward experience with a large map, and I had the rough plan that I (1) wanted to explore the map as much as possible before initiating any plot, and (2) knew I needed to pay close attention to when items being destroyed or consumed, lest that make the game unwinnable.
I found Sidekick to be my most fun experience yet, with some very satisfying puzzling elevated by humorous writing. The game was really working for me, and I would particularly recommend it to anyone who, like me, found previous games by the author intriguing but a bit too hard.
The game had some nice quality-of-life features–I (a person prone to missing rooms) like when there’s a visual indicator of exits. There’s a carrying capacity but it’s not too restricted (with the included knapsack, you can come pretty close to the adventure-game ideal of bringing everything that’s not nailed down with you), and you can check how close you are to the capacity lest you run out of space at an inopportune moment. And overall the game is pretty merciful–you can undo if you instantly die, and losing a plot-relevant item too early seems to be the main way to make the game unwinnable, which is usually apparent. (There are also several modes available, including one that will tell you instantly if the game is no longer winnable.)
I also thought it was really smart to use the 4 henchman + boss structure. Because those are plot events that trigger based on progress, it gives the game structure and it focuses the player on which puzzles they should be working on (and, implicitly, have access to the required things to work on), which makes the big scope of the game feel a lot more manageable.
Perhaps I have finally achieved communion with the spirit of C. Moore, but I was really vibing with the puzzles here. My initial tour of the area generated a lot of ideas and pursuing them was fruitful! That’s a fun feeling! It probably helps that I’m a fan of this style of gameplay (work for a while to assemble a toolbox of locations or items, match them to problems that arise). The sequence in the mine, I think is going to come together in a very fun way . . .
The game descriptions also include some useful guiderails for the player (navigating the train sequence, which I was worried was going to be really fiddly, played like a dream).
(Not a criticism, but I enjoy how locations in puzzle games are often ahistorically fire-less. Get your act together, town! Prometheus didn’t get his liver torn out this very morning for you to have a cooling stove and an unlit oven!)
The descriptions are pretty short–my preference, in a game where we’re revisiting them often–and the humor kept me entertained:
I enjoyed the varied and preposterous reasons you can’t immediately catch up to anyone leaving the saloon:
This is a parser-like choice-based game, or, as it is commonly sometimes called, a twinesformer. (Don’t say I never did anything for you, @jjmcc).
I generally defer to whatever structure the author wants to use. Here, I was certainly aware the last games had been parsers, and kind of amused at how non-opinionated I felt about the change. Me, reading these tablets I got from this burning bush: the author has decreed that there shall be no more “x”ing every noun present in the text. Huh, ok. Instead, nouns with further description available will be set off as hypertext. On it, chef.
I will say the choice-based structure definitely made it easier to identify plot-relevant items, and cut down on guess-the-verbing when it came to using them. (Each item has item-specific options available, which generally gave me all of the things that I would conceive of doing with the item.) And I think this contributed to my overall feeling like I was encountering a lot less friction solving the puzzles.
I think the one item on my wishlist UI-wise would be directional hotkeys to move N, S, E, W. Thankfully, the buttons for these remain stably positioned on the screen as you go so you can click pretty fast, but typing would still have been faster.
Front matter |
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Could better set the table for the game |
Successfully sets the table for the game |
Successfully sets the table for the game PLUS |
Overall, this really hit the sweet spot of challenge and feeling of accomplishment for me, probably my favorite of the author’s oeuvre, and I eagerly await coming back to finish this after the comp
Gameplay tips / typos
None of these was game-breaking, but a few things that seemed like bugs:
- in the hotel, the game once offered me another door as an item I could use to try to unlock a door?
- I don’t think the pantry is in the room description for the kitchen, which did make me miss it . .
- the last sentence in the description of the kitchen is wonky: “This is the kitchen. A stove occupies one corner, an oven sits in another. A wooden prep table occupies the center of the room. There’s currently You are here.”
- I put the lantern on Old Mercurial once, and it disappeared from the game as far as I could tell (although perhaps this is intentional?)
- I explored the whole map before doing anything plot-relevant, so I was at the water stop before Buck got kidnapped the first time. When I looked at the hand cart, no one was mentioned as being there, but when I moved it it gave me a message similar to “Black Ben wakes up and kills you.”.
- I suspect these may be intentional to make it harder to mess up a puzzle, but once you show Daisy the carrot she follows you indefatigably, including into buildings. And even if you put the carrot away her eyes are described as being fixed on it.