Miss Gosling’s Last Case by Daniel Stelzer, A4 on the grid.
I had played through the opening scene of this, the first entry in @Draconis’ Old Women’s Dogs Cinematic Universe, in 2024’s IFComp, and vaguely intended to continue but never got to it. This didn’t owe to any perceived flaw in the game; it just goes that way some time and I’d looked forward to getting back to it in the course of the Great Play Marathon.
It opens with the realization that you’re dead. Oops. In the night you recognized that you’d been poisoned and tried to call for help but never made it to the phone, instead falling down the stairs and breaking your neck. Luckily, death itself poses no obstacle to the love of a good dog. Your loyal collie Watson remains eager to follow your directions.
Most of the setting’s obstacles are staples of IF puzzlers. Getting behind closed doors. Needing light in a dark place. Creating diversions to get people to go elsewhere. Inventory management is a persistent challenge because Watson can only carry one thing in his mouth.
Two levels of meta-obstacle pervade: it’s the police who can take meaningful action, so it’s ultimately them you need to manipulate. And your only means of doing so is through Watson’s actions, thus you’re limited by what he can do and understand. The first challenge is to give the police a reason to think it had been something other than a fatal accident.
I enjoyed the narrative voice. Miss Gosling is a classic cozy mystery detective: brilliant, ornery, idiosyncratic. She sees what others don’t, a distinction among red, yellow, and green notwithstanding (she’s color blind). She’s aware that she’s a little arrogant… and she’s comfortable with that.
And the frame that we’re giving our commands to a dog is a neat device for parser errors. Instead of “That’s not a verb I recognize”, we get “Watson looks up at you with a sad little whine.” In many parser games, there’s a point (or many of them) when I feel frustrated with the parser. But here, I ended up feeling like I wanted to do better so Watson wouldn’t be sad and frustrated. He’s just a very good boy who wants to do what you want so much!
To say this game is polished is an understatement. It’s pushing the frontiers of what polished should mean. Whatever criticisms I may offer below should be understood in context: this is a very good game with an excellent implementation. Parser game authors with aspirations of attracting new people to the medium would do well to look at it.
We get a pretty full slate of all the quality-of-life features players might hope for:
- even someone completely new to the medium has links to provide gentle on-boarding: if you know how to browse the web, you can start meaningfully interacting with the game
- a persistent navbar includes a help link that provides essential guidance, including directing you to the separate
help command, including alerting you to think…
- the
think command (also in the navbar) spells out what your tasks are. You may have no clue what to do next at the level of taking action, but at least you’ll always have an idea of what you need to accomplish.
- for when you are clueless at the level of taking action, the
hints command/navbar link provides Invisiclues-style incremental hints
- a
map command/navbar link provides a comprehensive map. 32 locations is sustantial for a single-house-and-its-grounds setting and we’re spared needing to scrawl our own. (Miss Gosling knows her own home so there’s no need for incremental revelation)
But a lot of the heavy-lifting is done by using Dialog’s inline status area (more specifically, the Å-machine web terp’s inline status area) to provide a command bar.
The same idea featured in Linus Åkesson’s aforementioned Impossible Bottle. Above each command prompt there’s a selection of links corresponding to commands for the actions you might like to take. The offerings are dynamically generated, inspired by where you are and what’s around you. Selecting one is equivalent to typing the command (and the old selection of links disappears, both removing visual clutter and neatly avoiding leaving links referring to outdated context lying around where they’d still be click-able).
It’s a very nice feature and my guess is that it would make Miss Gosling a much easier sell with experienced players of choice-based IF who normally don’t consider parser-based IF to be their thing… and I would love to hear about it if anyone does know about such players’ reactions.
The command bar also routinely offers actions that are useless. Daniel has released the game’s source, so we can see the approach to generating the command bar and it’s, well, facile. It does the job of avoiding suggesting things that are physically impossible or completely nonsensical, but it doesn’t really test for relevance.
The list of suggested commands is bound to shape a player’s expectations and understanding. It calls attention to particular things within the game’s fiction it mentions and toward specific courses of action, given that it’s… a list of suggested commands. But it turns out that sometimes it offers affordances and sometimes they’re false affordances. I think it ends up promoting misdirection often enough that it ends up subverting its own utility.
I want to stress that I’m praising with faint damns here. I think features like this are crucial to the future of the medium and I nitpick because I think scrutinizing it has value.
A much smaller issue is that after you select a link, the focus on the input field for keyboard input isn’t restored. Any time you use a link, you need to manually click before you can type another command. And just clicking within the page isn’t good enough. Anywhere within the game’s main output window works, which sounds ample… if you know that. While I was playing, my experimentation after clicking in the margins didn’t work made me think I needed to click in the input field itself, and it wasn’t until writing this that I disabused myself of this conclusion.
It’s taken me a while to write this because I had a lot to say. And in talking so much about the interface, I fear I’ve given short shrift to the content of the game, but I don’t want to go on even longer. It’s a good game. You should play it if you haven’t.