IFComp 2017: The Richard Mines

By Evan Wright [Parser; IFDB link here; IFComp link here]

viewgame.png
Cover art: monochrome picture of a mine entrance; in the bottom right corner, “Eintritt Verboten!” in gothic letters

The blurb tells us that this is ostensibly about one or more abandoned German mines in Czechoslovakia, circa 1949. If I had been playing without that knowledge, I would never have known that.

Despite it being about discovery and exploration, the narration is devoid of excitement. The PC betrays no emotion or indeed reaction to anything. Because of that, it was hard for me to find in-game motivation to keep exploring. Most of the context comes from the blurb, in fact.

While this game could do with a little proofreading and beta-testing for functionality expected of most parser games (the game doesn’t end properly, for instance), this game was not submitted without thought: relatively straightforward puzzles whose presentations suggest their solutions, and an object-based hint system. A decent entry, though using the exploration to frame a story would have given it more depth.

Advertisements

IFComp 2017: Haunted P

By Chad Rocketman. [Parser; IFDB link here; IFComp link here]

First impressions: this game has serious shades of Toiletworld, the infamous troll game from last year’s IFComp. The author’s name is similar; the… tone is likewise jocular; most tellingly, the game is underimplemented, with many of the pitfalls of the modern parser. And, of course, “Chad Rocketman” is not too far from “Chet Rocketfrak”.

While not as thematically… consistent as Toiletworld, Haunted P is not as actively hostile toward the player as Toiletworld was. There is actually some measure of progress. I’m not sure it’s actually possible to get to an ending, but perhaps that’s part of the attraction.

Assuming, again, that the author of Toiletworld was responsible for this work, Haunted P is perhaps not as much of a talking piece as Toiletworld, because it’s almost… too normal.

IFComp 2017: Measureless to Man

By Ivan R. [parser; IFDB link here; IFComp link here]

cover-1.jpg
Cover art: blurry, blue-tinted photo of underwater plane wreck

“Something is in you, longing to seek them out. And why not?

Either way, you’re doomed.”

Mmm, foreboding.

As you fly from Cairo to Boston, you carry a horrible secret inherited from your grandfather, one which defies the very laws of nature. So far, so Lovecraftian.

This game in general would benefit from a bit more polish, both in the implementation and in the framing of the story. The circumstances in which you unleash the deadly nature of the secret are strangely incongruous; there are spots which could have been smoothed over with close proofreading and more beta-testing – typos, unimplemented nouns mentioned in the scenery and so on. Some objects are introduced but never used.

Measureless To Man introduces what could have been a powerful story-telling/narrative device, but unfortunately could have made more of it. Lovecraft, in what I’ve read of his stories, builds up the tentacled, writhing horror slowly, usually making the implications of his monster or ritual or artefact quite clear. Measureless to Man had little of that – a pity, because that could have made it that bit more unsettling.

 

IFComp 2017: Swigian

By Rainbus North [parser; IFDB link here; IFComp link here]

cover.jpg
Cover art: photo of old leather helmet

Swigian is a text-sparse parser game. You are an outdoorsy person of no distinct description (“You look like me” is… suggestive) and… well, let’s start by building a fire.

The player’s only stated motivation is escaping an unnamed group: “them”. I would usually prefer more explanation, but here, in this style, that is enough. You are running from them. That is all I need to know.

Objects are barely described – “That is what it is” – encouraging the player to take the writer at face value. Object manipulation for puzzles is simplified, though most of the usual parser commands have been preserved.

Solving puzzles opens up new areas of the map. While the in-game map actually covers a large area, you only ever spend a short time in each area; often, there is exactly one thing you need to do there. The writing is evocative, but firmly rooted in reality – no metaphor for this, unlike baby tree, another text-sparse parser game.

Overall, a solid game which I enjoyed playing, set firmly in parser’s traditional penchant for object-oriented puzzles.

IFComp 2017: Off the Rails

By Katie Benson [Twine; IFDB link here; IFComp link here]

cover.jpg
Cover art: mockup of a baking magazine with a hand-drawn birthday cake in the centre

You’re on the train to meet your family for the weekend, and the thought fills you with dread.

The cover suggests a cutesy story aimed at younger readers. The blurb suggests something deeper, with a hint of unhappy family life. The actual game tells of a troubled family, but even that only forms the premise for the bulk of the action, which is set on the train.

Off the Rails treads the familiar ground of vague allusions to emotional baggage (at least in the branches that I played through) and a mundane beginning. Infrequent binary choices are sprinkled in the midst of linear text. The verbosity betrays the broad branching, and conciseness would have helped this game. The “good”, or interesting, option is often obvious, without rewarding the player for being meek, for choosing the safe option.

Off the Rails has some good ideas, but it was not developed as much as it could have been, and could be more compellingly presented.