kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Default)
We played the necessary five games, and then played four more for extra credit, and then didn't score three of them, so I guess we're submitting six scores overall?

The Dead Account by Bez: 9
And Then You Come to a House Not Unlike the Previous One by B.J. Best: 9
Weird Grief by Bez: 7
extraordinary_fandoms.exe by Storysinger: 6
Finding Light by Abigail Jazwiec: 5
This Won't Make You Happy by Mike Gillis: 4

Infinite Adventure by A. Scotts: Not scored/submitted. It's less a standalone game and more something one plays for about five minutes and then plays And Then You Come to a House Not Unlike the Previous One.
My Gender Is a Fish by Carter Gwertzman: Not scored/submitted. In our opinion, not long or interactive enough to really qualify as an IFComp game.
You Are SpamZapper 3.1 by Leon Arnott: Not scored/submitted. This one partly our fault; this game is well over two hours long (it says one and a half hours on the IFComp ballot page but that's... not correct) and we lost track of time and missed the two hour cutoff, thus making us unable to judge it fairly.

After having to skip IFComp 2020 due to personal life matters/mental health being... well... 2020, it feels good to have done it this year. We played some really good games that we're happy to recommend others play as well. IFComp is back and it feels good.

At a score of 9 apiece, we have a tie for our top-rated games this year. Of the two, I would say that The Dead Account has a more engrossing and emotional story, while And Then You Come to a House Not Unlike the Previous One has better gameplay. The Dead Account is our favorite between the two, but not by such a large margin that they get different point totals.

Anyway, this was a blast, and we hope to do it again next year.
kjorteo: Photo of a computer screen with countless nested error prompts (Error!)
More IFComp 2021 extra credit games. The judging deadline is in a few days, so this may be the last one, actually.

You Are SpamZapper 3.1 by Leon Arnott takes a look inside the world of computers, as many of the games we played this year did. You, as you might have guessed, are SpamZapper 3.1, an email plugin tasked with screening all of your human's incoming emails and approving or zapping them.

The player character begins this tale incredibly jaded; ages of having to read brain-dead "who could possibly fall for this crap?" spam letters all day every day has brought them to the point where they hate their job and they hate people in general. This creates a bit of dissonance which is one of the things for which we have to ding this game: we ended up liking the early portion of the game a lot more than our POV character did. The "approve or deny incoming letters" mechanic is done very well. It feels interesting and is a clever and creative way to present the world of this setting. Even the obvious pointless filler spam letters are written to be amusing to read, and the way the game furthers its plot with the letters from the human's friends in between all the spam is an inventive way to handle the pacing and the drip-feeding of the game's story. It even makes what is actually a somewhat railroaded plot progression feel interactive, with all the letters to approve or deny. All in all, we were really liking this! Unfortunately, SpamZapper wasn't, and having our POV character constantly raining on our parade did feel a bit unfortunate.

Said plot is very intriguing when it picks up, as it explores the question of living and self-aware computer programs and the rules by which they must play, even as they find themselves in the role of unlikely heroes tasked with saving one of the human's closest friends from her overly controlling religious conservative father. It had quite a few moments that the other woodlings, particularly Sara, related to. The plot is gripping, intense, and... unfortunately something like three or four hours long. IFComp has a very strict rule about spending more than two hours on a game. Games longer than two hours are permissible, but only the first two hours can be reviewed. Prospective judges just stop at the two hour mark, write a review, and stick to it without changing it based on any later information. Alas, we were so engrossed with the plot that we lost track of time, missed that cutoff point, and therefore are unable to adhere to those rules without cheating. Therefore, this is another game that we are unable to score and submit.

Still, unofficially? This was outstanding. We love the story and we love the creative gameplay mechanics through which the story was told. It's a strong recommendation overall.
kjorteo: Sprite of a Skarmory posed and looking majestic, complete with lens flare. (Skarmory: BEHOLD)
Wrapping up the last few extra credit entries from IFComp 2021, after already having hit the "anyone can be a judge but play and score at least five of them" threshold. Which is fortunate, because I actually don't think we're going to score this one. I mean, we played it, and we're writing this review right now, but I just don't think there's enough here to qualify as an IntFic game.

My Gender Is a Fish by Carter Gwertzman is a short Twine narrative. You ventured into some kind of fey forest and the magpies stole your gender identity. Now you must construct a new one. As you walk through the woods, you go through a few rounds of seeing one of two sights to choose between, both of which invite some gender-related musings. (Is your gender an eagle, flashy and majestic but performative, or a fish, quiet and plain but practical?) After a few rounds of such choices, the story concludes.

It's a neat narrative. It has some intriguing and well-written thoughts. It's worth experiencing. I like it and I'm glad we played it. Alas, it's short, not really interactive, and we just don't consider it enough of a game to qualify for IFComp. Rather than bringing out the dreaded 1 rating for something we actually liked, I think we're just going to pretend we officially never played this and just not submit a score.

Unofficially, though? It's good. It took me longer to write this than it will take you to play it, and the writing is pretty, so like... why not, right? It's a little after-dinner mint of a "game" but it's nice. It's neat.
kjorteo: Glitched screenshot from Pokémon Yellow, of Pikachu's portrait with scrambled graphics. (Pikachu: Glitch)
IFComp 2021 continues. We're officially doing extra credit games now, as this is our sixth completion out of the five minimum IFComp requires of its judges.

And Then You Come to a House Not Unlike the Previous One by B.J. Best is... actually, okay, let's back up a bit.

Infinite Adventure by A. Scotts is an authentically old-timey text parser adventure. So authentically old-timey, in fact, that there's no online version and this link takes you directly to the download, which contains a file that needs to be fed into DOSBox (or whatever DOS emulator you prefer) to work. This is an actual DOS game. It's what appears to be a procedurally generated parser adventure. The player starts in a random-looking map, every room has a one or two sentence description, some also have "There is a (collectible item) on the floor" at the end, one room in particular has a gatekeeper that very blatantly and directly requests a certain item (an NPC who's hungry for food item or greedy for a treasure item, an idol that wants some kind of offering, etc.) Feed them the correct item and *** YOU WIN! *** "And then you come to a house not unlike the previous one," at which point it repeats with a newly generated level.

It's... pretty bad, actually. The rooms aren't interactive in any way except for the ones that happen to have items in them. The item collector at the end of each level blatantly tells you what it's looking for before you even have a chance to guess. Every level is a simple matter of walking around until you find the correct item and the thing that's asking for it, and it takes about two iterations of this to become mindless and repetitive.

Infinite Adventure is actually a defictionalized companion game, it turns out, and all of this is by design.

The best way to describe And Then You Come to a House Not Unlike the Previous One by B.J. Best is "What if The Neverending Story were Infinite Adventure instead of some book?" You are a kid, you are visiting your friend's house, and you are playing Infinite Adventure (along with several other games she owns) on her computer. You and your friend get bored with Infinite Adventure in universe about as quickly as we did playing the standalone file, but then things get... meta. Game characters start to show glimpses of intelligence behind the basic roles they were written. The inventory carries over between all the different games and even real life, and items from one game may be just what you need to get past a puzzle in another. Everyone seems to know more about you and your friend than random characters in computer games should.

While Infinite Adventure is intentionally bland, And Then You Come... is incredibly clever. Any story about "and then things in the computer got weird" instantly has my interest. Learning more about the relationship between you and your friend is somehow as captivating as the transdimensional weirdness, and the pacing as far as how both threads unfold while going back and forth between her game library is perfect. The challenge level was nice, as well; I briefly became stuck at one or two points, but never severely enough to need the walkthrough. (If you do need the walkthrough, though, there is one.)

Excellently presented and executed, all around. Fun to play with brilliant and intriguing framework, this (with apologies to the other parser game we reviewed this year) is how one takes the standard "go back and forth between locations, using/giving inventory items to trade for other inventory items" IF game formula and presents it as and makes it feel like something fresh and creative.
kjorteo: A pixel style icon of a nude Celine looking very anxious and worried. (Celine: Anxiety)
IFComp 2021 continues. This is our fifth played and reviewed entry. The rules for IFComp judges are that anyone can jump in and play and review as many games as they want (and more people should--a lot of these are really neat and thought provoking, and there are far more games here than we will be able to cover) so long as 1) you give each game a 1-10 score that more or less follows the spirit of their guidelines, and 2) you play and review at least five games. Therefore, we could just come up with some numbers for the five we've played so far and, oh, hey, we successfully IFComped this year, hooray. I do think we might stick around for a couple more bonus picks, though, as there were more in the pile that looked intriguing. No reason to stop if we're still having fun.

extraordinary_fandoms.exe by Storysinger (aka TheStorysinger or Storysinger Presents) continues our recent trend of sticking with this family of game developers. You know Bez, author of The Dead Account and Weird Grief (both of which we just reviewed?) Storysinger is his sister, and it turns out she also has a thing or two to say about viewing difficult and emotional real-life situations through the lens of online fandoms and the support of the friends and loved ones that one finds within them.

There are two main differences here. The first is that instead of furries, this game has a fandom for "C-Project," a fictional anime... idol group? I guess like Vocaloid personas without the software? It's a very clear knockoff of B-PROJECT, which is a real thing that we have never heard of before, so this game has already taught us something new (namely, that this is a thing, that exists.) I guess this is what we get for musing about what The Dead Account must feel like to someone who isn't a furry like we are; we have zero connection to the B-PROJECT fandom, and when the dialogue started reading like we'd accidentally joined Twitter k-pop stan Discord, we just kind of... smiled politely and took their word for it. It mostly makes sense in context, which is something we have to mention and credit; the dialogue is written well enough that it's accessible even to someone like us without the relevant context, and that is a good feat of writing for which we are grateful.

The real point of this game, though, is its second main difference: instead of a death in the community, this game's difficult subject matter behind the fandom is that our focal character is in a horrifically abusive and unsafe household, and the friends they make in that server are concerned and trying to help them find a way out. Chat sessions alternate between the team excitedly working on several revisions of their C-Project fansite and DMing our focal character to ask if they're okay.

Of the siblings' games, I would put this one in the same pile as Weird Grief for much the same reasons. Both are very compelling and authentic stories, with this raw and soul-baring feeling to them that makes us feel grateful to each author for sharing their respective experiences. We recommend both to anyone who's even vaguely curious about either (and who can handle the subject matter, of course.) Neither are... the most game games we have ever played. We spoke about this in our Weird Grief review, but strange_fandoms.exe might just be even less interactive than Weird Grief. It has enough "choices" that it technically qualifies as IF, but a large number of them are so meaningless (for example, choosing "Hi!" versus "Hello!" when the player first joins the server) that putting them in there to make this a valid IFComp game feels kind of like using a large font and triple-spacing to get one's essay past the required page count threshold. We'll allow it, but mostly because we really liked this story and found it worth experiencing, and we wish nothing but the best for this author. (Both these authors.) We have to note that it's kind of stretching the definition of the competition, though, even while we sing its praises and remain grateful that it was submitted.

We liked this one and will score it (and Weird Grief) appropriately; don't worry. We may just need to find another one of those straight up puzzle-solving parser adventure after this, is all, just so we can chase the experience down with something less iffy and more IFfy. (Hmm. Perhaps we shouldn't have done Finding Light first.)
kjorteo: Sad Bulbasaur portrait from Pokémon Mystery Dungeon. (Bulbasaur: Sad)
IFComp 2021 continues.

Weird Grief by Bez is a side story, a companion piece meant to be played alongside The Dead Account (which we covered previously.) Rather than playing from the perspective of a Hivekind messenger employee investigating the case of Mike Stanvinci through flagged messages and profiles and group chatroom interfaces, Weird Grief assumes the role of one of Mike's partners and is a presented as a much more standard narrative that doesn't try to dress itself up as anything fancy.

We are... conflicted. On one hand, there are enough "choose what you say in response to this conversation" choices that it technically qualifies for the competition, I guess, but never before have I looked at an IFComp game and even considered bringing out the dreaded 1 score. (We take their guidelines very seriously and try to follow them, and per those guidelines, 1s are for entries that shouldn't even be in this competition because they're not IF.) I don't think we're going to do it, though; there are enough "choices" here to get in on a technicality. Still, we cannot in good conscience call this a "game" so much as a long textual story with a couple variations of certain scenes.

On the other hand, I have played IFComp games I absolutely hated and the lowest score we've given a game to date--the score we gave what we currently consider the worst IFComp game we have ever played--was a 3. And--and this is the important thing--we actually like Weird Grief. A lot. It's barely interactive as a story, but it's a good story. It touches on some deep themes. It has a sense of authenticity to it that makes it a refreshing departure from your typical "Hollywood Heartbreak" narratives.

It is incredibly pornographic. (We're used to adult content warnings in IF games because people swear a lot and maybe mention sex or imply it in a sort of fade-to-black way, but this has multiple sex scenes with the kind of intense focus one normally only sees in actual smut fics.) The pornography itself is used in a refreshingly honest way, as a seldom talked about part of the grieving process. This is an important lesson that not nearly enough people realize: brains are weird, and grief and shock take people to completely unpredictable places. Some people have breakdowns and sobbing fits, others go numb. Some feel angry or relieved or annoyed or heartbroken or all of the above, all at once. Some feel horny. There's a lot of awkward self-consciousness about this--"should I really be feeling this so soon after...? Does this make me a bad person?"--and I wish there wasn't, because that happens sometimes, not always but definitely sometimes (grief is an unpredictable beast.) It happened to me after my last breakup. Therefore, I know that this is an authentic reaction, the confusion over it is also an authentic reaction, and I wish we had more stories like this so that people experiencing feelings like this had more representation and more examples that could help them feel less alone, less like there's something wrong with them because this is where the complete chaotic RNG that is your brain in this whole process happened to land that day. I love that this story went there. I love that this story exists.

But is it an IFComp game?

I...

Look. The Dead Account is fantastic, probably our favorite one we've played so far this year as of this writing. Weird Grief is also fantastic, and it deserves to be here so that people can experience more of this story. Where one game goes, the other should follow. They're a matched set. One of them does a lot better job with the actual rules of IFComp submissions than the other, though. And so we may have to find ourselves downvoting a story we loved on sheer principle.

But I'm not going below a 3, because I refuse to let the current "lowest scored IFComp games we've ever played" entries off the hook, especially for something like this.
kjorteo: Teary Bulbasaur portrait from Pokémon Mystery Dungeon. (Bulbasaur: Teary)
IFComp 2021 continues.

So hey, did you know that Telegram messenger has a non-removable dead man's switch that auto-deletes your account if you haven't logged on in X time, presumably to free up space on their servers? You can push back the length of time before it activates in your account settings (I believe the longest you can give it is one year) but you can't disable it entirely.

The Dead Account by Bez is a multiple choice Twine game set up to look like the interface of "Hivekind," a fictitious chat app. Plot beats are played out by reading user bios, reading and reviewing previous flagged messages, and confirming details with users in a group chat. You are a Hivekind employee and moderator, and they just put out a policy update that states deceased users are to have their accounts closed. Unlike Telegram, Hivekind believes in that human touch, so your job is to review messages flagged by the system indicating this user might be deceased, confirm this information with their contacts if so, and then pull the plug on the account yourself. Or you can try to resist with as much wiggle room as you're allowed (but no promises.)

Also, this game was written by a furry, and furries are heavily referenced within (account profile pictures, messages about suiting and attending cons, etc.) so the Telegram connection becomes that much stronger.

So this game hits like an absolute train. Granted, the subject matter is very close and personal to us, to the point that the Hivekind account pages and chatrooms feel authentic and incredibly well put together (the author uses Twine to absolute perfection and the framing greatly enhances the story) so maybe this wouldn't be as heavy if we weren't a part of the scene. Or maybe it would? Death and grief are universal feelings, I suppose, even if the details with which the game paints a picture of these people, not as names on a screen or characters in a story but as people, draw largely from our subculture. I guess that the question of how much this game affects non-furries will be up to the non-furry reviewers to decide; all we can say on our end is oof.

This game does such a good job humanizing (or badgerizing as the case may be) its deceased account that we're mourning him now. On one hand, that's a sign of a well-written story, and is to be commended. On the other, I'm sad now and I need to go sit in a corner and be sad for a while.

... Give your Telegram (or Discord or whatever) friends a hug and tell them you love them. And maybe download local copies of your chat history from time to time.
kjorteo: Portrait of Marcus Noble, a wolf character from my novel, looking equal parts exhausted and nervous. (Afflicted: Marcus)
IFComp 2021 continues.

This Won't Make You Happy by Mike Gillis is a short Twine CYOA, representing IFComp's coveted "15 minutes or less" category that makes it so much easier for us to pad out our completion counter and get enough games down in time. You are sad, and on a quest to venture into the Caves of Despair to find the legendary Jewel of Happiness, in hopes that it will make you happy.

This game is heavily railroaded and its initial adventure through the caves is poorly written and handled, but both of those are. It gets meta after the relationship between the narrator and player breaks down, and credit where it's due; I so dearly wish I could have had "SHOUT: "WHAT? You made me kill him! That was the only option! This game is so annoying."" as a selectable option a couple years ago when we were playing The Milgram Parable.

All we can think of, though, is a screenshot from Jazztronauts that [personal profile] swordianmaster likes to use as a Telegram sticker, with one of its characters (The Pianist) angrily shouting, "MAKING JOKES ABOUT BEING THE PROBLEM DOESN'T MAKE YOU NOT THE PROBLEM." Furthermore, even giving us the option to choose the exact grievance over which to call out the narrator is only so satisfying when it's part of three "yell at the narrator about something" choices that all get railroaded into the next plot beat.

There is a tender moment near the end that encourages ways to find one's own happiness outside the game (breathe, call a friend...) before going back to the actual ending, which is... unsatisfying, but again, perhaps deliberately so. This game will not make you happy. Any happiness you get from it is fleeting like a Skinner box-like dopamine hit from the sound effect of a coin being collected before you finish playing, close the window, and go right back to where you were. The moment you have just before the ending does exactly what it promised it would do is nice, though, and is one of the more clever and positive-feeling ways a game can make us feel things in a meta way that lasts beyond its playtime; that maybe the thoughts we're thinking right now as we write this are still somehow part of the game experience. Look, after The Milgram Parable and Abandon Them in 2019, the bar for "kind of makes you think, doesn't it?" IntFic on our plate at this point is fairly low. This at least wasn't those. I don't regret playing this. We'll all just have to be happy with that, I suppose.
kjorteo: Confused Bulbasaur portrait from Pokémon Mystery Dungeon. (Bulbasaur: Confused)
OH HECK IT'S OCTOBER, and you know what that means: spooky season IFComp is once again upon us. I always somehow forget until it's here and then respond with a last minute scramble, but hey! At least we're doing them this year.

So, it's been a while because we skipped 2020 because 2020 was a little too... 2020. If you forgot (or are new to our Dreamwidth since 2019), IFComp is an annual interactive fiction contest (you know--Infocom-like text parser adventures, multiple choice Twine games, etc.) where all of this year's entries are made available to the general public around October and early November, and anyone who's interested is invited to play them and submit scores on a 1-10 scale based on their scoring guidelines. The general rule is that if one is playing and judging games then they should do at least five, though it can be any number one wishes so long as it's at least five or above. Again, we didn't participate in 2020 because mluh, but you can see our 2018 scores here and our 2019 scores here.

All that said, we begin 2021's IFComp reviews with Finding Light by Abigail Jazwiec.

You are a human's assigned guardian familiar, but you and your human have been separated after some evil raiders attacked the two of you and made off with your human. It is now up to you to find and rescue him. This is a fairly standard text parser text adventure game, structurally. You look at your surroundings, take everything the game allows you to, use items to solve puzzles, etc. It is possible to die, but not possible to softlock the game (to our knowledge.) With the medieval fantasy setting, this feels something like "what if one of the earlier and shorter King's Quest games were IntFic (but without the Sierra-ing.)"

The gimmick this game has that makes it clever is that you can shift at will between human and fox forms, each of whom have certain things they can and cannot do. You'll need to be a fox to spot scent trails, but you'll need to be a human to open anything that requires opposable thumbs, and so on. The puzzles are mostly fine. The way certain characters express their problems in the form of "Oh, if only I had SPECIFIC ITEM, then I surely would be able to part with my OTHER ITEM YOU PROBABLY NEED LATER" can be somewhat blatant and gratuitous, but... let's face it; this is IntFic. If that were a problem, then we would be in the wrong genre, given how universal that approach is.

Still, I guess that leads us to our main thesis, here, which is that this game doesn't do much to stand out. It's good. It's very good, in fact! If you're here to romp around a text parser adventure for a while, this is capable, well-made, well-written, well-designed, and absolutely will scratch that itch. It just... you know. The IFComp guidelines reserve the higher scores (especially 10) for games that are groundbreaking, which this absolutely is not. In fact, I would even go as far as to call this game standard in its execution; the closest thing it has to a unique stand-out gimmick is the human/fox shapeshifting, and even that feels in execution like the equivalent of a "wear the spare uniform to be able to talk to the guards" puzzle with some extra flavor text. (Oh, there's a "wear the spare uniform to be able to talk to the guards" puzzle, too, by the way.)

Which, again, none of this is a knock! It knows exactly the kind of game it is and it delivers a satisfactory IF experience. It's. You know. It's fine. It's an IF game. It's a good IF game.
kjorteo: A screenshot of Magicant, from the SNES game EarthBound. (Magicant)
IFComp SPECIAL EXTRA CREDIT EDITION! There are still a couple days to go, and I skimmed past this one on the list once or twice and it looked vaguely interesting, a certain other friend who played it rated it highly, and (most importantly for a last-minute extra credit game) it's under 15 minutes long.

Out by Viktor Sobol is a game in which you begin in your bedroom, and you're ready to come out. In the living room, you see your mom, and you're finally ready to come out. That goes well, but then the dog needs to be taken for a walk, and so it's time to come out....

It's... you literally just type "come out" (or "out" also works) over and over as you leave your home, your street, your town, the planet Earth, the solar system, the Milky Way, and so on, until the game ends. You can also look around and interact with things a little, though that's just for flavor.

I can't in good conscience score this one too highly, because it's so short and so... uh, straightforward? that it's almost hard to even consider it a "real" game. Neither can I go low, though, because what's there is great. It's clever. It plays with how far it can stretch the "come out" or "out" command. It strikes a balance where it's just long enough to strike me with a sense of the incredible vastness of the universe, without being overdone or dragging to the point of tedium. It's brisk. It's cute. It's fun.

Also, you can pet the dog. A+
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Default)
Five games have been vanquished, and so IFComp 2019 comes to a close. All that remains is to give them number scores, provide some closing thoughts about IFComp itself this year, and submit everything. We still have a couple weeks to play an extra game or two for extra credit, but I'm confident calling this this "Final IFComp scores 2019" post because if we play more, I'll just go back and edit them into this one.

Please refer back to last year's scores to put this year's in perspective. I stand by almost all of them except that, in hindsight and as they've aged and such, I wish to retroactively bump Animalia up from a 9 to a perfect 10. Otherwise, I feel comfortable putting all of those against these.

Thus, in the context of how everything compares to last year and to the overall judging guidelines, I am scoring this year's games as follows:

Pas De Deux by Linus Åkesson: 8
(LATE EXTRA CREDIT EDIT) Out by Viktor Sobol: 6
Skies Above by Arthur DiBianca: 6
Remedial Witchcraft by dgtziea: 5
Abandon Them by Alan Beyersdorf: 4
The Milgram Parable by Peter Eastman: 3

This means that Pas De Deux is about on the same level as Re: Dragon and just barely shy of Basilica de Sangre, Skies Above is about on the same level as that stealth parody dumb-on-purpose edutainment game I embarrassingly fell for and thought was real and earnestly defended anyway, my least favorite game of last year matches up with Abandon Them this year, and The Milgram Parable is (barely, by one point) the new official worst IFComp game I have ever played.

Honestly, all of these factoids scan. So yeah. Yeah, that sounds about right.

So.

IFComp.

Whew.

This year was... a bit draining, on all of us. Last year, [personal profile] xyzzysqrl, [personal profile] swordianmaster, and Sara and I all got through at least five each, and we all had at least a fair amount of enthusiasm for the better ones in our respective piles. Animalia was a genuine delight, but honestly, Instruction Set was the only game from last year I didn't enjoy overall (and even that was an "I like the idea" effort weighed down by flaws.) IFComp was fun and we were greatly looking forward to having more fun this year.

This year was a lot darker. Real life happened and knocked Xyzzy and Sword out of the competition almost entirely (Xyzzy did play one game) and we got some really downbeat draws to start off our end. I started including the chatlogs as we were browsing for our final three to show off the copies of some of the ones we rejected, and while I definitely recall being choosy last year as well, I don't remember there being this much of a sense of "Surely there must be something good in here that can save IFComp."

Fortunately, our increasing choosiness did seem to pay off, and the games did get better as we persevered. In fact, the scores versus the chronological sequence in which we played the original five (3, 4, 5, 6, 8) are in eerily perfect order. Pas De Deux (and later Out in the extra credit round) did save IFComp, and Skies Above and Remedial Witchcraft were at least okay to decent.

So... I don't know. I guess there was a miasma this year after all. Clan Sugardoom has depression, IFComp has depression, maybe it's a miracle that at least one (or two, hi Sara) of us were able to pull even this much good out of it. But with a last second buzzer-beater of a final pull, I do consider this to have been a worthwhile thing to do and an enjoyable experience overall, and I do still look forward to doing this again.

(And, of course, you the reader are welcome to join in as well, if you'd like! Play at least five IF games, do writeups, submit scores, help make Dreamwidth the somehow active mutual gameblogging circle it has become.)

IF is good. IFComp 2019 may or may not be, but I think that's the "2019" at fault more than the "IFComp." Huge thanks to Xyzzy for getting us into this, as always. See you in IFComp 2020! Hopefully everyone is okay by then.
kjorteo: Screenshot of Doomsday Warrior with a portrait of Amon, a fighter in ostentatious heavy metal attire. (Heavy Metal King)
IFComp continues.

This is our fifth IFComp game, so unless we feel like hitting any small nibbly ones for fun and extra credit, this satisfies the minimum for IFComp this year! More on how this year's batch turned out overall in the separate post with the number scores, to be done separately. For now, the obligatory log of browsing that led up to this selection and actual review.

Celine & Sara Kalante, [25.10.19 00:41]
" The brave companions enter the old wizard's tomb in search of wealth and adventure. Many have done so before but no-one has ever returned. Direct barbarian, cleric, mage and thief towards great wealth and survival of the trials of Arram's tomb.

Content warning: Contains some strong language and graphic violence."


Celine & Sara Kalante, [25.10.19 00:41]
is this... is this a Fighting Fantasy book

Celine & Sara Kalante, [25.10.19 00:41]
did someone submit a MUD to IFComp

[Cue very long with [personal profile] xyzzysqrl over how apparently, yes, this is a thing in IF! The original Zork had combat, it turns out. I never got far enough in that game to know that. Anyway, I learned something today, but this isn't our genre.]

Celine & Sara Kalante, [25.10.19 00:51]
" In the future, robots cater to man’s every want and need. That is, unless you’re a lowly line cook like Irene Turnsole. After Irene travels to her late father’s home, she discovers that her sister has gone missing and nobody is coming to help find her. Turnsole suspects the cultists of The Light of the Future, her own father’s extreme futurist corporation, but proving it isn’t going to be so easy. Irene soon discovers she has just two days to track her sister down before the cultists perform an ominous-sounding ritual. To solve the mystery, Irene must dig into the secrets of her father’s corporation, a world on the edge of the Singularity, and her family's own painful past – all before precious time runs out.

Cyberpunk noir mystery • Two hours • Choice-based • Web-based "


Celine & Sara Kalante, [25.10.19 00:51]
Mmmmmhhh probably good but long and kind of bleak, sorry.

Celine & Sara Kalante, [25.10.19 00:52]
" An interactive drama in the traditions of Soviet fiction about choosing a profession.

Mother and her teenage son live on the edge of the world amid hot springs, steam, mountains, five-story houses and rusty freight robots. Their present is routine. Their future is under the strict control of Progress-program. Which also means routine.

Making their choice they seem to be on the horns of a dilemma. But it may also be a rare chance to escape the dull grey surrounding them.

If they could only find a way to use it.

Сoming-of-age, science fiction, everyday life • Half an hour • Choice-based • Web-based "


Celine & Sara Kalante, [25.10.19 00:53]
Celine: ... Look, I'm not against bleak games? I mean, I have an entire category for Crying Bulbasaur. I love Freebird to an almost evangelical degree. I did not suddenly become allergic to this. I just... I think IFComp has depression.

Celine & Sara Kalante, [25.10.19 00:53]
And... I dunno, I guess our first two IFComps this year burnt us out.

Celine & Sara Kalante, [25.10.19 00:54]
" Striding into the spotlight, you smile as you look out over the crowd. It's a good turnout tonight. Now it is up to the Bournebrook Rill Community Orchestra and you, maestro Nevada Elmsbee, to deliver a spectacular performance.

Keep an eye on your score—or don't!—in this multi-layered parser/choice hybrid. Casually explore the interactive scene, or tackle the full puzzle lurking underneath to reach the best ending. Available for the web (recommended) and as a traditional Z-machine story file.

An hour and a half • Parser-based • Z-code (See guide) • Download includes additional content "


Celine & Sara Kalante, [25.10.19 00:54]
Celine: God if this were shorter I would be all over it. This sounds GOOD. Like, you have my attention.

Celine & Sara Kalante, [25.10.19 00:54]
Even at an hour and a half, I'm strongly considering.

---

And then we sat on that for a while and then decided, yeah, you know what, sure. This looks good. And so, we conclude this year's IFComp (maybe? Unless extra credit?) with Pas De Deux by Linus Åkesson.

It was really good and I'm glad the time to complete didn't scare us off. Emphatically worth it and highly recommended.

Read more... )
kjorteo: Glitched screenshot from Pokémon Yellow, of Pikachu's portrait with scrambled graphics. (Pikachu: Glitch)
IFComp continues.

Celine & Sara Kalante, [21.10.19 22:36]
" Your plan for a peaceful day out comes to a halt when you see a person selling cats on the pavement. The cats look sick and require immediate veterinarian help! It’s all legal, but it’s also wrong. You must find a way to save the cats.

The game offers three characters to choose from and a total set of 10 endings.

Content warning: Implied animal abuse (nothing explicit); environmental damage

15 minutes or less • Choice-based • Web-based "


JESUS. No.

Celine & Sara Kalante, [21.10.19 22:40]
" Springtime, 1993. Prom night. A lonely road on the way to the big dance. This should be a magical evening, but your date suddenly seems distant and withdrawn. Is it something you said? Or perhaps something more sinister is going on...

Horror • An hour and a half • Parser-based • Glulx (See guide) "


Looking at the banner, this is very obviously a werewolf story. Looking at the "Horror" tag, this is probably not played for "anyway your boyfriend is fuzzy now and that's hot." She should not click the IF game, run away run away run away, full moon is on the sky and we've other games we should play

Celine & Sara Kalante, [21.10.19 22:41]
" Years ago, orphan Henry Smyth was saved off the streets when he was adopted by Katherine Kellner - only to run away a few years later. Now, he’s finally made a decent life for himself. His world is turned upside down when he finds out that Kellner has been arrested on the charge of being a pedophile. This knowledge brings impulsive decisions and repressed memories along with it.

Play as Henry as he struggles to make sense of his past and come to terms with it. Your decisions throughout the story affect Henry’s confidence and morality – choose wisely.

Content warning: This game is intended for mature audiences only. Contains: strong language, violence, mention of child abuse and suicide.

Drama • Half an hour • Choice-based • Web-based "


See if you can spot the exact word where I noped out of this one.

Celine & Sara Kalante, [21.10.19 22:43]
" Play minigames to get your airship flying, tour the skies, and see what mischief is going on up there.

Parser-based • Glulx (See guide) "


There we go. Yes good we'll take it.

And so, IFComp 2019 pick number four is "Skies Above" by Arthur DiBianca. It's the first-ever IFComp game I wrote off without actually finishing it, yet it still somehow managed to be my favorite one of this year so far.

Away we go! )
kjorteo: A screenshot of Magicant, from the SNES game EarthBound. (Magicant)
IFComp continues.

After two depressing duds and a general worry that IFComp might just be cursed this year, I was extra picky with choosing the next one to play because I specifically wanted something good and cute to save us. In fact, here's the exact IM quote as I was copy/pasting descriptions of a few possibilities we scrolled through before settling on this one:

---

Celine & Sara Kalante, [20.10.19 21:45]
Let's see what IFComp has in store...

"There's a werewolf loose on the spaceship HMCS Plagoo!"

... Hmm. If this were our first pull, you have my attention enough to try it. I may come back for it. (Enceladus, if I need to bookmark the name/look it up later.) I feel like they're probably going to go the "... and that's a BAD thing" route, though, and mmmmaybe not if we're specifically looking for a good uplifting pull to snap the streak. Sorry, probably fine game, bad timing.

"Inspired by 1950s London true crime cases, De Novo is set during an era where capital punishment is still in practice, players are given the power to decide fate on who lives and who dies."

Again, probably interesting but I want to smile, IFComp. You remember smiles?

"Be Jon Doe, secret agent at MI5, and solve the mystery about the death of scientist Monsieur Edulard and his latest world-changing invention. A story with thrilling women, sinister villains and cutting-edge tech gimmicks. Be a hero, save the world, get the girl!"

Ehhh not my genre anyway, mood or not.

"You have one job: Correct the errors in the System code. It's menial work, but it pays the bills. Only, maybe you'd rather not... What are you? Just a CodeMonkey? Perhaps you could join the Resistance, or at least get an early vacation with a special friend... Warning: No parsers, no links. In this story, you'll be monkeying with the code!"

*Inhale* Again, probably clever but I've had my fill of clever games for now.

"A twist on a sleepy old classic."

Yeah so was Abandon Them.

"Lina is a first year student studying magic. Lina isn't doing very well at her classes. Lina is apprenticing for the Witch of Howling Woods because no one else would take her.

"Tonight, Lina has messed up (she contends some blame should go to her master for giving unclear instructions). Now Lina needs to figure out what all the magical items (A wavering wand? An everfire? A *gasp* cauldron?) in her master's house do and use them all to fix her mistake, before she gets found out!

"(Remedial Witchcraft is a light, puzzle-oriented parser game.)"


There we go. An hour and a half, hmm? ... Ehhhh yeah sure okay.

---

There we go, indeed. So, for our third draw this year, the woodlings officially bumped the machine and kept rerolling until we selected "Remedial Witchcraft" by dgtziea. Was it able to save IFComp? Mmmh...

TL;DR: It wasn't bad I guess. I did enjoy it overall but was very frustrated at parts. Unmarked puzzle spoilers under the cut because I really want to talk about the gameplay design on this one, hopefully with an IF veteran who can confirm whether my expectations were off or if these complaints sound valid to them.

Snippety! )
kjorteo: Sad Bulbasaur portrait from Pokémon Mystery Dungeon. (Bulbasaur: Sad)
IFComp continues.

Full disclosure: I slept very poorly due to absolutely gutting bad dreams last night, and have been groggy and sluggish all day. It's almost dinnertime and I feel like I haven't even woken up and started the day yet, let alone... like... done anything. Xyzzy seems to be a bit out of sorts too, though, so who knows. Maybe there's a kind of general miasma going around my friend circle lately. Or maybe IFComp is just cursed with all-consuming depression this year, since this is my second downer game in a row.

I will try my best to set general feelings of blurf aside and judge this game on its actual merits, because I tend to just copy/paste these reviews into IFComp's actual score submission with minor edits as necessary, and "I'm a mess today so I'm going to dock points because I'm just not feeling this one" isn't exactly fair to the author.

Anyway. Next up we have Abandon Them by Alan Beyersdorf. Its copy:

"What exactly happened during the fairy tale of Hansel and Gretel? How do we separate the fantasy of the folklore from the realities of starvation and abandonment?

"While often viewed as a fantasy story, my intention was to view this story from a psychological perspective.

"If you were a character in their story, what sorts of choices would you make?"


Spoiler cut I guess, though it's one of those less-than-fifteen-minute games and it's very railroaded, so there's almost nothing here to spoil. )
kjorteo: Sprite of the dead "boss" and "Sorry, I'm Dead" speech balloon from Monster Party. (Sorry - I'm dead.)
Oops, IFComp is on again and I accidentally fell in.

One month, at least five IF games judged and scored for their contest. Can be more--I ended up doing six last year, because even though I'd had my five all done and turned in, I just couldn't not play Animalia. My strategy last year was a semi-random yet still interest-based selection method where I'd randomly shuffle the list, then scroll down and browse the randomly shuffled list until I saw the first one that looked like something I actually wanted to play. (There are 80+ games here and they only want you to judge 5 or more; life is too short to make yourself stick to something you hate just because the RNG picked it first.) It was a good experience, and I've been looking forward to doing it again, so this year I think we'll employ the same strategy.

Anyway, I swear I was just loading the ballot page and testing the random button to see if it still worked, with intention to actually dig into these later, but then I saw one and was like "... these are randomized. If I don't play this one right now, how am I going to find it again next time?" So, with a heavy sigh, I had no choice but to concede that I'd blundered my way into I guess we're starting IFComp now. Damn it.

Speaking of having no choice, first up is The Milgram Parable by Peter Eastman. Named after the infamous Milgram experiment, this is a game about doing exactly what you are told without question or hesitation, with a content warning that states: "Includes violence, both physical and emotional. This story challenges you to confront difficult facts about yourself." So, you know, we're off to an incredibly cheery and uplifting start.

Open discussion of spoilers within if you want to try this one -I guess- but TL;DR is it's just not a good game, so you're not really missing anything if you spoil it instead. )
kjorteo: Crop from Action Replay box art, of a very cheap imitation bootleg Charizard with a hippo-like giant nose and ear tufts.  Text on the bottom reads "NOT FAKE" (PARizard: NOT FAKE)
Oops, there are a couple days left to go in IFComp and this one looked really intriguing, so I snuck it in. They said you had to review at least five games, which I did, but they never said it couldn't be one or two more.

Animalia by Ian Michael Waddell is a game about four animals in a Muppet Man stack trying to pass as an ordinary human child on a mission to convince the local human population not to invade your home. You have a choice of three specialists for each of the human suit's four positions, making twelve possible overall party combinations. The game is substantial enough that I wasn't able to squeeze a second run before hitting the two-hour time limit on IFComp judging, so I can't say for certain how I'm writing this how railroaded anything is without actually trying different things. However, at first glance, everything sure looks wide open, with each party member having actual outcome-affecting skills and weaknesses and allegiances with one another.

That's not even getting into the choices and attempts to do things that can succeed or fail throughout the game itself. There are relationships to manage, dangerous rescue missions to undertake, and more. IFComp's page describes it with the keywords "Wacky" and "Half an hour" but I don't think either of these are true. The amount of game in this game is dizzying, and it is stressful due to what I at least perceived on my initial run to be a fairly high difficulty (or at the very least, it is very easy to screw things up horribly) with major consequences for failure.

It's fantastic, though. I'm solidly behind this premise, and after getting my hopes utterly crushed and ground into bad-ending paste at the very last moment (I know someone I'm not choosing next time...) I think I need to come back and try my hand at this again sometime. Surely there must be a way, in the seemingly endless configurations, to make my party slightly less doomed. Maybe when IFComp's over and I'm not having to keep an eye on the clock and worry about scores.
kjorteo: Screenshot from Daedalian Opus, of a solved puzzle with the text "GOOD" displayed on underneath it. (GOOD)
So now that I've played five six games for IFComp, it's time to submit my scores! The feedback and review are just going to be edited versions of the posts I already wrote out here. All that's left are the number scores.

In order of my personal most to least favorite:
(Links all lead to my Dreamwidth writeups of each game)

Animalia by Ian Michael Waddell: 9 101
Basilica de Sangre by Bitter Karella: 9
Re: Dragon by Jack Welch: 8
Haywire by Peregrine Wade: 7
Let's Explore Geography! Canadian Commodities Trader Simulation Exercise by Carter Sande: 6
Instruction Set by Jared Jackson: 4

Huge thanks to [personal profile] xyzzysqrl for getting us all hooked on IF. If they keep the "literally anyone can be a judge; just play and rate at least five" rule, I might just do this again next year. It was fun! I got to play some neat games. Also thanks to [personal profile] swordianmaster for doing five other games, so between all of us we have a pretty good spread here. Go check their scores out (Xyzzy, Sword) and maybe try some of these yourself. Otherwise, let's do this again next time, yeah?


1 I gave Animalia a score of 9 when we played it back in 2018, both here and in the official slate of scores we submitted to IFComp for that year. Since then, though, I've changed my mind and decided that Animalia should be a perfect 10, and so we're sort of unofficially de facto treating it as one in hindsight. This is, to date and as of this writing when we're making this edit, the first and so far only time we've ever changed or wish we could change an IFComp score in retrospect.
kjorteo: Portrait of Celine making a o.O face. (Celine: o.O)
IFComp time once again! This is the fifth and final game. It is worth noting that [personal profile] xyzzysqrl, [personal profile] swordianmaster, and I all played five different IFComp games, and none of us played anything that any of the others had played. That's fifteen unique games! If anyone else is reading this and wants to do IFComp judging (you have until November 15 to submit your scores,) are you going to revisit any of ours, or are you going to try for five more non-overlapping ones to make it 20 overall?

Let's Explore Geography! Canadian Commodities Trader Simulation Exercise by Carter Sande is... uh.

Look.

I saw this on this list there, and I figured probably not as many people were going to play it as some of the more eye-catching ones, and I wanted to give it a shot. And goodness knows I play enough weird games. So yeah, sure, what the heck, let's be a Canadian trucker. For edutainment!

You are a commodities trader in Toronto. It's a boring spreadsheet-oriented numbers in an office cubicle job, but one that makes you wealthy enough that "you decide to take a spare $1000000 you have lying around and go trucking" is a reasonable thing that you can feasibly do. And so, one protagonist's midlife crisis becomes a chance to Oregon Trail your way around the Canadian countryside, full of touristy explanations of all the local sights. Your goal is to spend 30 days buying pallets of some particular product in one city, and driving somewhere to sell it for a profit. I recommend playing this with the map and walkthrough which includes a list of what can be bought and sold where. Buying a pallet of whatever your starting city (Toronto) happens to have and taking a complete wild guess where you can go to sell it works about as well in this game as it would in real life.

I'm making this sound like the kind of boring edutainment classroom exercise that makes you wonder why some Canadian teacher wanted to submit this to IFComp, but it does pack a surprising amount of game in here. Bless this game's heart, I actually did find myself having a few "Huh. Neat!" moments as I did the tourist stuff in every town I drove through. Also there's an incredibly weird hidden ending you can get from bringing two seemingly unrelated souvenirs from other cities to THE OBELISK in a third. This lets you drive a phantom ice road that shouldn't be open this time of year to a town that isn't on the map and that might actually be Purgatory, except Wikipedia assures me that it actually exists.

Which, hey. That is a thing I have learned.

Anyway, this was surprisingly neat.
kjorteo: Screenshot from Daedalian Opus, of a solved puzzle with the text "GOOD" displayed on underneath it. (GOOD)
IFComp time! That's still a thing. Four down, one to go after this.

Instruction Set by Jared Jackson is... not quite "What if Professor Layton were a text parser," but it's similar enough to give a general idea.

There are some scientist types researching something that seems to revolve around you, an entity of some sort, solving "trials" (puzzles) they put you through. Your presence and your ability to communicate with them are critically important, especially after clearing the first few trials (which were just to prove that there really is something there with you and you're not just random input noise.) By then, everyone up to and including some fancy executive type of the whole company are having instant "Your research is producing what? Hold on, be right there, I need to see this" reactions.

It's a basic enough outline of a story, but it's very effective at doing its job of making the player hooked and curious. Who and what am I? Are these people building an AI or something? Why is my ability to successfully communicate with them such a big deal? I wanted to keep playing just to see where they were going with this, and the author deserves a lot of credit for this.

Sadly, the rest of the game drags down the experience with several flaws. Any one of these might have been tolerable, but all of them at once ultimately prove fatal:

  • There is no offline mode whatsoever. You have to play this online. There's a "Download" link, but that just downloads a basic .html webpage which itself is nothing more than a link to the online version. The usual Online Version Problems of IF games (most notably slow servers and input lag) are present, and now they are completely unavoidable.
  • The cutscenes (which, recall, were the part I was most interested in) suffer heavily from delayed or dropped input, oftentimes with no good way of telling which is which. If it says "Click to continue" and you click and it doesn't continue, is it thinking about it/working on it? Or do you need to click again? If you do click again, is it going to advance to the next line of dialogue like it's supposed to? Or is it going to add that click to some sort of backlog and end up skipping through two or three lines at once when the server finally wakes up?
  • The actual gameplay, as I said, is a series of Laytonesque puzzles with text input. You have your "this bucket can hold five units of water and this one can hold three, how do you make one of them hold exactly four" puzzle, your "rotate these things to line them up properly" puzzle, etc. Some of these are grating in their own right, but with the text controls and server issues, it's nearly unplayable. Let me tell you, you haven't lived until you've solved the entire FF1 ship minigame sliding tile puzzle via a 30-step series of manually typing out "PUSH 4", waiting 5-10 seconds, manually typing out "PUSH 7", waiting 5-10 seconds, etc.
  • While the hook of the story is gripping and I do give the author praise for making me so interested in where this was going that it was worth fighting the rest of the game to get there, the final payoff is... well, kind of a letdown. My guesses were all so much cooler and more interesting than what the actual reveal turned out to be. And the ending is... abrupt? Don't go into this expecting a satisfying epilogue.


All in all, this game feels like wasted potential. I would have liked this if the input worked properly and/or at least acquiesced to modern concessions. (Even in IF, the other IFComp games I reviewed so far let you use the mouse outside cutscenes! Was that text parser for the sliding tile puzzle really the best way that could have been done?) I would have liked it if the ending was as good as my hopes had gotten for it after all the buildup. I would have liked it if... a lot of things, really.

But I don't like it in this state. I'm sorry.
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