Reviews by AKheon

parser-based

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Alone, by Paul Michael Winters

2 of 2 people found the following review helpful:
Post-apocalyptic puzzling, December 1, 2020
by AKheon (Finland)
Related reviews: IF Comp 2020, parser-based, Inform, horror

Alone is a parser-based horror game by Paul Michael Winters, published in 2020. The game is about a post-apocalyptic scenario where an infectious disease has ravaged the earth and you’re a survivor, just drifting aimlessly... at least until gas runs out of your car.

It’s basically a tightly designed, gloomy puzzle-fest. The design feels pleasantly streamlined - the game world isn’t overwhelmingly big, and as befits a world half-empty, most rooms don’t have too much to examine either. At least up to a certain point, the challenge of the game feels just right - it’s neither too hard or too easy to figure out what you’re supposed to do.

The writing is terse and subdued, which works with this type of horror. The tone of the game manages to be consistently morose, although to criticize something, (Spoiler - click to show)the setting isn’t particularly original - from a dark forest to an abandoned gas station to the underground bunker - nor is there any major twist awaiting here that would turn it all upside down in the end. This overall story feels a bit ho-hum, although to the game’s credit, the ending is surprisingly optimistic and leaves a nice feeling, and the game’s focus seems to be on puzzles anyway.

The polish is generally good, although sometimes the implementation felt just slightly lacking. Some things don’t exist in the game world that seem like they should, but I don’t think there are any problems that really hamper a regular playthrough.

The game can be finished under 2 hours if you don’t get stuck on anything for too long. It could be worth a try if you want a solid puzzle-focused adventure and don’t mind some unsightly horror imagery.

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Academic Pursuits (As Opposed To Regular Pursuits), by ruqiyah

2 of 2 people found the following review helpful:
Office decoration and mild revelations, December 1, 2020
by AKheon (Finland)
Related reviews: IF Comp 2020, parser-based, Inform

Academic Pursuits (As Opposed To Regular Pursuits) is a parser-based game by Ruqiyah, published in 2020. In it, you’re a newly tenured professor who has arrived in her new office and has to unpack her things. Along the way, (Spoiler - click to show)you discover that you are not what you seem and have a secret agenda.

It’s a one-room game where the gameplay mostly concerns interacting with objects. You open boxes, take out things and then decide where they’ll end up: on the shelf, on the wall, etc. or straight in the garbage bin. It’s like a small sandbox with a few simulationist mechanics too; for instance, the game keeps track of available shelf space, and you can only hang certain type of objects on the wall.

The storytelling is non-linear and subtle. The player isn’t given a very deep motivation at any point - you’re just expected to unpack your things. Examining and interacting with the items you find generates some useful story and flavor text, though, and the game world actually has a lot of detail that rewards the inquisitive player - there is even unique text in response to the multiple different ways you can decorate your office.

This was one of the first games I played during IF Comp 2020, and back then I found that it lacked polish. Dealing with the boxes was a bit awkward, and you could also “take passerby” to pick up what should probably be a scenery object. Since then, however, it seems the author has went and fixed a lot of these bugs, so the game probably works much more smoothly nowadays.

Overall, Academic Pursuits is a bit of a mixed bag. The indirect storytelling is interesting, although I do wish the player was given a bit stronger motivation to start with. The gameplay has some meaningful decision making, but it also contains hassle from dealing with dozens of objects and their containers (especially since the coding has - or had - mild roughness here and there). It’s an original idea, at least, so it could be worth checking out if you have 30 minutes and want to try out something different.

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Sheep Crossing, by Andrew Geng

2 of 3 people found the following review helpful:
Lightweight delivery, December 1, 2020
by AKheon (Finland)
Related reviews: humor, parser-based, IF Comp 2020, Inform

Sheep Crossing is a parser-based game by Andrew Geng, published in 2020. In it, you need to take a bear, a sheep and a large cabbage to the other side of a river. If this setup sounds familiar, it’s because the game is essentially presenting the age-old “Wolf, goat and cabbage problem” in an Interactive Fiction-format.

The writing and implementation are both pretty minimal. The game doesn’t establish much of a tone beyond being mildly charming - it’s first and foremost just a puzzler. And since the main puzzle is historical, you might already have a decent idea on how to solve it due to cultural saturation alone.

The game works as intended, and it has a few small secrets that you can read about from the “amusing” menu after beating it. But it’s overall a somewhat small and light affair, and it can lack surprise value too since the main puzzle is played pretty straight - (Spoiler - click to show)the only real curveball is having to find some grass first to get the sheep to comply. I think the game would have benefitted from going a bit further and possibly featuring some larger twist to the core idea. Still, it could be worth a try if you’re looking for a quick puzzler.

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Mortal Kombat: Fire and Ice, by James Mullish

2 of 3 people found the following review helpful:
Practice-mode, September 25, 2020
by AKheon (Finland)
Related reviews: Inform, parser-based

Mortal Kombat: Fire and Ice is a fan-fic parser-based game by James Mullish, published in 2020. In it, you play as Sub-Zero and have to defend Earthrealm by (Spoiler - click to show)walking one screen to the east and punching two guys.

This seems to be a practice game by the author. It only has two rooms and a bare minimum of interactivity; the help-screen also suggests this may be the author's first work.

Neither the writing or the implementation lend themselves to some fantastic Mortal Kombat-brand adventures; the silliest part is how trying to fight most characters results in the default message "Violence isn't the answer to this one". Like, it's Mortal Kombat. When isn't violence the answer to something in this setting?

Congrats to the author for learning the basics of Inform 7. However, as a stand-alone game, there isn't much to see here.

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Keepsake, by Savaric

4 of 4 people found the following review helpful:
Mulling over murder, September 22, 2020
by AKheon (Finland)
Related reviews: IF Comp 2011, surreal, parser-based, Inform

Keepsake is a surreal parser-based game by Savaric, published in 2011. The story begins with the main character having just committed murder. Afterwards, (Spoiler - click to show)the game shows you what happened immediately before the murder through scenes playing in reverse, although this is not explicitly told to the player at any point during the story.

The ambiguity gives the game a sense of mystery at first. The game prompts you to escape the scene of the crime, and you do so, but then (Spoiler - click to show)you start seeing things in double and it feels like you have stumbled upon some strange time paradox. The tone of the game is uncanny, yet it has a sense of creeping fatalism to it too.

The writing is clear and functional, giving the gameplay an appropriate sense of urgency and mystery. I didn't notice anything wrong with the implementation either, although (Spoiler - click to show)having two similar things in many rooms does cause a lot of ambiguity questions.

It's a fairly short game, only 10 - 15 minutes long, but the ending changes a bit depending on what you did during the game and (Spoiler - click to show)you also see the game in a whole new light the second time around so in practice you will probably want to replay it at least once or twice.

But eventually you realize that (Spoiler - click to show)this is really just a very mildly branching and somewhat undeveloped crime story that is told out of order. The only thing your choices affect is whether you are a nice murderer or a slightly less nice murderer; a detail which seems incidental in the bigger picture. In this sense I would say the journey is far more interesting than the destination.

Keepsake could be worth a try if you're looking for something fairly quick yet different. It doesn't have hard puzzles, but it can still be challenging and refreshing in its own way.

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Symetry, by Ryan Stevens

2 of 2 people found the following review helpful:
Mirror mirror off-the-wall, September 22, 2020
by AKheon (Finland)
Related reviews: IF Comp 1997, horror, parser-based, Inform

Symetry is a short parser-based horror game by Ryan Stevens, or Rybread, published in 1997. It's about a posh aristocrat who has an encounter with a haunted mirror.

With a small game world and a completely linear story, the gameplay basically boils down to figuring out the next command that lets you progress; sometimes it's easy, sometimes hard. The design is usually not very intuitive; for instance, the first item you find is a letter opener, but you don't even use it to open the envelope that you are carrying. The worst part is (Spoiler - click to show)the finale where plot-critical clothing - a night gown - appears on your character out of nowhere in the middle of a frantic timed section. I don't think this section is impossible to figure out without a walkthrough, but it's still quite nonsensical and unfair to the player.

The writing style is both pretentiously ornate and riddled with typos, like a bad imitation of classic gothic horror. The poor writing and the pompous yet crude tone almost makes Symetry seem like some sort of a parody game. Who knows, maybe it is? But to the game's credit, some of the imagery is otherworldly enough that it does have a somewhat memorable or unnerving effect.

The game has some bugs too. On my first playthrough I somehow managed to turn off the lamp so that I ended up in complete darkness with nothing happening afterwards, although I no longer remember what command created this result.

The game comes with a walkthrough as well as some other "bonuses" which seem fairly random.

With a better implementation and writing Symetry could have been a decent horror title. But, as it stands, it's closer to a clunky curiosity. It could still offer some fun for 15 minutes if you're willing to accept a few design shortcomings and other peculiarities.

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Toiletworld, by Chet Rocketfrak

2 of 2 people found the following review helpful:
Not enough toilets, September 22, 2020
by AKheon (Finland)
Related reviews: parser-based, comedy, IF Comp 2016, Inform

Toiletworld is a parser-based comedy / troll game made by "Chet Rocketfrak" for IFComp 2016. I spontaneously gave this game a try because I thought the title was too silly to pass.

The game begins inside the titular Toiletworld, seemingly a bizarre dimension with a fractal arrangement of toilets. Toilets within toilets down to an atomic level, most likely. Such surreal toilet-shaped wonders!

Unfortunately, it quickly becomes apparent that the game is little more than a throwaway joke at the expense of the player. The room texts are pointless and misleading, many directions are not listed, items have weird debug-names that are arduous to type, there are no puzzles or meaningful interactivity or an overarching goal to the game. Most insultingly of all, I couldn't find a single toilet that was actually implemented. While you can type "in" to go deeper in some rooms, that's just a regular room entrance and not a fully implemented toilet.

Some bad games become endearing through the effort that was put into them. There's no effort here. The game has a dire lack of amusing things, and a player who is planning on having the slightest bit of fun in Toiletworld really has their work cut out for them... although there is irony in the fact that a game named Toiletworld is completely bereft of toilet humor.

It's all just a cruel subversion of expectations, that's what it is. I suppose it's not saying much, but I really did expect more of Toiletworld. As it stands, this game is not worth dipping one's feet in. (Is this a toilet-related pun? I can no longer tell...)

If you're still planning on giving it a try, here's a small hint for dealing with the items: (Spoiler - click to show)type "take all" in each room instead of dealing with the hassle of the long item names. This also tells you if you can even pick up the items, as some of them are arbitrarily fixed in place to mock the player for even trying. You can also use "take all" to pick up the eight nameless items in the secret room to the north, not that they have a real use anywhere.

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Zero Sum Game, by Cody Sandifer

6 of 6 people found the following review helpful:
Lofty adventures undone, September 21, 2020
by AKheon (Finland)
Related reviews: IF Comp 1997, comedy, parser-based, TADS

Zero Sum Game is a parser-based comedy game by Cody Sandifer, published in 1997. In it, you play as a newly victorious adventurer who, upon returning home, gets scolded by their mom and who then has to go and once again set wrong what has been made right. It's essentially an adventure game where you have to lose all your points and undo all your heroic conquests in order to return back to your mom's good graces.

The writing style alternates between imitating a lofty high fantasy style and being jeering and sarcastic, and there's a very cynical undercurrent running through the whole game. This is a world where so-called heroes are not necessarily very heroic and all life is expendable. The humor is dark and uneasy, downright sociopathic at times. But - if you don't mind twisted humor, adult themes and doing villainous things in an adventure game, you'll probably find the contrast between the fantastic and crude here at the very least amusing, if not hilarious.

It helps that the implementation is extremely detailed, with certain sections almost sandbox-like in their wealth of interactions. The game is packed full of funny responses to actions; there are even a few animated NPC characters who react to your odd behavior, and sometimes to each other as well.

The game is very difficult, though. There are countless of ways you can make the game unwinnable, and although the game provides a "warning" command to let the player know ahead of time when they've done something irreversibly dumb, the system doesn't seem quite fool-proof, as I found out on my first playthrough. It took three restarts total (with the use of some hints) for me to finally reach the ending.

The puzzles themselves are sometimes devious and clever, possible for a player to figure out if they play around with the mechanics enough, but there are some nearly impossible ones too. One part requiring the use of a non-standard verb while being misdirected by the game and also (Spoiler - click to show)the merciless timed section featuring Benny/Darlene come to mind.

Zero Sum Game is something of a mixed bag, personally. It made me laugh a lot, but it didn't make me feel good in the end. I guess such is the nature of dark comedy. And while the game has a good amount of content - you can easily squeeze around two hours of gameplay out of it - the daunting difficulty with the lack of an internal hint system is another thing that makes the game hard to recommend without reservations. You should probably give it a try if you're into deconstructive and satirical humor, at least.

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Conversation With A Picture, by Eva Vikstrom

2 of 2 people found the following review helpful:
When art speaks to you (literally), September 21, 2020
by AKheon (Finland)
Related reviews: experimental, parser-based, ADRIFT

Conversation With A Picture is a somewhat experimental parser-based game made by Eva Vikstrom, published in 2004. The game is about interacting with a painting, although strangely enough using your eyes won't get you very far - instead, you have to talk with it.

You simply ask the painting about various topics. The replies give hints on other things you could try asking about, until finally you learn the name of the painting and the game ends. It only takes about 5 minutes to play through the game once.

The game has a slightly charming air to it due to its unique premise and cordial tone. It has some educational value too, as the painting and its painter are both historical - (Spoiler - click to show)the painting is The Parrot Cage by Jan Steen - and you learn a bit of real history while talking to the painting.

The game works like expected for the most part, although there are a few immersion-breaking typos and the tutorialization is fairly minimal, which can lead to mild confusion at the very start of the game. I also find it slightly odd that (Spoiler - click to show)the player can't activate the winning commands "ask p about bird" -> "ask p about parrot" until they "sit". Seems like an unnecessary restriction to me, but it probably won't hurt a regular playthrough much.

Conversation With A Picture mostly succeeds at what it sets out to do. Its biggest problem is that it's extremely slight, ending right around the time the player gets into the mood of asking questions and, dare I say, learning. ...Maybe the secret to making a fun educational game is to make it so short that the player doesn't even realize it was educational until it's over? Eva Vikstrom could be on to something here.

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The Old Church, by Eva Vikstrom

3 of 3 people found the following review helpful:
Harmless haunting, September 21, 2020
by AKheon (Finland)
Related reviews: horror, parser-based, ADRIFT

The Old Church is a fairly short parser-based game by Eva Vikstrom, published in 2004. I gave it a try because I wanted to try out some obscure horror-themed adventure, and so far the game had no ratings on IFDB.

The main character is a tourist visiting an unspecified European church from 13th century. After some exploration it turns out that the church is haunted, although strangely no one seems to mind.

The setting is one of the best things about The Old Church. The layout and description of the church makes it seem like a fairly believable location; sadly the game world suffers from a lack of implementation. There isn't much to interact with, which hampers the exploration part of the game.

The writing is clear but stilted, with a few typos and wrong word choices. The overall tone of the game is not scary at all - it almost feels like an educational piece with all its low-key explanations of how various rooms of a church work as you move around the place. Any remaining tension is finally deflated when you discover that (Spoiler - click to show)the "villain" of the game is essentially a non-malevolent church mouse.

It's fairly easy to navigate in the game world since the exits are listed whenever you need them. However, in other respects the game isn't always user friendly. The conversation system is implemented rather spottily, making it hard to know at times if not being able to talk to a character about some topic is because they have nothing to say about it or if your command was wrong. The worst example is how (Spoiler - click to show)in one part of the game you have to talk about "Axel Gyllenpil" to progress. The game only accepts the full name, giving default error responses for both "Axel" or "Gyllenpil". Fortunately the game comes with a walkthrough for cases like this, but still... And regarding the ending, (Spoiler - click to show)according to the walkthrough there are two endings, and I imagine the alternative ending has something to do with cheese and the church mouse, but I couldn't find the correct command to do anything with the cheese.

The overall design is linear and somewhat contrived. The player has the option to explore the area freely, but the events that progress the story can only happen in a certain order. So in practice, you need to wander around aimlessly until you hit the first few story beats by accident. The most egregious part is (Spoiler - click to show)the sword magically appearing in the crypt only after learning about it, and the cheese conveniently falling out of your lunch box right after you pick up the sword.

One last unpleasantness with The Old Church are some sound effects which hit suddenly and loud when examining certain things around the game world. Yes, this game has jump scares, although I'm not sure if they were even intended to be jump scares or just normal sound effects for the purposes of immersion. In any case, I recommend lowering the volume before you start.

The Old Church is one of the first games made by the author, and unfortunately it shows. It's not always smooth to play and the payoff isn't always there, but you could give it a try if you're hankering for something very obscure and only very mildly terrifying.

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