Tricks of light in the forest

by Pseudavid profile

2023

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Number of Ratings: 13
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3 of 4 people found the following review helpful:
Not just tricky - also mesmerising , April 1, 2024
by Max Fog
Related reviews: IFComp 2023

This game I really enjoyed. Long, interesting messages in a gruescript parser, it was interesting and peaceful. I liked the story and background, as well as the setting. It was very clever.

... And that's literally all I have to say.

Song: There, There. Plus some I Might Be Wrong.

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1 of 1 people found the following review helpful:
The apocalypse will happen off-screen, March 11, 2024
by ccpost (Greensboro, North Carolina)

This is a lovely, meditative game where you play as a kid who goes off on an adventure through the forest nearby their house -- though you go a bit farther out than your parents would like and you encounter some danger along the way. The main focus of the game is your exploration of the forest, including taking photographs of the landscape and collecting samples of plants, bits of debris, and odd artifacts. But as you explore, the narration that accompanies your observations reveals the contours of a bigger, intriguing story: (Spoiler - click to show)some kind of world-altering period in the recent past, some combination of climate change and political instability, that has impacted civilization for good.

Pseudavid develops this larger story in a brilliant, subtle way. We are not playing through that story; we learn about it second hand, refracted through the player character's natural descriptions of what they're encountering on their walk. These observations are written quite well -- beautiful bits of prose poetry describing a discarded snack bag or moss growing on a log. The player character also does not have full knowledge of this history either, as major events largely transpired in their parents' generation. This is the world that they know and have grown up in, though they have some stilted awareness of the world before.

There are some light puzzles, but these serve more to put up guardrails on your exploration and ensure that you hit spots you might not have otherwise. (Spoiler - click to show)For instance, you never would have needed to cross the river if the boar didn't knock over the water tower; and you never need to find the cabin, if the monitor lizards don't block the bridge across the river. For the most part, I found the Gruescript interface to work very well with the exploration/observation mechanics of the game, but it becomes a bit clunky when trying to solve the puzzles.

I could see this game as one in a series, where we learn more about this near-future world through the eyes of other characters. But if this is just a standalone, then it works really well as a kind of sci-fi game: a seemingly normal walk in the woods during which we learn about how very different our world could be.

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- pieartsy (New York), February 3, 2024

1 of 1 people found the following review helpful:
Middle march, January 4, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp. I beta tested this game. Also, this review contains spoilers).

I am very much a city kind of person – so much so that when I went to stay with my uncle in semi-rural New Hampshire for a couple of weeks immediately after moving out of Manhattan, the combination of deep silence and unfamiliar wildlife sounds that characterized the local soundscape gave me insomnia for the first time in my life. And actually I just recalled that when I was still living in the city, even just taking the subway to Brooklyn could make me agoraphobic. Despite all that (or maybe because of it), though, I totally get the fantasy Tricks of light in the forest offers: going into the woods, exploring slightly off the beaten trail, looking closely at every rock and flower and tree and bug, syncing into tune with the world… it’s alluring because it’s such a change of pace, sure, but also because it feels like returning to nature is an antidote to the poisonous distractions and superficial conflicts of civilized life.

My experience is actually not that far off from that of Lara, this Gruescript game’s 12-year-old protagonist; while she embarks on her unsupervised trip into the woods with the insouciance of a born ranger, actually she’d also lived in a city until just the previous year. And for her, getting in touch with nature is even more important than it is for us, as hints in the game’s narration indicate that it takes place after climate-change disasters have wrecked much of the earth, displacing people and animals alike. Not that she’s very concerned with any of that; monitor lizards have always roamed Europe in her lifetime, so she’s just focused on having a fun time exploring, taking some pictures of interesting plants or bugs, and finding something to collect for a classroom exercise.

While eventually a few brushes with danger intrude on this innocent agenda, this is a decidedly low-key game by IF standards, and it sings when it leans into its smallness. There are only a few objects needed to surmount the game’s small set of puzzles, but each of its locations typically boasts at least a few pieces of scenery: a half-dead tree, a heap of trash, a swarm of bees, a cleft in the earth. In addition to examining them, you’re typically also able to take a photo, or touch or smell, or, for portable items, harvest a piece for your sample box. The game tracks all of this, but it isn’t vulgar enough to change the plot based on your actions, much less include anything like an achievement to “reward” you for mechanically clicking on everything. Instead, exploration is worth pursuing for its own sake, or rather for the sake of tiny jewel-like bits of prose:

"There are two kinds of moss on the rock here: both are like carpets made up of green strings, but one has longer, thinner and lighter strings, while the others are shorter, thicker, and a less cheerful tone."

"I kneel under the highest part of the fallen tree. The underside is different from the top. Cold, a bit damp, softened. Eaten by bugs? Small circles of white and yellow fungus thrive in the shade. Some day, not too far, they will weaken the wood so much that the trunk will finally break."

There’s a neat connection drawn between this external poking about and more internally-focused reflection. Often, engaging with an object will prompt an association whose thread Lara will follow over a few subsequent turns, sometimes sparking a memory of her previous life or prompting her to think about her family members or the bigger world. Similarly, most of the big-picture setting details are established glancingly, through these fine-grained observations: noticing some dead trees will reveal that they were probably killed by climate-induced flooding, or seeing the traces of poachers will make Lara recall a conversation where her dad alluded to the political upheaval that predated the current, more stable time. Notably, while it’s clear that the world has changed in generally bad ways, Tricks of light in the forest posits a future where nature has begun to heal, generally assisted by humans. Both of Lara’s parents work in recovery efforts, and while the woods are wilder and different than they are today, they’re still vibrant and a place of wonder.

This quietly hopeful vibe extends to the moments of genuine threat, where Lara encounters untamed wildlife. These sequences are definitely tense, but I don’t think it’s possible for the player to die, and the way you deal with the animals just involves shooing them off, rather than inflicting lasting harm. And while these are puzzles that involve multiple steps to solve, I didn’t find that they detracted from the meditative mood of the piece; you typically only have one or two usable inventory items at a time, and Lara is a resourceful enough character to take initiative and set up the next action in the chain without requiring too much handholding, so the steps are typically clear. The Gruescript implementation does mean that there’s often a fair bit of clicking to manage – getting an inventory item queued up to use sometimes felt to me like it took one step too many – but it’s not awful, and again, this isn’t the kind of game where you feel lots of urgency.

No, things stay contemplative throughout, never more so than at the end. After finding your way back home, you’re given the chance to look over the mementos you acquired during your trip, and pick which one you want to bring to school. It’s a small, satisfying note to finish on – or it would be if it were the finish, but it’s not. Instead, these enigmatic paragraphs are the last writing in the game:

"I’ve been thinking about all I’ve seen: the living things that thrive in the light and the dark, but also the traces of disaster, the secrets of Terror Country, the invading species, the heat.

"I have the feeling that I’m missing something. That there is something to be understood in the middle of all this, which I can’t understand, I can’t even guess."

This isn’t, I’m fairly sure, anything so crass as an indication that there’s a secret ending I failed to unlock; rather, it’s an invitation to the player to reflect on what the game’s presented and see if there’s something visible to them that Lara – who, remember, is twelve – missed. Here, the game’s repeated theme of depth, and its miniaturist mode, loom large: Lara is continually pushing herself to go deeper into the wild (indeed, the navigation system is nearly linear; most locations offer only “home” and “forest” as travel options), while hyperfocusing on each leaf, twig, and bug. And on the internal side of things, she gives us big-picture statements about the world and very specific recollections of particular incidents in her life.

So what’s in the middle of these two spectrums, at the interface of the personal and the global? There are many concepts one could throw out, and find support for in the game: history, say, society, or politics, and the way they create larger-scale shifts to systems. Appropriately, Lara seems innocent of all this, but the player is given more than enough hints to see what’s elided: that reference to the wilderness being “Terror Country” aligns with Lara’s father mentioning “the time when [bad people] were in power. When they threw your grandad and grandma in jail. The Terror,” for example, and forms a still more menacing constellation when you throw in the tucked-away cabin, with its chair with leather straps and generous supply of bleach. Lara’s relatively-safe, relatively-hopeful existence, that is to say, is one that’s contingent; it took coordinated action to achieve it, and it was opposed by the coordinated action of others who had a different vision. The sum of our decisions, as mediated through our civilization, is the single overriding fact: alone, deep in nature, it may be hard to see the city, but it’s not so easy to escape.

(Okay, having written those last two paragraphs, boy will there be egg on my face if actually it’s just that there’s a secret ending I failed to unlock).

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1 of 1 people found the following review helpful:
Atmospheric walk in an intriguing forest, January 4, 2024
by Vivienne Dunstan (Dundee, Scotland)

This game is coded with Gruescript, so memorably used by Robin Johnson to write Detectiveland which he won IFComp with. As a result this game too is a sort of parser/choice hybrid. At the bottom of the screen you get a status section, showing where you are, exits you can use, objects you can interact with and verbs you can use on them. The main response text of the game appears in the upper part of the window. And neatly there’s an in game map you can show if you want to. And that updates as you play more.

In the game you’re a young child exploring the forest on your own to gather samples and photographs for a school project. And the game is about exploration. But also light puzzles. You find objects that you want to photograph and/or collect for your school project. But equally you find other objects that you can interact with, and puzzles to overcome.

I really liked a lot about this, though I don’t think I played it as deeply as I could have done. At one option I was given the choice of continuing exploring or returning home. I went for the latter. Quite a number of scary things had happened before this, and “child” me wanted to get back to the safety of home! So maybe there’s more out there that I might have uncovered. But I really enjoyed my exploration of the world. And the interface was neat.

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Punishing Kids for Being Kids?, December 28, 2023
by JJ McC
Related reviews: IFComp 2023

Adapted from an IFCOMP23 Review

Turns out, you don’t have to be Twine to be part (4) of the “Twinesformers: Parsers in Disguise” review sub-series! Gruescript can play too!

This was a lovely, nearly beautiful presentation. It was pseudo-parser, in that clickable buttons resulted in cursor text that mirrored parser commands. Directional and inventory commands are available. It is an interesting tradeoff. Inventory management is clumsier and clunkier for sure, but the paradigm trades that for visible guardrails on what to do and where to go, preventing frustrating thrash. For this work, it really felt like the right choice. You are a tween/teen exploring the forest near your house. Thanks to careful option curation, you are quickly put in the mindset of a young explorer, including ways blocked because your parents will be mad! A true open-world parser would not accomplish that so effectively thanks to the difference between “you can’t even try” and “no, I reject your input.”

I did feel there was a possibility in the interface that was teased at but not exploited. The parser commands displayed after clicking were sometimes much more complicated than an actual parser implementation might support, opening the door for some poetic command interpretation. Ie, where a parser game might have “>TOUCH LEAF” this interface can put whatever it wants after the cursor. “>GINGERLY STROKE THE LEAF’S SURFACE” It seemed to gesture that way and I would have loved to see more of it as a way to build player mindset.

Graphically it was engrossing. The browser window’s background colors changed as the fog lifted and the player explored. Lovely framing graphics faded in and out slowly, suggesting the pace of travel and the variety of terrain. If there was an off note, I would say it was the map - when selected or displayed by the game, there was no option to leave it up between moves, and the “Cancel Map” cursor was inexplicably large and ugly. In the face of the rest of the presentation it stood out, but can be forgiven.

I went back and forth on the gameplay. On the one hand, I really liked the choice architecture that encouraged studying the natural world around you, even collecting specimens to share at school. While my adult “take only pictures, leave only footprints” indoctrination rebelled, it did conjure class assignments of yore. The puzzle play was fairly simple - find stuff in one spot, use in another, made more fiddly by the demands of the inventory management buttons. The map was tight and straightforward. All of it pleasant but too slight to truly engage.

Leaving the remaining burden on the narrative. There are a few off notes, some typos and spelling issues, some unnecessary drama with screaming at caterpillars that are not even touching you. Still, it was first and foremost a great simulation of an illicit childhood nature walk: unguarded moments of openness to nature, complicated by unforeseen events that will get you IN TROUBLE. In particular, interactions with nature were simple and often beautiful. Underneath that was hints of adult awfulness that very appropriately danced in the corners but were too complicated to get much protagonist regard. It hinted at strong drama, but never quite came into focus. While that was a terrifically thematic approach to the story, and kudos to the author for generating it, it nevertheless couldn’t help but be something I WANT TO KNOW MORE ABOUT. The story would later tell me that was on me, but my aggressive “click all the things” approach leaves me wondering how I could have missed anything.

An hour and a half invested with a LOT of clicking and ambling, it was deflating to hear my efforts summarized as “I have the feeling that I’m missing something. That there is something to be understood in the middle of all this, which I can’t understand, I can’t even guess.” I was also somewhat let down by the story’s assessment of the artifact I chose to share with the class. It spent all this time putting me in the mindset of childish priorities, then hit me with, “Well little girl, you really could have done better.” That is the opposite of encouraging to questing young minds! Highlighting missed story elements and achievements is a tried and true IF staple, encouraging repeat plays. This type of story though, with its slow, deliberate engagement and serene environment contemplation isn’t a good fit for that brand of gameplay.

Sparks of Joy for sure, in presentation and terrific mood and player mindset setting. Hints of drama unrealized, a lowkey sour finish and uncompelling gameplay pushed just enough to keep it from fully Engaging. While there were technical glitches, the impressive presentation overall was so strong as to be Mostly Seamless.

Played: 10/23/23
Playtime: 1.5hrs, finished, mystery unsolved?
Artistic/Technical ratings: Sparks of Joy, Mostly Seamless
Would Play After Comp?: On the one hand I’d like to know more, on the other the investment required seems just a bit too large.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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3 of 3 people found the following review helpful:
Woodland Wonder, December 3, 2023
by Rovarsson (Belgium)

A very intruiging title. I didn’t know what to expect. The “tricks” part made me think of magicians or wizards at first. The game certainly has a magical air, albeit of a more realistic nature.

My parents’ house is surrounded by farmlands in all directions. A mile or so down the narrow road is a small forest. There were no children my age in the street where I grew up. My favourite passtime after school was exploring nature around my house, catching (and releasing) spiders, crane flies (we call them horse mosquitos), grasshoppers, etc… And no, my best friend is not a tiger…

Lara wakes up before sunrise and heads into the woods near the village with her sample box. She’s looking for stuff she might take to school for show-and-tell, and also just out of curiosity and wonder.

At first, Tricks of Light in the Forest comes across as a slice-of-life walk in the forest. Your sense of touch, smell, taste, are as much part of the experience of your surroundings as sight. Nature in all its forms is described in loving detail. Trees and flowers and moss in terms of their fragrance, colour, soft leaves or hard and brittle bark. Bugs up close with shiny beetle shields, dew-glistening spiderwebs, larger animals mostly heard instead of seen.

During the long walk, more and more images and memories and stories about Lara, her parents, the village’s history are triggered by the surrounding forest. These are personal to Lara, showing just a small part of her life here. Put together however, they lead to a fragmented realisation in the player of the broader setting. ((Spoiler - click to show)Twenty, maybe fifty years into the future. Global warming is in full effect, though not in a dramatic post-apocalyptic way. Trees are dying in the drought and uprooted by sudden rainfalls. Species have disappeared and others have migrated into the area. The cities are partly abandoned, skyscrapers are crumbling down.)

The subtle and gradual introduction of these elements into the story has an unsettling effect on the player, but for Lara they are part of her life in this place. She is aware of the changes through stories her parents tell her, and through events during her lifetime, but these things are simply part of the natural flow of things in her experience.

We get to share her view on the woods through an intimate first person viewpoint, with her fears and delights intertwined with her observations of nature.

Later in the game, some puzzles are introduced in a spontaneous manner, blockades and obstacles one might reasonably expect in a forest that has been returning to its wild state for many years now. Their solutions are not that hard, they serve more to force Lara off the beaten track and penetrate deeper into the forest where she witnesses more of the changes to the environment.

Tricks of Light in the Forest is beautifully illustrated, with drawings reminiscent of images out of old natural history books. When Lara reaches notable landmarks, a handdrawn map pops up and shows her progress on the forest path.
Most impressive and impactful are the subtly changing colours and intensity of the background, depending on the lighting of the location (bright sunlight, overshadowed by the canopy,…), or reflecting the time of day (early morning fog, noon sun,…).


A deep, slow, thoughtful piece. Beautiful and detailed descriptions of nature. Themes of loss and wonder and inevitable change. Nature in all its flowing resilience.

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2 of 2 people found the following review helpful:
A gruescript walk through a forest with much to see, including dangers, November 22, 2023
by MathBrush
Related reviews: about 1 hour

Pseudavid has been consistently putting out thought-provoking games that are near-historical or near-real with cool UI for a while, so I looked forward to this.

The engine for this game reminds me a lot of Gruescript, and has clickable buttons but otherwise operates similar to a parser, for a parser-choice hybrid.

The idea is that you are exploring the woods at a time you aren’t really supposed to, taking pictures and looking for things to bring to school to show others.

The game has enough nature to feel like a nice walk through the forest, like the game The Fire Tower. But it’s odd enough to feel unusual. Plastic is seen as something exotic and rare. An abandoned hut contains what seems to be evidence of torture…or dental care.

I liked the overall vibes, and thought the game looked great, especially the background changing over time.

The game implied I missed out on something at the end, or at least my character did. I didn’t see any opportunities to do more than I did (I crossed the bridge and, looking at the walkthrough after, I had done everything in it).

Sometimes it was a bit of a chore to have 4 different things to click on every thing (the original click to look, then photograph, then smell/touch, then collect).

At times I struggled to use items. I can’t tell if there were bugs or just my way of clicking was bad. At times I thought that clicking to use an item and then clicking on a scenery object would bring up an option on that scenery object to use the item. At other times I thought that clicking on the object itself would bring up the option to use it on the scenery item. I suspect the latter was the case most often.

Also, it seemed like the map kept getting bigger (which was awesome) but at some point the X got stuck in the upper right.

Overall, I enjoyed this a lot; the complaints above are minor things, while the core game itself was something good and interesting.

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2 of 2 people found the following review helpful:
Compelling, November 17, 2023

I liked this game a lot! It’s very aesthetically pleasing, with soft, shifting-color backgrounds, a map that expands as you go deeper, and lovely art. The engine worked well and made for a smooth choice-parser hybrid experience. After a bit of a slow start, I became invested in the PC’s forest exploration, partially due to her strong voice—her youthful enthusiasm and joy are captured so well. Discovering new things to photograph, interact with, and collect for my sample box was delightful, especially since trying each action on each item has its own unique flavor text. For instance, photos of certain things may come out blurry or not live up to what they’re trying to capture, which was an excellent detail. All in all, this really captured the experience of going on a rambling forest hike.

A layer of intrigue was added once the worldbuilding started trickling in, creating a sense of potential danger in the forest and of precarity about life in general in this world. The small-scale stakes of potentially getting lost, getting in trouble for sneaking out, or even getting attacked by a creature played out against an off-screen backdrop of warring ideologies and a forever-damaged planet. The way that glimpses of this larger geopolitical situation were meted out throughout the story was very effective, providing one puzzle piece at a time that never formed the whole picture, but were enough to convey a strong impression.

I love exploration in games, and this was a thoroughly satisfying experience on that front, with a few small puzzles along the way and an enjoyable PC to spend the time with, along with a compelling world to do it in.

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- Jacob MacDonald, November 9, 2023

- Edo, November 6, 2023

- Sobol (Russia), October 29, 2023

- Zape, October 14, 2023


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