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#parser game
groggydog · 2 years
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I'm officially seeking beta testers for my Spring Thing 2023 entry, 'The Familiar' - the making of which I've highlighted a bit on this Tumblr.
ABOUT
You are a witch's crow familiar, headstrong as anything but still young and untested.
What starts as a normal day soon takes a harrowing turn when your pacific caretaker, Valmai, is struck down by a terrible hex of mysterious origin. Now it's up to you, little bird, to cure your caretaker and discover the hex's source.
Are you up for the task?
FEATURES
Beginner-friendly parser commands peppered with choice-based elements
Free to play; formatted for browser, tablet, and mobile
Optional tutorial and in-game task list to keep track of events and goals
More than 30 unique, hand-crafted pixel art scenes
Roughly 1 hour of play time
Cute woodland animals
If you're interested, you can find info below on the IntFiction forums!
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if-whats-new · 3 months
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What's New In IF? Issue 12 (2024)
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By Erika, Marjorie, Axelle, and Noi
Now Available!
Due to the early release of this issue, any release or update during June 28th unmentioned here will be included in next week's issue.
Itch.io. - Keep Reading below
Due to Internal things, the June and July issues will only update on events and games. We hope to resume regular activities and include more pages by August. Note: while Axelle is mentioned, they are currently on a break.
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~ ENDED ~
The Rayuela (Spanish IFComp) released the ranking for this edition. Congratulations to the winners!
Both the Otome Jam and the Josei jam have ended this week, totaling almost 200 new VNs intended for female audiences.
Love/Violence also recently ended, with a dozen entries about love… and violence!
Eleven entries were submitted to the French jam Nouvim3000, with less then 3000 words!
Thanks to the record breaking submission count, the Neo-Twiny Jam managed to raise over $600 this year!
~ ONGOING (VOTING) ~
The 17 entries of the ParserComp are ready to be played and judged! Until the end of July, you can cast your votes!
~ ONGOING (SUBMITTING) ~
Like every July, the IFComp has opened once more their website for intent of submission, a required step to submit your game! You have until August 1st for the intent, then August 28th for the game! They are also looking for an artist to design their yearly logo! (paid)
While it is not IF-focused, the Anti-Romance Jam is once again looking for anti-romance submissions!
Did you submit an intent to the IntroComp? The deadline to submit your prototype is coming up! Don't forget, on July 31st!
The deadline for the Fix the Worst Visual Novels (Jam) has been extended until July 15th!
Are you a fan of Bluebeard? A jam focusing on the tale and its interpretations is ending this weekend!
Thinking of trying to make a Visual Novel? Try your hand at the O2A2 Jam, where you can only have one asset (of each type) and 1.000 words!
For the francophones, the French IF community is organizing a summer-long camp to create parsers. Join the Confiture de Parser if you're interested!
Until the end of July, a chill IF (text-only) game jam is happening on itch, from the Interactive Fiction Club.
~ OTHER ~
The Interactive Fiction Showcase is still running! If you have completed an IF piece this year, consider submitting it! It is happening only on itch!
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~ NEW RELEASE ~
The Siren's Bet (Twine) is a short fantasy text game, where your path crosses a siren's. @kessielrg
Summer Night (Twine) is a short slice-of-life game about meeting friends. @lokeloski
Don't forget to check the events mentioned in previous pages! There were a lot of really cool entries!
~ NEW RELEASE (WIP) ~
Secunda Reforge (RenP’y) is a highly stylistic dark-fantasy and gothic visual novel. @secundareforged
Hubris (Twine) is a dark-fantasy project where you incarnate the Champion of the Gods. @hubris-the-if-game
Dragon Kin (CScript) is a high-fantasy project about struggled and power.
The Devils Privilege (CScript) is a young adult modern-fantasy project with twists.
Prismatic (CScript) is a personality-based death game with a focus on horror.
Wake to weep (CScript) is a mature mystery project with sci-fi tones.
Eschaton: The Rebirth (CScript) is a high-fantasy project with a battle for good and evil.
Phantasmagoria (CScript) is an extension project of a previous short game based on Greek Mythology.
~ GAMES UPDATES ~
A Shriek of Ash and Fire (CScript) has updated, doubling its word count, over 100k. @krogpile
Path of Martial Arts (CScript) has updated their Patreon's demo.
Drink Your Villain Juice (CScript) has made the last major update public. @drinkyourvillainjuice
Oh Mother, Where Art Thou? (CScript) has added extra content to the demo.
The Adventures of Sherlock Holmes (CScript)'s Patreon demo has been updated. @doriana-gray-games
Luuckey United F.C. (CScript) has doubled its wordcount.
Scarlet Sorceress (CScript) has updated the demo.
Citadel (CScript)'s last update is now available to everyone. @bouncyballcitadel
Agents of Lucifer (CScript)'s demo now includes chapter 8 and 9. @aprismaticodyssey
One Knight Stand (CScript) has added the second part of Chapter 2 to the demo. @oneknightstand-if
The Bar of the Abyss (CScript) has been updated with extra content. @thebarontheabyss
The Thousand of Us (CScript) updated both the Patreon and public demo. @ivanwm-05
Honor Bound (CScript) has released Chapter 7 for the public demo. @hpowellsmith
Attollo (Twine) has released the Pariah's route for the Patreon's demo. @attollogame
Honor Among Thieves (CScript) made a quick update to the demo. @leoneliterary
The Story of Sin (Twine) added two full chapters to the demo. @devilishmango
The Abyssal Song (Twine) added Chapter 3 to the demo. @ri-writes-if
A Sun Asunder (CScript) almost doubled the wordcount of the demo. @asapostapocalypseif
The Curse of Cassandra (Twine)'s demo has been updated with more content. @thecurseofcassandra-if
~ OTHER ~
The Queer Games Bundle (@queergamesbundle) is still available on itch.io for another week! Support a bunch of queer creators (including Interactive Fiction authors!) by purchasing the bundle!
The new issue of the Amare Fortnightly Bulletin is out! Check it out here! @amaregames
Tears of Tianchao (Twine) is looking for beta testers. @redbeanbunsworld-if
The Dragon's Flagon (CScript) is looking for beta testers.
Let's Make IF is back for a second season of tutorials on how to make Inform 7 games. @golmac
We apologize if we missed an update or a release. We are but volunteers trying to find as much info as possible, but sometimes news pass through the cracks.
Please, let us know if something should have been added to the zine, and we will shout it out next week!
ERIKA, MARJORIE, AXELLE, AND NOI
WHAT'S NEW IN IF? 2024-ISSUE 12
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ifcomp · 22 days
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Welcome to the 30th Annual IFComp!
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2024 IFComp Logo, by Lauren Davies
We’re glad you’re here. If this is your first time joining us, welcome! If you’re already familiar with us, welcome back! Either way, we hope you have a great time and enjoy exploring some of the over sixty new games we have for you this year.
What's next? 
Check out the games, now live at ifcomp.org 
You have until October 15, 2023 at 11:59pm Eastern to vote. 
You only have to play & rate 5 games to be a judge! (Yep, just five!)
We would love to expand the number of judges! You can help!
Talk about the competition on social media, and encourage others to check out all these new games. Consider playing with a friend or family member who is new to interactive fiction, talk about the games together, and encourage them to vote as well. Thanks! 
We will do a post-competition survey to capture your ideas for improving the competition in the future, so if you have thoughts about improvements, please watch for the survey in October.
Email us at [email protected] if you have any questions.
Thank you in advance for judging!
—Jacqueline Ashwell, September 2024
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manonamora-if · 5 months
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Lysidice and the Minotaur
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You are Lysidice, a young Athenian maiden prisoner of the Labyrinth. Though you are under the protection of the Minotaur, you know your luck is bound to run out. And when he shows up... So you will need to escape the maze, if you want (him) to survive...
Lysidice and the Minotaur is an interactive parser, created for the Text Adventure Literacy Jam and is meant for beginner players, since it includes, a tutorial, a hint system, and a full walkthrough (also downloadable. 
As a parser, it is considered merciful (or polite, if I broke something). You will never reach a losing state. You can also find instructions on how to play a parser on the game page.
Mentions or depictions of: fights (swords), injuries and wounds (blood), mental illness, harm to animals (minimal). Please be aware when starting the game.
PLAY GAME | RATE GAME | REVIEW GAME
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neointeractives · 4 months
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Neo-Twiny Jam 2024
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The Neo Twiny Jam is an Interactive Fiction Jam with one rule:
Don't write more than 500 words.
Any type of Interactive Fiction is welcome, from any kind of IF system/format, regardless of genre/theme.
You are not limited to Twine only. You can choose any program you want as long as the output is interactive fiction.
NSFW content is acceptable (NSFW themes must be clearly indicated in the submission).
Sounds, graphics and code are not included in the word count.
No AI/LLM generated content, No Hate/Spam submissions.
You must credit any asset used.
The Neo Twiny Jam will run from June 1st 2024 (12:00 AM/00:00 EST) to June 30th 2024 (12:00 AM/00:00 EST).
This Jam is unranked.
The inspiration for this jam comes from Porpentine's Twiny jam, which ran in 2015. During the original three-week jam, creators were asked to submit a Twine game with no more than 300 words.
Like last year, we will be matching the number of entries into a donation to an LGBTQ+ charity - TransEquality. You can find more about this in the announcement here. Please contact us if you would like to donate as well.
[Join here]
Last year's edition - Join the Neo-Interactive Discord 
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prokopetz · 2 years
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Inadvisable video game premise #137: Time-travel parser fic where it’s the narrative viewpoint that travels in time, not the player character, shifting the verb tense of the narration accordingly. The narrator is always describing the same “present moment” for the player character, but from different temporal perspectives: looking back from the future, speculating about it from the past, or describing it in the moment.
Past-tense narration is the most restrictive in terms of what actions you can take because the narrator can say “no, that’s not what happened”, but is more informative than other tenses because the narrator may provide information that the player character couldn’t possibly have known at the time, or explain why certain requested actions were not taken.
Future-tense narration, conversely, offers nearly unlimited freedom in the player character’s actions, and allows you experiment without risk (i.e., because the narration is describing what would happen if you took the requested action), but the information gained thereby is unreliable on account of being speculative.
Present-tense narration has no special features, but serves as the temporal foundation for the other tenses; for example, if you do something in present-tense narration, that becomes What Happened, and you can then shift into past-tense narration to get more information about it.
Opportunities to shift tenses are limited, and many puzzles revolve around figuring out how to swap tenses in the correct order, or being stuck in an inappropriate tense (e.g., a looming disaster which you can’t do anything about because you’re currently stuck in past tense, and the disaster is What Happened, thereby ruling out any past-tense action that would prevent it).
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golmac · 9 months
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One of my A Mind Forever Voyaging pieces got mentioned in Critical Distance's "2023 in videogame blogging." Don't see a lot of text game writing out there in mainstream video game discourse. Feels good!
It has a Kierkegaard quote and everything, very classy.
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onionstree · 24 days
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FRAURATTE WON BEST AUDIO!!
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HUGE thank you to TipTopTomCat for their incredible library of gameboy style songs and Rhythm Lab for their well of GBA style SFX available!! I could not have been successful without these resources, and I strongly encourage anyone in need of retro sound design to utilize the resources they've provided!!
Thank you so much to everyone who voted!!
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bladeweave · 4 months
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ohh okay so gale is the only romanceable character whose kisses have specific names.
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the last two are the options for his end game kiss which i think(?) is currently bugged? not sure on that. and also includes the basic and chin up kisses.
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allhailkingsquest · 1 year
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noir_games 
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eorzeashan · 2 months
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i'm having so much fun in the Arcadion raids but i have died. badly.
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groggydog · 1 year
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I just want to thank you all so much for the love and support that The Familiar has received over the last couple of weeks. It means the world to me (and to Fran, too, of course).
We have already passed the browser plays of my entry from last year, SMTA! - which is quite exciting to see.
If you're interested, now is a great time to play The Familiar for free in your browser!
And don't forget that Spring Thing 2023 Ribbon Nominations are already open. I would be honored to receive any little nuggets of praise.
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if-whats-new · 1 month
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What's New In IF? Issue 17 (2024)
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By Erika, Marjorie, Axelle, and Noi
Now Available!
Itch.io. - Keep Reading below
Note: Due to the links limit per post (100), some links included in the zine won't appear in this version. It is, however, on both the PDF and .txt versions on itch.
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~ EDITORIAL ~
Another Milestone!
This week, we were surprised to see we passed a few milestones! Our reader base grew quite drastically, ever since we started this zine four months ago. It is being shared in places we didn't even know discussed IF!
We are very grateful for your unwavering support! It means so much to see people cheering for us, and most remarkably helping us!
Without you all, this zine wouldn't exist!
On to the zine!!
We had a wonderful discussion with Barbara Truelove this week, who let us bombard her inbox with many many questions!
In our exchanges we learned some really neat stuff about her work and her trajectory as a creator. And if you want to know what we learned... check out our interview with Barbara Truelove on Small Talk...
We hope you enjoy this extra long issue!
ERIKA, MARJORIE, AXELLE, AND NOI
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~ BE PART OF THE ZINE ~
WHAT'S NEW IN IF? HAS EXPANDED!
Since the release of issue #14, we've enacted some changes with the zine. It is now expanded with interviews of creators from all around the IF world, as well as direct contributions from you, our readers!
THIS ZINE ONLY HAPPENS WITH YOU!
Want to write 1-2 pages about a neat topic, or deep-dive into a game and review it in details? Share personal experiences or get all academic?
WRITE FOR THE COLUMN!
Prefer to be more low-key but still have something to share? Send us a Zine Letter or share a game title for Highlight on…!
WE WANT TO HEAR FROM YOU!
Excited as we are about next week's interview and have questions for our guest? Or want to see a certain author answer questions next? Message us!
SMALL TALK... IS WAITING!
Came across something interesting? Know a release or an update announced? Saw an event happening? Whether it's a game, an article, a podcast… Add any IF-related content to our mini-database!
EVERY LITTLE BIT COUNTS!
Contact us through Tumblr asks, Forum DMs, or even by email! And thank you for your help!!
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~ EVENT SPOTLIGHT : Bitsy Jam ~
Tiny bites of games, with a retro feel…
The Bitsy Jam is a series of short unranked game jams, focusing on the use of the bitsy program and its forks (e.g. mosi, bipsi, ...). The jam is organized by Adam Le Doux, the creator of bitsy.
Happening monthly, based on a previously voted theme (follow Ledoux!), the Bitsy Jam brings together creators from all corners of the game development world for two weeks, to create itsy bitsy games.
Bitsy is a program to create interactive and visual short games, with a retro-pixel feel on a 2D format. Allowing for short and linear stories, as well as lengthy puzzly branching games, bitsy is a great starting point for tiny interactive fiction and pixel art.
Bisty was used in many prominent creators like cecile richard, dreamingamaris, christine mi and @cerberus-writes. A fork was used in the 2023 ECTOCOMP winning game InGirum.
The current edition (#82) is ending in two days, with the theme INTENTIONALLY BAD!
~ ENDED ~
If you like “murderboys”, the 72h Murderboys Mayhem Jam ended last weekend, with 15 entries. Check them out!
Currently in closed voting, the Ukrainian Visual Novel Jam saw 49 entries submitted last weekend. Come show your support before the results!
~ ONGOING (VOTING) ~
You can now check out the entries submitted to the IntroComp and vote for your favorite demo!
~ ONGOING (SUBMITTING) ~
If you are looking for a challenge, the yearly Velox Fabula just started! For the next ten days, this ranked jam is looking for visual novel submissions around a theme: “You Shouldn't Be Here”.
If you still want thrills but in a chiller way, the Tales to Thrill Jam also just started. Take your pick from the three themes and try your best at emulating the creepy campfire vibes!
For those who created an intent to participate at the IFComp, you have until the end of the month to submit a full game… or wait for next year! (Or you can look our for beta-openings, create an account to vote when the games are released, or offer prizes!) @ifcomp
Less than a week left to create a short game with only One Choice, for the Single Choice Jam!
For the francophones, the French IF community is organizing a summer-long camp to create parsers. Join the Confiture de Parser if you're interested!
Ending at the end of August, is the summer-long unranked SuNoFes Jam (Summer Novel Festival), where you can only submit one IF/VN game!
On the CoG Forum, Halloween is already there! Until Oct 31st, submit to the Halloween Jam - it has funky themes!
Looking for motivation to try your hands at Visual Novels? The Phantasia Jam just started, and will run until Halloween! Three months to create a fantasy VN, with the theme of “Hidden Magic”.
Do you understand or write Ukrainian? Until the end of the year, the Ukrainian IF Festival is happening on itch.io!
~ OTHER ~
Over on the IntFiction Forum, the Review-a-thon is continuing its initiative to get more reviews for games. Check out this post by Tabitha if you want to participate! It ends on the 30th. This is also a sponsored event, aiming to raise funds for one of the Forum members.
The Interactive Fiction Showcase is still running! If you have completed an IF piece this year, consider submitting it! It is happening only on itch!
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SMALL TALK…
WITH BARBARA TRUELOE (@barbwritesstuff - Web)
Joining us today is werewolf enthusiast, IF creator and author: Barbara Truelove - Author of the “Blood Moon”, “Thicker Than” and more!
Links included in this interview were not included due to the Tumblr links limits. Please download the itch.io version!
⟶ Welcome Barbara on Small Talk…!
Happy to be here!
⟶ Let’s jump right in! Who are you and how did you find IF?
The line I usually use is: I'm an Australian writer, game developer, and a werewolf enthusiast. I think that sums me up pretty well. I've been writing since I was little (my mum has the scrappy, incomprehensible notebooks to prove it) and have always had a particular soft spot for stories about monsters.
My journey to IF was a bit meandering. Compressing things as much as I can: In 2018 I wrote a book [Crying Wolf]. It was about werewolves in prison and I ended up selling it in 2019 to a small, independent publisher. I was editing it throughout the later half of 2019. Unfortunately, in hindsight, I don't think the editor and I were very well suited for each other. The process left me feeling really insecure about my writing. So insecure that I actually stopped writing for a while.
In 2020, I moved to South Korea. Covid arrived in the country only a couple of weeks before I did. The pandemic made it much harder for me to make friends, so I ended up playing more games and stumbled across IF. I've always liked interactive stories (I had an unhealthy love for Dragon Age: Origins back in the day) and in October 2020 I decided to try and write my own. I used ChoiceScript, because it seemed like the easiest coding language to learn, and almost gave up half a dozen times that first night. But, I was having fun writing again which was amazing.
A month later, I posted the first couple of chapters of Blood Moon which is my first Interactive Fiction project. About half a dozen people messaged me telling me they loved it and encouraging me to continue, and so I did. It might seem corny and cliche, but I'll be forever grateful for this community. IF made me enjoy writing again. Writing interactive stories is so stupidly fun, and it was wonderful having a creative outlet and a little online community during the pandemic.
⟶ Anything about IF you’d like to nerd about to start?
IF is in such a weird, odd space in the market. Is it a book? Is it a game? Is it both? Is it neither? When I'm talking about it in person I always find myself saying stuff along the lines of: “It's like those old choose-your-own-adventure books from the 90s but on your phone”. This hazy definition makes it hard in some ways. For example, the Hugo awards are happening very soon [tomorrow]. There is an interactive fiction/game category, which is awesome, but the nominations are things like Baldur's Gate 3. Obviously, that's a game. A very gamey game. IFs like the kind made in ChoiceScript or Twine aren't going to compete.
I hope IF grows in popularity and we start to see a distinct niche for it in mainstream pop culture and media. I think that would be nice. Not saying we have to get our own Hugo Award... but I'm not not saying that either. Shoot for the moon and all that.
⟶ Could you tell us a bit more about your interactive work?
My IF projects are:
Blood Moon - A ChoiceScript game about dating werewolves and fighting vampires.
Thicker Than - Another ChoiceScript game and sequel to Blood Moon. It's about surviving vampire politics as a young fledgling. Currently in development.
Something A Little Super - A game I made in Ren'py, free on itch.io. It's about raising a super powered child. A love letter to my favourite superhero: Martha Kent.
A Fairy Tale - A Visual Novel made in Ren'py, also free on itch.io. You play as a young fairy noble seeking an advantageous marriage. It's very silly. Murder is optional.
Drown With Me - A dark mermaid tale made with Ren'py. Development on his game is currently on hold.
⟶ Your ChoiceScript games are pretty chunky and inter-connected. How do you manage creating such intricate stories and keep track of everything?
I'm a VERY bad planner. I write in Choicescript and use CSIDE. I have a thousand little notebooks filled with badly scribbled ideas. I usually have a rough idea about where a story is going but I won't know 100% how it'll happen until I'm writing it. Editing is my best friend. I also just use a lot of variables and (when in doubt) go back and look at my variable list to remember what I was doing and what different choices players may have made.
Variables are still a tricky thing to keep track of! I don't have a good system for it, honestly. I just use my brain which sometimes makes mistakes or forgets about certain choices, and the variable list. But that's what editing is for. I try not to be too hard on myself if my first draft isn't perfect. I'm really grateful for readers who send me discrepancies or things they've encountered that don't make sense in my demos and WIPs.
⟶ When you started Blood Moon, did you ever think it would end up being published under Hosted Games?
When I started Blood Moon, I didn't know what I was doing. I had no idea if I'd be able to finish it, let alone get it published. The whole thing was a learning process. Hosted Games is very upfront about the requirements of publication. I followed those and submitted the game when it was finished. They reviewed my submission, asked for a few minor edits, and then gave me a publication date. Overall, I think the whole process went very smoothly.
⟶ What about Thicker Than? When did you know you wanted to write a sequel?
I didn't think there would be a sequel, just because I didn't think I would be able to do that much writing again. But then the idea of flipping the script and telling a story from a vampire's perspective happened and I just couldn't hold myself back. 😅 This happened after I'd finished writing Blood Moon, but before Blood Moon came out. I wrote a short demo for Thicker Than, but didn't start work in earnest until after Blood Moon's release.
⟶ Blood Moon is told from the perspective of werewolves, while Thicker Than is from the vampire's. How was changing that perspective between the different titles?
It was so fun!
The werewolves are very modern and have a strong rough 'n tumble found family vibe. They'd go to hell and back for each other, that they're not afraid to have distinct and loud personalities, and that they're low-key epic. They don't realise how scary they are because they're used to being the biggest, meanest thing around.
The vampires are shady, sneaky, and old fashioned, both in the way they talk and the way they do business. The most powerful vampires are really powerful, but the average vampire is much more humble and blending in is how they survive. They've also hilariously bad at team work.
The fact that these two monsters are so different makes them so fun to write. They really are the opposite sides of the same coin. Two types of paranormal monster living in the same city, but with very different struggles, cultures, and experiences. I really wanted to show that difference and give the vampires (who were very unsympathetic in Blood Moon) their due... without taking away their darkness.
⟶ You are really passionate about werewolves. What's so cool about them?
Werewolves are fun! They're my go-to monster. But I like all kinds of monsters. Vampires, fairies, evil robots. I'm a fan of stories that explore humanity through the inhuman.
I think inhuman characters are fun because they can reflect us (our thoughts, our feelings, our experiences) in unique and sometimes fantastical ways. So, for example, in Blood Moon, a major theme was family. But, rather than write about humans with families, I'm writing about werewolves with packs. It makes those themes pop. But also, monsters are fun! It's fun to imagine the world as seen through the eyes of a werewolf, or a vampire, or a robot, or an alien, or a god.
⟶ Are there other themes you'd like to explore in future projects?
I never know what I'm writing about until I'm writing it, and sometimes not even then. I process my life through my writing, so the themes often reflect what I'm thinking about and feeling at the time. I can't really predict exactly what it is I'm going to zero in on and explore until I'm already doing it.
⟶ Then, what inspires and influences your creative process?
Inspiration can come from anywhere. From books I've read, to places I've been, to people I've met. I can never predict what will spark the next idea.
Blood Moon has some obvious inspirations. The city setting is inspired by Seoul. When I wrote Blood Moon I was trying to make the city setting feel generic enough that it could be any city. I wanted players to be able to imagine it was taking place in their hometown, which is why I never named the city the characters were in. But, in my mind, the inspiration for the city is Seoul. Seoul is both a remarkably beautiful and remarkably ugly place. It's polluted, built up, and bathed in neon lights with tiny traditional alleyways twisting through the modern buildings. Magical and sinister and wonderful all at once. The perfect city for vampires and werewolves.
The various characters are all pieces of myself and/or people I've met. The vampires and werewolves have been informed by all the vampires and werewolves I read and watched growing up. I drew inspiration from: Underworld, Interview with the Vampire, Twilight, Vampire the Masquerade, and (of course) Dracula. These things are what helped shape my idea of what werewolves and vampires could be throughout my teen years.
⟶ Is there anything you wished you’d known before starting creating IF or using ChoiceScript?
I chronically underestimate how much work writing IF is. When I first started Blood Moon I naively thought I would be able to finish it in 8ish months (ha! It took about 2 years.). IFs are big. Much bigger than novels. They take a lot of work and a lot of time to write. It's also hard sometimes just holding all the different narrative threads in my brain and weaving them together in fun and satisfying ways. I want the different routes to feel unique and dynamic while also not overwhelming myself with too many variations and options. That balancing act is a skill I'm still learning and developing to this day. I think I often bite off more than I can chew and have to slow things down for a while as I try to untangle and work through it all.
⟶ Are there things you wish you’d done differently with Blood Moon?
Blood Moon is not a perfect game, but I did the best I could at the time, so I'm not going to be too harsh on myself when it comes to things I could've done better.
⟶ Then, let’s focus on the positive. Do you have a favorite scene from all your games?
I don't think I could choose a favourite scene. 😅 There's a few oddballs I'm very fond of. Marco's 'octopuses' rant in Blood Moon is so weird and wonderful, I can't help but think of it. The flashback scene in Something A Little Super is exactly my brand of corny. I'm also thinking of some more epic things I've written that I really enjoyed bringing to life. There's some moments like that in my book Of Monsters and Mainframes that'll be coming out next year.
⟶ What about a scene that was particularly challenging to put together, but satisfying to complete?
The scene I worked the hardest on was probably the final showdown in Blood Moon. I really wanted it to feel satisfying, challenging, and impactful. There's this moment (spoilers!) where the player's character gets to go toe-to-toe with the BBEG [Big Bad Evil Guy/Gal], who just so happens to be a vampire. Werewolves vs Vampires! It's an iconic match up. I wanted to write something worthy of it. I couldn't really figure out a way to make it special. Originally, it was going to be outside, in the snow. That way I'd get the dramatic visual of red blood splattering on white snow. But it also felt a little cliche. Then I saw a Say Yes To The Dress clip somewhere online and suddenly I'm writing this scene not in a snowy street but in a bridal boutique. Blood splattering on white lace felt brutal and messy and visceral in all the right ways. It really made that final showdown work. I think that flash of inspiration really rescued that scene. The early drafts of it aren't half as good.
⟶ Having branches can be hard to balance. Have you ever struggled with choices for which you can’t write a path? How do you handle it?
Some stories want to branch a lot. Some stories don't. I write the stories that don't want to branch as novels. However, sometimes I'll stumble across a section of an IF that I'm struggling to give interesting branches/stories to. In those moments, I do a faux pas and don't give the player a choice. I think it's better to have a few good/exciting choices than a lot of boring choices. And, if my brain doesn't want to write a certain choice outcome, that means that outcome probably won't be fun or rewarding for the reader either. I really hope that makes sense.
⟶ Last year, you branched out, and created 3 Visual Novels in Ren’Py. What was the driver behind this switch up?
I just wanted to challenge myself and see if I could figure out a different coding style. I'm really proud of my Ren’Py games. They're short, silly, and strange, but I learnt so much doing them. Also it allowed me to experiment with shorter interactive stories.
And I might do it again! It was a lot of fun. I'm just so overloaded with writing projects right now that I can't promise anything. 😅
⟶ Since two of these are text-only, why the choice of Ren'Py over other more traditional choice-based programs like Twine?
I don’t know why, but my brain doesn't like Twine. Totally subjective opinion! I've seen other writers do amazing things with it. I just have never been able to make it go.
Ren’Py is a really powerful tool and works in a way that is easy for me to understand. I love the built in features like the menu and save functions.
⟶ Unlike your other works, Something A Little Super is more of a slice-of-life first and foremost. What inspired you to write this story?
My mum! I wanted to tell a superhero story with a twist. Something A Little Super is inspired by Superman and Martha Kent, but the main focus of the story isn't flying around, saving the world. It's about the choices that parents make while raising their kids.
I've never been a parent, so I used my mum as my main inspiration. My mum was (and still is) a superhero.
I also really wanted to explore how different parenting choices can have a big impact on who a child grows up to be. I tried to write the game in such a way that there weren't any ‘right’ or ‘wrong’ choices. All the choices are reasonable and make sense. But they do shape who the super powered kid grows up to become. I'm so proud of Something A Little Super. It's such a personal wee story in so many ways. It makes me so happy knowing people enjoyed it.
⟶ Your other releases are more anchored in fantasy: one focusing on fairies, the other having a more nautical approach. Was there something specific that inspired you?
A Fairy Tale was my first Ren'Py game. I wanted to write something small while I figured it out... and fairies are very small.
Which is a joke, but also very true. The whole premise of the game is these tiny little creatures with very short life spans that meet and find love in one night. I used Tinkerbell and Peter Pan as inspirations but the motive behind the fairies was the ability to compress everything down into a very short, but also very high stakes story.
Drown With Me is a project I wish I had time to work on. Dark mermaids are always a ton of fun. As for inspirations... that'd be pirate music.
⟶ Did you notice differences when working on those VNs compared to more traditional text-only IF?
Writing a visual novel is much more like writing and directing a stage play than writing a book. It was fun experimenting with the script style.
⟶ You don’t just create IF games, but also write novels. How do you manage to balance all these different projects?
I don't. I'm very bad at balancing my time between projects. I often overcommit and underestimate how much work a project is going to need. I need to get better at balancing my writing in general. I just always want to do so much.
⟶ Still, you are pretty consistent with your updates (1/month). How do you manage this?
I update every full moon! It's a silly thing that I started when I was writing Blood Moon. It's a fun gimmick that I've kept up with. Some months I don't write very much, and that's okay. Some months I write heaps and that's awesome! I try to be kind to myself, no matter how much or little I get done. That's the only advice I can give. Have fun and be nice to yourself.
⟶ How do you assess whether your work is enjoyed by people?
I don't know how many people enjoy my work. That's a really hard thing to know! I know there's some very lovely people who message me sometimes. I think I'm very lucky to have found people who mesh with my style of writing. The internet is a big, tangly place and it's always wonderful when you find people who are on your wavelength. It's really humbling to know there are other humans out there who think about my characters and stories.
⟶ As an outsider, it is undeniable you are pretty popular on Tumblr, where parasociality is pretty common. Have you experienced this phenomenon yourself?
There are boundaries I set when I talk to people online. I think that's important. I'm kinda private, actually, and a wee bit shy in my day-to-day life. I don't always seem that way, but when I'm online I'm usually just talking about my writing. That's what I really enjoy doing.
⟶ Have you gotten messages, like feedback or reviews, that weren’t as nice? How do you handle criticism and negative comments?
Oh, all the time. I get some very harsh feedback in my inbox. I try to take it in my stride, but some days that's easier said than done.
I divide all feedback I receive into two groups: Actionable feedback and Unactionable feedback, i.e., something I can fix, or something that I can't. Examples of unactionable feedback would be stuff like ‘I don't like werewolves’. Obviously, my story isn't the right fit for that person, and there's nothing I can do about that. I ignore unactionable feedback. If someone sends me actionable feedback, I try to do my best to fix it.
The good thing is, I get a lot more positive messages than negative.
An author I met last year said something very wise that's stuck with me. She said, no matter what, there are some people who won't like what you write. And that's fine. In fact, that's good. You want people to love or hate your work. That means they're reading it!
There is no such thing as a game/book that everyone likes. Keeping that in mind, it's much easier to read the negative feedback, find the actionable feedback in it, then get back to work.
⟶ On days that are difficult to take the feedback in, do you take breaks or get right back to work?
I let myself feel my feelings and (if I need to) I complain to my friends. 😅 But it honestly doesn't happen often. I'm pretty good at taking negative feedback, bad news, rejections, etc... in my stride. It sucks, but it's also just part of being a writer.
⟶ Do you think your traditional writing background helped you process this negative feedback this productively?
I don't think so. I think being able to take negative feedback is just a skill writers learn over time, no matter the medium. When I was in university, I did a couple of units in scriptwriting, and some of the feedback I got then was very critical. Before that, when I was in school, I did a creative writing class which was also pretty brutal. I used to write fanfiction, and people didn't pull their punches there either. It sucks, but I think it's normal to get a lot of various responses to your writing. Like I said, I ignore any feedback which is unactionable.
That said, there are times when it gets to me. Like I said before, I was very insecure about my writing after editing my first novel. It's hard some days. But writing is my art. It's how I process the world. When I stop, I feel like I'm missing something in my life. I focus on the good because I want to feel good about what I do. It's not always easy, but it's important to me.
⟶ You started your writing journey publishing a book, with another one on the way. How does writing a novel compare to creating interactive fiction?
I'm really not sure how to compare writing a novel and writing IF. In some ways, they're not that different. The main focus of both is to tell a good story. There are some nitty gritty differences, but overall I think stories are stories. I will say, some stories need to be IFs and some need to be novels. Blood Moon wouldn't work as a novel. That story wanted to branch from the moment I started writing it. Similarly, my most recent novel, Of Monsters and Mainframes wouldn't have ever worked as an IF. That story felt more direct, contained, and character focused from the first word typed.
I guess it's just whichever medium suits the story.
⟶ What advice would you give to an aspiring IF creator, based on your experiences?
Write something you're passionate about! For me, it was werewolves. It doesn't matter what the subject is, just make it something you could stay up until 4am talking about. I worry a lot of new writers feel they have to chase trends, but the only thing that does is ensure you'll be behind the curve. Write what makes you happy, and that love will shine through.
⟶ Many people rave about your work, but are there any games you rave about? Anything you would recommend to our readers?
Recommendations are so hard! I feel like I'm just going to gush about the games everyone already loves. VTM: Night Roads, Fields of Asphodel (@chrysanthemumgames), The Northern Passage (@northern-passage), Choice of the Vampire, etc.
There are so many fantastic games out there and so many WIPs!
⟶ After Thicker Than, what is on the horizon for Barbara Truelove? And where will we be able to follow your progress?
Thicker Than still needs a lot of work. It's a very big, complex game and I think I'll probably be working on it in some capacity for at least another year. IFs aren't quick and easy but they're a ton of fun! I've also got a (non-interactive) novel coming out next year with Jaysen Headley at Bindery Books titled Of Monsters and Mainframes and I've got a couple more projects I'm working away on behind the scenes. You can find me on my website, Tumblr (@barbwritesstuff), and KoFi.
HUGE THANKS TO BARBARA TRUELOVE FOR ANSWERING OUR MANY BRUNING QUESTIONS!
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~ NEW RELEASE ~
The Ghost and the Golem (CScript) is the latest release from Choice of Games @choiceofgames
Oh, Vagabond (Ink) is an atmospheric short text horror adventure about what remains. @an-excess-of-eyes
Nusantara: Bermuda Triangle (Ren’Py) is an eight-year-long in the making adventure otome visual novel.
Can't Buy Me Love (Ren’Py) is a visual novel based and all about the Beatles. @brummelliana
passenger9027 (Twine) is a short sci-fi game, where you wake up in a spaceship.
The Robot (Twine) is a short sci-fi game, where you have a conversation with a robot.
TECH // LOOP (Twine) is a cyberpunk game where you play a looper.
As always, don't forget to check out the submitted entries to the events mentioned in the previous pages. They deserve some love too!
~ NEW RELEASE (WIP) ~
Small Charms (Ren’Py) is Visual Novel project about daily use magic, a coffee date and a terrible decision. @viscereye
We Troubled Souls (CScript) is a high fantasy project involving godly and mystical beings, and survival.
to the place where death rests (Twine) is a sapphic project where a woman falls in love with the lady of/in her dreams. @bntarwarn
Intensions (CScript) is a high fantasy project where you play as a fae, with the weight of your people on your shoulders.
Vessel of Harkahn (CScript) is a fantasy project where the survival of the world resides in your locked memories. @vatiiagames
That Distant Shore (Twine) is a supernatural fantasy project where your curse will be your undoing, unless… . @exkowrites
Aphni's Quartet (Twine) is a cyber-punk fantasy project where you play a loath prophet. @marblesstorystudio
Press Play (CScript) is a slice-of-life project where you are part of a mysterious band. @pressplay-if
Tale of the Dragoons (CScript) is a fantasy project where you are a dragoon.
Carrion (Twine) is a mermen adventure game where you must defeat an ocean cult. @kinglyoverlord
~ GAMES UPDATES ~
Social Democracy (DendryNexus) has received multiple updates.
Dice & Dungeon Masters (CScript) added extra content to the demo.
Echoes of Kingdom: The Last Stand (CScript) updated with dozens of new words.
Honor Among Thieves (CScript) added extra content to the demo. @leoneliterary
The Judgement of Tarkar (CScript) came back with 2 new chapters.
Summer of Love (Twine) added a new chapter to the demo. @summeroflove-if
Dance of the Night (CScript)'s demo now includes Chapter 2.
Remnants of the Past (Twine) started its second act in this update. @remnantsofthepast-if
The Abyssal Song (Twine) added Chapter 4 to the demo. @ri-writes-if
The Bureau (CScript) added extra content to the demo. @morbethgames
The Game of War (CScript) updated with extra content.
The Night Market (Twine) added Chapter 6 to the Patreon demo. @night-market-if
Path of Martial Arts (CScript) added new paths to the demo. @nicky-if
Love in a Time of Earthquakes (CScript) completed Chapter 6.
Vendetta (CScript) updated the Patreon demo. @vendetta-if
The Bastard Crown (CScript) updated with major re-writes. @eddyiewriting
The Ultimate Magic Student (CScript) updated the Patreon demo.
Abnormal (CScript) updated the demo with major re-writes. @abnormal-aninteractivezombiegame
The Six That Thrives (Twine) added Chapter 3 to the Patreon demo. @the-six-that-thrive-if
Dragon of Steelhorn (CScript) has put out the demo for bonus chapters for beta.
~ OTHER ~
The last HG release, Halls of Sorcery has been withdrawn from sale due to AI-generated content. If you have bought the game, and have not received a refund yet, you should contact HG support.
Magehunter: Phoenix Flame's demo (CScript) will be soon removed from viewing, as it is expected to go into beta testing. This might be your last chance to play it.
Heavens’ Revolution (CScript) is looking for official beta-testers.
Drew Cook started a new series of articles: Let's Write IF. @golmac
If you are fan of podcasts about IF, Adam Cadre uploaded the latest episode of Radio K, discussing Lost Pig, Child's Play, and An Act of Murder. @adamcadre
The 55th issue of the Indipocalypse was released recently, including multiple IF games.
On IntFiction, mathbursh completed the Brief History of the SpringThing, ahead of the release of his IF History Textbook.
~
As always, we apologize in advance for missing any update or release from the past week. We are only volunteers using their limited free time to find as much as we can - but sometimes things pass through the cracks.
If you think something should have been included in this week's zine but did not appear, please shoot us a message! We'll do our best to add it next week! And if you know oncoming news, add it here!
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~ A CYOA Poem ~
1 Catered with abundance, the player peruses the IF wares, meticulously thinking about what to take next. Go to 2.
6 There isn't a single choice. You are bombarded with options. Your commands push the story seamlessly. It only returns failed actions. Your fingers go numb from clicking, pressing, typing... Go to 7.
4 The world is simple but immersive. The world is large and neverending. You only stand in your room. You travel wide distances. It is a peaceful journey. You get hurt at every turn. Go to 5.
3 The adventure doesn't start before a character is selected. Or maybe it has already. There is so much to choose from. There is nothing to choose from. Go to 4.
7 And it's already the ending. You won't get there for another dozens of hours. You wait patiently for the next update. The experience is complete. You lurk. You ask for details. You rate. You comment. Go to 8.
END You played an IF game. Return to 1 to restart.
8 You spam everyone with links so they play it too. You never speak of that experience ever again. You make fanart and daydream about everything. Go to END.
5 You meet a bunch of characters. You are utterly alone. You romance one, or maybe six. You only find peace with yourself. You love them. You hurt them. Go to 6.
2 Yesterday was slice-of-life, tomorrow surely sci-fi. But for today, a simple fantasy will do. Go to 3.
IFLover2495
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~ HIGHLIGHT ON ~
A couple of games that we thought were cool.
(Don't) Save Me by Coral Nulla @nullamirrors (Decker - itch.io - IFDB)
What happens to the ‘manic pixie girl’ at the end of the story? This is what the game tries to find out, giving a voice to the trope we love but never wonder what is under the surface. A wacky adventure filled with choices, with a funky UI.
//recommended by anonymous//
Swooning over Stans by sovonight @gfdatingsim (Ren'Py - itch.io - VNDB)
“Recent memes reminded me of the insanity that is this game. You barely need to know any lore of Gravity Fall to reach the endings and feel fulfilled by this weird fan-game. And it's not just SO GOOD story-wise, it's so freaking well made too! Fans are the best, they make the coolest shit.”
//submitted by (peace sign emoji)//
The Dying of the Light by Amanda Walker (Inform7 - itch.io - IFDB)
A heartbreaking text-adventure told from the perspective of an older woman with dementia, as she struggles to communicate her needs, wants, and fears.
Though fighting the engine may be frustrating, it displays an effective manner to convey the difficulties of dementia.
Linear progression. Input HINT for help.
//recommended by C.//
Your favourite game here?
Do you have a favourite game that deserve some highlighting?
A old or recent game that wowed you so much you spam it to everyone?
Tell us about it! And it might appear here!
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WE LOVE TO HEAR FROM YOU ALL! WETHER IT'S GOOD OR BAD, OR EVERYTHING IN BETWEEN...
Hi What's New in IF team! This is a tiny zine letter for you, to thank you a whole lot for including my game in your zine. It was really nice of you! and I got a whole lot of new people checking it out thanks to you. Keep up the good work! - anonymous
I hope @catskets sees this, because I really enjoyed their interview. It was so fun and insightful, and honestly, pretty inspiring. And now I have 30+ new games to play, and links to link between all the stories! - a new fan
Hi ThereIsMoreButICantFindIt, Thank you for the links, it was pretty enlightening. Please keep me in mind if you do find other sources about Modern IF! -Rich
is this section limited to authors only? because i wanted to give a shout-out to @elfroot-and-laurels, my favourite artist, who's done imo the best (fan)art of IF projects i've ever seen. -aureuslaureus
Have something to say? Send us a message entitled: Zine Letter!
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As we end this issue, we would like to thank:
a new fan, aureuslaureus, C., ghostlykittenshark, Rich, (peace sign emoji), and a bunch of you anonymous users!
For sending news, interview questions, helpful tips, cool links, filled form, written Sheet line, even emails... all these help us so much to make this Zine possible!
And as always, huge thanks to all you readers to liked, shared, and commented on last week's issue! What might be tiny actions are huge support and motivators to us! Thank you for cheering us on this journey!
~ ~ ~ ~ ~ ~
We also hope you join us again next week, for we have a very special guest on the zine:
Award-winning creator, retro-IF enthusiast, parser craft writer, Drew Cook @golmac sits down with us next week!
Want to know more about his work? How he found IF? Or learn more about his non-dev projects? Send us all your burning questions!
And see you again next week!
ERIKA, MARJORIE, AXELLE, AND NOI
WHAT'S NEW IN IF? 2024-ISSUE 17
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manonamora-if · 8 months
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After a difficult breakup, and a long night of drinking, you decide to take your life back and put things back in order. Starting with a simple meal. Treat yourself!
Not Another Sad Meal is a parser cooking sim where you can make 1 out of 3 meals, and set yourself back on the right path! 
[ Sad Spice DLC now included ]
Not Another Sad Meal was made for the Recipe Jam, an Interactive Fiction game jam centred around recipes.
The parser is considered merciful (you will not reach a bad end) and uses a limited verb list (available in-game). Interactive elements are highlighted and clickable (for a special action). A mini-walkthrough for each recipe is included in-game and is downloadable.
A rough recipe of the mentioned dishes can be downloaded on the game page.
PLAY GAME | REVIEW GAME | RATE GAME | SOURCE CODE
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manonamora-if-reviews · 9 months
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Magor Investigates… by Larry Horsfield
============= Links
Play the game See other reviews of the game See other games by Larry
============= Synopsis
You are Magor, court sorcerer to King Kelson Haldane, the young king of the kingdom of Hecate. You are in your chambers, having just had a herald bring the news that the king and Duke Alaric Blackmoon have arrived back from their journey to the Great Sand Sea to investigate reports of Xixon lizardmen being seen down there. The herald also told you, most unusually, that Kelson & Alaric will be coming to see YOU instead of you having to go to the king's audience chamber and that the visit will be informal, so no bowing will be required. You wonder what tales they will have to tell you? "Fancy that," you think to yourself. "The king coming to see me!"….
============= Other Info
Magor Investigates… is an ADRIFT parser, submitted to the 2023 Edition of the IFComp. It was ranked 64th overall. This is the 4th instalment of the Adventures in the World of Alaric Blackmoon series. (this is the first one I've played)
Status: Completed Genre: Fantasy
CW: /
============= Playthrough
Played: 13-Dec-2023 Playtime: around 30min Rating: 3 /5 Thoughts: But we investigate little...
============= Review
Magor Investigates... is a relatively short linear parser, where you play Magor, the court's sorcerer. Though the game is part of a series and a larger universe, it is not required to have played other instalments to complete this game (relevant information is provided in-game). In this entry, you are tasked by the king to work some genealogy magic and find whether the monarch has some relations to another crowned head. While there is no walkthrough, a comprehensive hint system is implemented.
Spoilers ahead. It is recommended to play the game first. The review is based on my understanding/reading of the story.
This was a quaint and low-stake little game. With the return of the King after a difficult quest, you are given the simple (though maybe tedious task) to trace back your monarch's lineage and hopefully find a connection to another royal family. But oh, no! the Archivist is down with a bad stomach ache and can't let you browse to your heart's content. Good news! Being a sorcerer, you have an extensive library, which includes a tome on remedies. Fix up the concoction, nurse the archivist, go back to your main task, and report back to the King. End Credits!
From the premise, and the length advertised on the IFComp website at an hour and a half, I... expected more. Even though I loved the cozy and low stake vibes of the game (with a non-existent difficulty, and super well hinted actions), I was done within a third of the expected time, having completed the 9 out of 10 tasks. The discussions with other NPC are triggered after an action, which you (the player) do not control/cannot change (you can't ask people questions). This is a bit of a shame, because those discussions are at times lengthy (had to scroll back up at multiple occasions), and could have been broken into multiple actions. As for the investigation, only one action is require before the task is complete. And even if the game includes many room, the engine does not let you explore much of it, as it tries to railroad you into one specific path.
Another gripe I had with this game was the visual aspect. I am all for funky and bright interfaces, but the use of this particular palette with the Comic Sans font was quite painful to the eye. And when you have long block of texts on the screen, it is not really comfortable to read. For this aspect, I was kinda glad the game was fairly short.
It was a cute short game, otherwise.
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prokopetz · 2 years
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Parser IF where the player character doesn't like you and deliberately misconstrues or otherwise fucks up all of your commands. Each room/puzzle is complicated by a different flavour of contrariness; e.g., in one room the player character might exploit homophone confusion to misinterpret your commands; in another the player character might simply do the exact opposite of what you instruct; and so forth.
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