Showing posts with label Spring Thing. Show all posts
Showing posts with label Spring Thing. Show all posts

Thursday, July 22, 2021

Spring Thing: Lady Thalia and the Seraskier Sapphires

 

Lady Thalia and the Seraskier Sapphires is a choice-based work by E. Joyce and N. Cormier that was entered into Spring Thing 2021. (Joyce has a previous creation, What the Bus?, that was in IFComp 2020.)

This is an intricate heist story where the player navigates branch-and-bottleneck structures to conduct a series of thefts. Strong writing supports the narrative while disguising the code running behind the scenes, and it feels like there are multiple ways to achieve your objectives.

Most of the player’s time is spent Getting People to Do What You Want — the main character flinches at describing it with a crass term like “manipulation.” It feels like a combat system for conversation (Convat? Combersation?), and success reveals useful information. In the evenings, that information helps the next heist run smoothly.

Lady Thalia is confronted with a few puzzles during her adventures, but players who find them too difficult can use alternate solutions. I especially liked the scoring mechanism, which is embedded in playful banter between friends.

Additional excitement comes from the interactions with Thalia’s nemesis, a consultant with Scotland Yard. (Thalia’s pseudonym comes from muse of comedy, and her pursuer is regularly referred to as Melpomene.)

The overall enjoyment of this work is going to depend on personal preference; I may not be the world’s biggest fan of cucumber sandwiches, high tea, or drawing room repartee. However, those sequences were nicely offset by nighttime skullduggery and daring escapes from the law.

Sunday, July 18, 2021

Spring Thing: Misty Hills

Misty Hills is a choice-based work by Giuliano Roverato Martins Pereira that was entered into Spring Thing 2021.

The player is returning home after completing a quest “off camera,” and a clock on the side of the screen tracks the time while they wait for the next tram.

The author’s note describes it as a chill game that players are meant to enjoy at their own pace, and the implementation supports that experience. (Misty Hills also received an audience award for being the “most relaxing” Spring Thing entry.)

I enjoyed how Misty Hills provided a low-stakes opportunity to explore a fantasy environment that was engaging mix of the familiar and the magical. Although I wanted to catch the next tram, it didn’t feel like a life-or-death challenge that determined the fate of the world.

I also appreciated how there weren’t any unpleasant surprises or unfair traps. These structures have been described as confirmation-required choices — you might end up missing the tram, but it will be the result of deliberate decisions that you made while exploring.

Misty Hills is an inviting, complicated world that holds the potential for (mis-)adventure without antagonism.

Wednesday, June 30, 2021

Spring Thing: Sunny’s Summer Vacation

Sunny’s Summer Vacation is a choice-based work from Lucas C. Wheeler that was entered into Spring Thing 2021

It chooses a premise (“You are a Corgi on a sandy beach”), and it commits. As that Corgi, you accompany your humans on a summer vacation. 

The player’s role is plot-adjacent; other characters come to terms with a divorce while the protagonist offers emotional support. Each day offers a new chance to play vacation-themed minigames, like volleyball and sandcastle building, which are meant to create some happy memories for the humans during a difficult time. 

Sunny’s Summer Vacation is described as a spiritual successor to Adventures with Fido, and Wheeler’s enthusiasm for Corgis gives both works an unapologetic charm. This entry improves on its predecessor by focusing on a smaller set of characters and a consistent story. 

Although the setting was entertaining, I had difficulty enjoying a few of the minigames. I had read similar concerns about Adventures with Fido — it felt like some experiences were designed by asking “Could this be programmed?” rather than “Would this be fun?” 

Sunny’s Summer Vacation is a solid work from an author who is dedicated to improvement, but additional feedback from thoughtful playtesters might have made it even stronger.

Sunday, June 27, 2021

Spring Thing: A Blank Page

A Blank Page is a choice-based work from Edu Sánchez that was entered into Spring Thing 2021.

This entry is described as a story about creative block. It’s short and relatable, but I approached it with some skepticism — can such an experience really be created on demand? 

The answer was a pleasant surprise. You cycle through a narrator’s creative routine, choosing different activities that might lead to the start of something meaningful. It’s presented in black text appearing on a white background, providing a mix of links that either cycle through words or advance to a new passage.

(Unfortunately, I noticed some minor typos and spacing issues that were more prominent due to the story’s clean presentation. On the other hand, the author is based in Spain, and their English is much better than my Spanish.) 

Intentional style decisions establish that this is not a joke entry. It’s a deliberately crafted experience offering a sense that something will happen eventually, after you experiment with the available options. These choices might be mere procrastination, or they could be an important part of your creative process.

I enjoyed the conclusion of A Blank Page because it felt like an authentic ending to the journey. Or at least it made a good place to stop. 

Wednesday, June 23, 2021

Spring Thing: Journey to Ultimate Fightdown

Journey to: Ultimate Fightdown! is a choice-based work from Havilah McGinnis that was entered into Spring Thing 2021.

Fightdown! takes place inside an RPG that loses its “connection” right before the final showdown. The experience is like being on a movie set when the cameras stop rolling, and every character has something to say. 

This is a choice-based story where the player talks with other characters while they wait for their connection to be restored. Minor puzzles are involved in negotiating and trading items among the cast, which changes how the ending unfolds. 

I enjoyed how Fightdown! explored the relationships between its different characters. The story blends stock fantasy roles with recognizable Hollywood stereotypes to create entirely new personalities — and then it encourages the player to ask them what they think about each other. 

Does the embittered burnout want the hard-working underdog to fail? What does the overachiever think about a coworker acting like a role is beneath them? Text effects are judiciously applied to convey some phenomenal sarcasm. 

Overall, this felt like an approachable, safe-for-work version of Midnight, Swordfight. (It also reminded me of Janitor, asking the player to work behind the scenes for another person’s enjoyment.) Playing through to the end unlocks enhancements that make it easier to explore different branches of the story.