Blog Posts

Misplaced

As daylight saving time approaches, you might feel out of whack, but don’t leave things “Misplaced” as a result! This month’s big puzzle has a slightly tricky, but lighthearted, theme that has me thinking about school, train stations, and other ways of being out in public that I used to take for granted, but that now make me feel nostalgic.

Speaking of things that feel out of whack, it almost goes without saying (but not quite, so I’m saying it) that if you’re a U.S. citizen and you haven’t already voted or don’t have a plan yet for how to do it on Election Day, you can still visit vote.org to figure out how—it’s never been more important.

[puz] [pdf] [solution]

IFComp 2020 Reviews

The 2020 edition of The Interactive Fiction Competition has passed the mark of 100 entries, and there’s a smorgasbord of options available to play. I focused mainly on choice-based games listed at 1 hour of game time or less, and after whittling them down to 15 that I found intriguing, I played and rated all of them.

I’m doing things a little differently for my review post: while in the past I’ve gone in-depth on my top 5 games of the competition, I realize how important breadth of feedback can be, so this time I’m providing shorter reviews that cover all 15 games I played! I’m also no longer showing scores here, but rather listing the reviews in roughly descending order of rating to focus on feedback rather than “grades” (though I will be adding ratings to these games on IFBD).

*Warning: The below reviews may contain spoilers!

Doppeljobs by Lei

A hardboiled story set in a fantasy sand world, Doppeljobs follows a newly trained doppelgänger who’s trying to make ends meet while avoiding (or seeking) a mysterious sand deity.

I loved the strong, catchy writing and subtle world building within the pulpy genre, as well as the neat framing device where some choices are surrounded by arcane symbols that map to an alternate serpent-related goal—which might turn out badly! There’s great flow to the game, with nice interactivity in each job episode, likely thanks in part to it being written in Inkle.

One thing I would have liked to see is more variety on replay, since the game teases four endings (I found two) yet many things appear to remain constant on subsequent play throughs, like the same sequence of clients and many choices appearing to play out in similar ways.

Congee by Becci

Congee is a beautiful, lived-in short story with light interaction and multimedia elements about a young woman who craves a piece of home while living abroad.

The story features strong, assured writing, with great sense of place and character. And the sleek interactive design with chat window choices and occasional visual asides sets just the right tone to deliver the mood and message of the narrative.

It’s hard to find a negative, other than I wish the game were just a bit longer, expanded to get some more characterization and narrative heft. As it stands, the piece feels closer to flash fiction than short story in impact, but maybe that’s intentional.

The Moon Wed Saturn by Pseudavid

In a highly experimental fashion, The Moon Wed Saturn tells a cinematic time-shifting story about a remembrance of a relationship between two young women that twists and alters itself as it’s recollected in three separate moments in time.

I enjoyed the idea of an experimental setup that hops between three conversations, and found the story to have a beautifully cinematic quality. The writing is deft and poetic, and I appreciate that choice points often feel like they have no “right” answer—everything has consequences in the past and/or future.

On the downside, it takes a while for the story and interface to gel, with some confusion at first about what’s happening. With the narrative jumping back and forth between conversations, it can also be hard to piece together a sequence of events for the plot. And on replay, the narrative seems to drive toward a single conclusion regardless of choice, which dampens its impact a bit in retrospect.

Tavern Crawler by Josh Labelle

A mini tabletop RPG quest in choice-based format, Tavern Crawler is chock full of fantasy tropes, stat progression, and relationship building as the player follows the intrigue of what happens after a dragon is slayed.

The choice points, descriptive links, and dialogue are great, totally in tune with a tabletop RPG campaign and often feeling like an interaction with a DM. The characterization is also solid, with the two companions being nicely fleshed out. I also enjoyed the UI and the sidebar that tracks stats and notes.

I was a touch disappointed that in my play through the game seemed to encourage moral ambiguity at first, yet choices felt like they mapped to “right” and “wrong” when determining the ending. Another note is that, being a short game, there are lots of elements to track (class, skills, gold, side quest status, dating sim progress, etc.) that are individually cool but could perhaps be pared down for a more focused experience.

Mother Tongue by Nell Raban

Mother Tongue is a cute text conversation narrative with the character’s mother imparting lessons in Tagalog, in the process exploring the ambivalence of what it means for second-generation folks to discover parts of their identity.

I found the framing device of a text conversation very effective; the chat screen and the little moments waiting for a response from the mother help to create a realistic and compelling flow. There’s also good use of subtext to develop the relationship underlying the language lessons.

Though it’s interesting to learn words and grammar in Tagalog, the game’s use of lots of “test” questions makes this sometimes feel more like a language learning app than a game/story. There are great moments where the language lessons serve the narrative, and I wish those had outweighed the more rote testing moments that focus on rule recall.

Babyface by Mark Sample

A spooky piece of dynamic fiction about someone returning to their hometown to investigate family secrets, Babyface uses interaction and multimedia effects to craft a bone-chilling horror story.

The game has very high production values with fades, music, photos, link replacements, and design that all helped to create a foreboding feeling. There is also solid pacing and build up in tension throughout the beginning and middle of the story.

On the other hand, I was a bit disappointed because while the build up is great, the climax/ending is more confusing than scary to me; it isn’t clear what’s happening, why it’s happening, or what really connects the protagonist to the final events. Also, the forced wait times between passages are a cool idea but occasionally slowed things down too much for me, to frustrating effect.

Phantom by Peter Eastman

As one might expect, Phantom is a retelling of the Phantom of the Opera story in a modern setting, fully from the perspective of Christine as she navigates opera house intrigue and encounters the titular singing tutor.

The story has very solid writing and characterization, with a Christine and Phantom that feel fully fleshed out. The scene-level approach to structuring choice points is also polished and a bit reminiscent of the Choice of Games style, usually presenting alternative approaches for overcoming an obstacle.

The flip side of this is that the game is very text heavy, with relatively few choice points and interactivity—it could have used some mini-scenes with lower stakes choices to create more dynamism. Also, something minor, but the musical component didn’t work well on my browser, only playing during the first and last scenes and cutting off abruptly after a bit in both cases.

Sense of Harmony by Scenario World

The first in a planned series, Sense of Harmony is a study of an android-like character who has sharply attuned senses and needs to balance emotional labor with her own needs, all while she seems to get closer to an understanding of her past.

I enjoyed the“sense system” idea, with data storage blocks color coded by sense that pop up to highlight or expand on different experiences for the character. There’s also some very solid world building, and polish in the setting and design.

While I like that senses play a key role, the boxes that pop up repeatedly create a lot of cognitive load and perhaps could be used more sparingly (at one point, the descriptive link “you’re alone” triggers a sense box for Hearing that reads: “Confirmed”). Also, the main narrative doesn’t have as much momentum as I had hoped for between the sense boxes, backstory boxes, and scenes whose dialogue and choice points are slow-moving and sometimes feel too low-stakes given the rich setting.

Big Trouble In Little Dino Park by Seth Paxton & Rachel Aubertin

With a parody title that signals wackiness from the start, Big Trouble in Little Dino Park is a choice-based game heavily inspired by the classic Choose Your Own Adventure style, which follows a disaffected teen as they try to escape from a Jurassic Park knock-off.

The setting and writing are hilarious, with very strong world building and snappy dialogue. Also, the amusing deaths and twists feel like loving throwbacks to CYOA, although I also like that there appears to be thought put into creating a puzzle that can potentially be solved to actually escape.

Unfortunately, the CYOA influence is a double-edged sword for me, because the experience can be frustrating. There’s a lot of branching leading to dead ends with trial and error required, and many choice points have that CYOA feeling of choosing between “go right” vs. “go left” with random-feeling consequences and little sense of agency. One other note is that while I appreciate the large sense of scale to the park, in some sections like the boat hopping scene it’s difficult to spatially follow what’s happening.

Electric Word, “life” by Lance Nathan

Sporting a Prince-inspired title, Electric Word, “life” is a slice of life Halloween story with light interactivity about the long-ago memory of a mysterious friend who shows up to a house party.

This is an interesting take on a ghost story concept, mixed with a classic, low-key Twine story. The game does a good job of setting a scene for the party with a chill, funny, and nostalgic vibe that is carried through nicely.

The main downside for me is that the piece feels more like a hangout than a fleshed out narrative. There are some nice descriptions for each friend, but I didn’t get a sense of who the characters were in a deeper way. For the crucial relationship between the two main characters, there’s very interesting subtext, but things stay mostly on the surface as well; though perhaps given the poignant, regret-tinged ending, this is partially the point.

Chorus by Skarn

Chorus is a cerebral, text-focused story that ambitiously follows a cast of fantasy characters through a day of carefully mediated interactions in a city full of secrets.

I was impressed by aspects of the writing, which is intriguing and uses evocative characterization to flesh out what appear to be a dozen or more unique characters. There also seems to be a nifty engine underlying the game that takes user-selected teams of characters and lets their interactions play out from different perspectives, Rashomon-style.

Unfortunately, the experience bogs down a bit throughout. The opening is very long, with stretches of text containing almost encyclopedic character-level details. These details then seem crucial to successfully choosing how the final sections play out, which is a cool idea, but the dizzying amount of information about each character and their motivations/relationships within the large cast is very difficult to track, so I ultimately felt rather lost.

The Cave by Neil Aitken

The Cave is a short, room-based RPG that involves exploring a dark cave and interacting with the environment, all while philosophical musings pop up on occasion to add color to the game.

I found there to be an evocative sense of place, with the design, color scheme, and flow of the game feeling very cave-like. There are also a variety of interlinked encounters with items, spells, and NPCs that hint at a puzzle that will lead to a solution.

In terms of writing and interaction, the fantasy tropes are present but don’t seem to provide any new twists on these concepts. And the philosophical musings that appear throughout are occasionally interesting, but feel somewhat at odds with the other aspects of the game. After circling the cave a few times, interacting with characters, and picking up items, I felt a little lost and didn’t quite have the motivation to finish looking for the solution to the puzzle.

You Will Thank Me As Fast As You Thank A Werewolf by B. J. Best

With a zinger of a title, You Will Thank Me As Fast As You Thank A Werewolf is what I’d call an auto-generated piece of prose poetry, leveraging a machine learning model to re-conceptualize a corpus of the author’s writing.

The piece uses an interesting “formal paper” style, with a doc-like format and footnotes as interactive marginalia elements. And I like that the goal isn’t to mimic a narrative, like with the AI Dungeon project, but rather to take a shot at something more poetic.

It can be difficult to review something like this; maybe someone wants to write an essay on philosophy and literary criticism about what this piece means for authorship and art? Trying to set aside how it was created, the effect to me was unfortunately more non-sensical than poetic. While there are some phrase-level gems (see the title), overall it lost me, especially given that the interactive links seem a bit tacked onto the experience.

#Vanlife by Victoria

#Vanlife is a sendup of influencer culture in gamified form, juxtaposing the veneer of an enlightened life on the road with the hell of dealing with freelance work (and terrible batteries).

I was very on board with the wry humor underlying this piece, and I appreciated the design: nice visuals and interface, and what appears to be a storylet engine that generates events.

Unfortunately, there are issues that make the experience very hard to enjoy. The math problems are jarring and not very accessible, the resources don’t seem balanced, and the events feel a bit random and repetitive after a while. Above all, it was hard for me to stay motivated after losing repeatedly to obscure battery management issues, even on “easy” mode—funny the first time, not so much after that.

Amazing Quest by Nick Montfort

A command-line focused game, Amazing Quest is true to its sardonic title in providing a satirical experience with the same binary choice at each step and some randomly generated content.

I appreciate the throwback interface and I figure that there are likely some hidden references here that might make this a funny joke to adventure game insiders, though I admit I didn’t really get it.

Setting aside any meta-level merit it might have, the game doesn’t offer much; there’s no progression, story, or conclusion, and the choices are repetitive and don’t seem to matter. I’ll also note that I didn’t read the separate intro/walkthrough for the game, since I believe the play through experience should stand on its own.

Ghosted

A couple weeks away from Halloween, we’re dealing with the horrors of getting “Ghosted” in a themed midi! Hope you enjoy the holiday theme concept, as well as the spooky-ooky fill and clues scattered throughout. And even though we may not be attending costume parties this year, I encourage you to join me in dressing up, decorating your space, eating candy, and/or watching a classic movie—“The Witches,” anyone?

Speaking of Halloween, the Mexican Midi puzzle pack released last month contains a crossword based on a Mexican spiritual holiday that falls at around the same time. It’s not too late to make a donation to a worthy cause and pick up the full pack!

[puz] [pdf] [solution]

Reshares

In this month’s puzzle we’re getting a handle on “Reshares” and other ways to connect on social media and beyond. Twitter is a tool I’ve been using more regularly for interacting within the crossword community, especially in our socially distant times, but as an introvert there’s still a lot I need to learn about getting comfortable with it. Self care is also important, so don’t feel guilty about facing FOMO to take breaks from social media to recharge at your own pace.

Speaking of resharing, I’ll take this opportunity while we’re still in the midst of Hispanic Heritage Month to mention again that I have a puzzle pack of “Mexican Midis” for charity available. For more details, head on over here. Hope you get a chance to enjoy these!

[puz] [pdf] [solution]

Mexican Midis

Update: Thank you for generating over $500 in donations for a great cause! I’m now releasing the pack freely, so if you didn’t get a chance to pick it up yet, here’s the zip file.

I have something special to announce today: a lovingly assembled puzzle pack of “Mexican Midis” for charity, by yours truly! The pack consists of 5 lightly-themed crosswords on the topic of Mexican and Mexican-American culture. Think of this as somewhere between a New York Times midi puzzle pack and the fully-themed 11x midis that I write monthly for this site.

How it works: The first crossword in the pack is freely available here, so you can enjoy it as usual and stop there if you choose. To access the full pack, head over to justice4women.org/covid-19 to read about how the pandemic is affecting farmworkers and their families, folks who do essential work with few protections and who are being disproportionately impacted right now, especially with recent wildfires. Then make a donation of any amount to that relief fund and send a screenshot of the receipt to [email protected], and I’ll reply with a zipped file containing .pdf and .puz versions of the puzzle pack.

Special thanks to my partner and perpetual test solver Vince Novak, as well as to the wonderful Steve Mossberg of Square Pursuit who provided keen and insightful feedback on these puzzles. Hope you enjoy!

[puz] [pdf] [solution]

String Lights

In this month’s puzzle, I’m dreaming of a world where we could sit again under “String Lights” for a balmy summer night party. There’s also a visual element, so take a look at the solution pdf when you’re done solving.

Slight spoiler: While I came up with this puzzle’s theme a few months ago, it feels related to a fun one from the midsummer Boswords tournament by Sid Sivakumar of Sid’s Grids—if you participated in that, think of this as a spinoff on his concept! I also got great feedback from Sid on an earlier version of this puzzle, where tough crossings and a smattering of obscure terms created some accessibility issues. It’s important to me that my puzzles feel fresh, accessible, and never rely more than necessary on crossword-exclusive vocab, even when a theme has tricky fill constraints. Thanks Sid, and I hope I succeeded at that goal in this final version of the puzzle!

[puz] [pdf] [solution]

Made Un-Redundant

Today’s puzzle is all about getting “Made (Un) Redundant” in a bite-size themed midi. Hope you enjoy the wordplay (and when you’re done, here’s an explanation for this theme’s starting point). I continue to appreciate all the awesome folks in the crossword community who put small puzzles out into the world—as solvers, some days we don’t have time for a full meal, but a puzzle snack will always hit the spot. 😋

An auspicious event is happening today: Lollapuzzoola, in what appears to be the biggest crossword tournament ever (online, of course). For those like me who are unable to attend live, you can still sign up for the “next day” division and access this all-you-can-eat buffet of puzzles from a diverse set of constructors. Go check it out!

[puz] [pdf] [solution]

Themeless (by Matthew Stock)

Surprise again! It’s time for another guest themeless puzzle, this one by constructor extraordinaire Matthew Stock. I love Matthew’s quirky and fresh crosswords, which have graced a number of venues and also appear frequently on his site. He brings the goods (and difficulty level) in today’s puzzle: three 10-15-10 stacks, fun fill and clues throughout, and in particular a 6-Down / 30-Across pair that really speaks to me. Enjoy!

Notes from Matthew: Stoked to have a puzzle featured here on Datalexic! I’m a huge fan of Enrique’s work and the positive vibes he contributes to the Puzzleverse. This puzzle actually didn’t start with a seed entry, but instead with this super fun grid layout I put together in CrossFire one day. With 15 bonuses of 8+ letters, three grid-spanners and only 6 three-letter words, there was a lot of room for some good stuff to come together. My favorite entry is 6-Down, and my favorite clues are 42-Across and 2-Down. If you tweet, find me @1MatthewStock and tell me what you think! And if you like the puzzle, check out my site happylittlepuzzles.com, where I publish crosswords by me and various constructor friends about twice a week. Happy solving!

[puz] [pdf] [solution]

Male Trouble

It’s August and we’re getting into some “Male Trouble” as the depths of summer arrive. This started as a theme idea I initially discarded after realizing that possible theme entries were skewed exclusively toward one gender—after you’ve finished the puzzle, read this for some context. Hopefully my updated twist on the idea provides a corrective to the original set of colloquialisms. Enjoy!

In other news, I had a puzzle appear recently on Brain Candy—Amanda is a rockstar in the crossword scene, and it was a pleasure to work with her and learn from her sharp editorial eye. I’d also like to take this opportunity to extend an offer to any constructor, newer or experienced, and especially folks from underrepresented groups, who’d like to talk crosswords and/or have a guest puzzle appear here.

[puz] [pdf] [solution]

Themeless (by Steve Mossberg)

Surprise! The first guest puzzle at Datalexic has arrived, and it’s a doozy of a Saturday-level themeless by Steve Mossberg, crossword constructor extraordinaire over at Square Pursuit. This puzzle won me over right at 1-Across, and is packed with great stuff throughout. Steve’s a real mensch, and I’ve had the pleasure of talking shop and collaborating with him recently, which has been a joy—I’m excited to get the chance to share some of his work with you all!

Notes from Steve: I’m thrilled to be making my guest puzzle debut on Datalexic. I’m a regular solver here, and I hope this themeless is as fun for the readers as it was to make. Enrique and I have some really fun common ground in puzzledom, and it’s been a pleasure to collaborate with him and host a wonderful puzzle of his over at my blog Square Pursuit. The grid you are about to solve has some not-so-subtle references to a bit of that aforementioned common ground, as you’ll discover right away. Enjoy!

[puz] [pdf] [solution]