If you’re judging this for IFcomp (or just playing for fun), my advice is to give it the full judging period. This Twine story can be over in a few clicks, but if you think that’s all there is to this story, have I got an iceberg to sell to you.
In an IFcomp full of RPG, evil shape-shifting wizards, goblets and goblins, this one might not get much attention. There’s goblet, there’s a goblin. Probably course of action: Take A and Kill B or, for variety, Kill B then Take A. THINK should not even enter into the equation, yet in this game it does.
[Some spoilers follow beyond this point]
Getting into spoiler territory now, this game takes the simplest premise and goes down rat holes of psychoanalysis that would put ELIZA to shame. What should be simple snatch a grab turns into a litany of self doubt, questioned motivation and morals, and haunting guilt. It starts shoot from the hip Indiana Jones, but veers introspective Woody Allen.
If you keep picking away at the scabs in this game, you’ll find yourself so far down the text stream that you won’t even be able to see where you got on. The author acknowledges this from the start — the end of the game is wherever you stop playing. In at least one instance, I ended up in the author’s memories of a childhood home and could not find a way out.
This is a fun piece. At times author not only breaks the fourth wall, but spends considerable time in direct conversation with the player. It is an understatement to say that the story is all over the place. It rambles here and there, and not all of the branches are entirely consistent, but who cares — per the version number, it’s in beta, so you can’t complain.
Preliminary Score: 7.6