My IF Games

Trading Punches
The Swordsman
Insanity Circle
Breath Pirates
Mystic Force

My Reviews

Fall Comp 2008
Fall Comp 2007
Fall Comp 2006
Fall Comp 2005
Fall Comp 2004

Spring 2006
C32 Comp 2004
Misc Reviews


IntFiction Forum
Older IF News
Lunatix Online
StarLock RPG
About Me

Other IF Links

IF Competition
The IF Archive
SPAG Online
IF Database
Baf's Guide
IF Reviews
The IF Wiki

Email Me At


IFCOMP 2007 - Wish

Game #12: Wish
By Edward Floren
Played On: October 20th (35 minutes)
Platform: Inform 6 (Zcode)
Merkís Score: 7-

     A pixie comes scurrying up to you, takes one look, offers a quizzical expression, then disappears

     I have surprisingly little to say about Wish, an entry by Edward Floren, who placed 29th in IFComp 2002 with a game called Screen. In Wish, you are nine-year-old Sarah, on a brief adventure with hints of Alice in Wonderland about it. The events leading up to Sarahís adventure are told as cut-scenes during the transitional segments of her journey.

     This is a game many players will complete in half an hour. Thatís short, even by IFComp standards. So, while itís technically a pretty solid game (I found no bugs, and only a few minor rough spots in the text here and there), there just isnít much to it. Itís a little guess-the-verb-y in spots, but not so much that proper phrasing doesnít present itself after a couple attempts. The puzzles are about as simple as puzzles come, serving mainly just to give Sarah something to do in her adventure.

     Wish might be a good starter game for kids, or a game kids could enjoy with the help of a parent. It has emotion that, while not particularly forced or anything, would probably strike a chord more with a younger player (or perhaps with a younger playerís grandfather) than with the typical IFComp judge slogging his way through twenty-nine entries.

     As to the story, I can make a few comments (with potential spoilers). Iím not sure what symbolism was involved here. Maybe the recurring ďdiamondĒ shape is meant to match the treeís star? The ending explains what Sarah is doing during the game, but only sort of. What was the significance of these particular encounters? In light of the ending (and the ďadviceĒ given Sarah by her mother), how were these things supposed to have helped? Are they part of something bigger -- something the author believed players would understand at the end? For that matter, it seems to me like a bad idea to give that advice to Sarah (at least worded as it was), when she was already struck with misguided self-blame over what happened earlier. Was there, then, more to the story than meets the eye?

     I have a feeling this is one game most judges wonít feel too strongly about, one way or the other. On one hand, itís more polished and it plays more smoothly than some of the larger, more ambitious games in the competition. It tells a simple and touching (if slightly predictable) story. On the other hand, it is pretty short, and while effort has certainly gone into its creation, itís probably not to the extent seen in many of the other entries. It doesnít deserve a low rating, but at the same time, itís difficult to rate it on par with longer, more developed entries (another example of how my rating criteria fall short). Thatís why Iíve scored (and voted) it a ď7Ē, with a ďminusĒ for brevity.

Introduction | Rating Definitions | Wrap-Up | More Reviews | Home Page