IFReviewed by
Andrew Plotkin on 2006-06-25 07:06
Average implementation, gorgeous concept. And concept is more important in my book. I was thoroughly delighted by everything I saw. Angels and devils and tiny little people! Heh. And the scoring system. Heh heh. Fire-retardant pants!
Unfortunately, it's easier to complain than to praise, so here's what annoyed me. The very strict action constraints, mostly. I spent a lot of time typing a command, getting a warning, trooping around to where I could perform the action, and typing it again. But this didn't annoy me a lot because it was such a small world. Every mistake is fatal, pretty much, but that's why the warning system was there. (I can't imagine playing the game without it. There are places where "examine" is a fatal mistake.)
Not all the actions made a whole lot of sense; I relied on the hints a lot. But I was usually pretty satisfied once I read the hints. There were a couple more verbs that should have worked, but this can be fixed in future releases.
I liked the tight focus: one or two objects per room, and most standard verbs explicitly disabled. It kept things in perspective, so to speak. You are large; most of what's around you is too small to notice.