Played 2nd October using Windows Git
Time played: 1hr 40mins, one good ending found
Some minor puzzle spoilers ahead.
Finding Light is a parser-based puzzler in a fantasy setting. A member of a clan of magic practitioners has been abducted in a raid; you play as his familiar trying to track him down and rescue him. The game plays like a standard parser-based text adventure, but with the extra gimmick that you can shift between a human shape and a fox shape. You have some magical abilities as a fox, but anything that requires opposable thumbs needs a human touch.
Many of the puzzles in Finding Light are based around checking your surroundings in both forms, and there are a few classic IF puzzles in the mix too: locks and keys, trading with NPCs, even a maze. The form-switching mechanic is implemented well, and leads to a couple of clever tricks, such as the use of colour throughout the game. Otherwise, the puzzles are pretty straightforward. That’s fine, because that lets you keep some forward momentum going throughout the game – you get to feel smart without being stuck for very long. The game world helps with this by only using orthogonal connections between rooms. You don’t need to worry about mapping and navigation.
Actually I think this is a good description of Finding Light in general – it’s straightforward and simple in many aspects, but who cares, because it’s done well and you don’t need it to be complex. NPC conversation is done with a simple ASK system which does the job it needs to. The worldbuilding is very light – not enough to bog you down, but just enough to give you a sense of what’s going on and give you some direction. Some NPC asides and a few interesting objects hint at deeper mysteries which are left tantalisingly unsolved. I like this kind of setting. There’s a wider world out there, and something sinister happening here, but you don’t need to worry about that.
As for the implementation, it’s rather good! Custom responses are present and correct, used well to describe the player character and take advantage of their abilities. Room descriptions change based on what form you’re in, and you can use your senses (especially SMELL) to get a little extra information. The scenery is implemented well. The writing itself functions well, though maybe some of the prose needs slimming down a bit, especially in the final scenes. And the parser can pick up on almost-correct commands and tell you what command to enter instead, such as responding to “enter crack” with “just go west”. (It would be even better if the parser just acted as if you’d said ‘west’ instead of making you type it, since it already knows what you’re trying to do. But whatever, at least it’s recognised!)
However, there were a couple of nasty bugs and oversights when I played, which will perhaps have been patched by the time I post this review. Finding Light is going for politeness on the Zarfian cruelty scale, I think, but you can make the game unwinnable by going through the maze before getting everything you need, since you can’t go back the way you came. (The maze has a warning that you should save before entering, but for some reason it only appeared in my playthrough after I got the key item I was missing. If you don’t have everything you need, you can enter the maze without the warning. This seems like a mistake?) (UPDATE 8th Oct: This bug has since been fixed!) There is a HELP command which is supposed to give a contextual hint, but when you’re in fox form, it always tells you that you missed an item at the beginning of the game. I think it’s talking about the gem you have to wear? I suspect the culprit is Inform 7 and its insistence that wearing something is not the same as carrying it. (I’ll bet the odd line breaks during conversations are Inform’s fault as well. I remember struggling mightily with its funny ideas about line breaks and paragraph breaks.)
So the game’s a little buggy, but nothing that can’t be protected against with sensible use of save games. Outside of that, I had a good time with Finding Light! It’s a gentle fantasy puzzler with a couple of clever tricks in its main gimmick. The ending I got and the aforementioned little mysteries suggest that Jazwiec has more adventures in mind. I hope so – I’d love to see this puzzle concept explored more!


