Transfer Point thoughts

Developer: Mike Piontek
Year: 2026
Genre: Adventure
System: Macintosh

a bus stop at night. Text says "You're at a bus stop. It looks nice form a distance. Beyond the bus stop is complete darkness. There are paths leading off to the south and east."
Screenshot taken from Itch.io page

After posting about the game in an indie game roundup early this year, I finally made the time to play through Transfer Point. Transfer Point is a new adventure game for the classic Macintosh, but playable in the browser as well. It was created in World Builder, a program released on the Mac in 1986 that allowed people to make their own games. You play as a woman who finds herself at a bus stop, but with no memory of how she got there and only remembering parts of her past. The game itself is first person, with you using a combination of clicking on things and typing into a text parser.

I was very excited to play this one and wasn’t let down. I had occasionally watched Mike design the game on his robotspacer Twitch channel and thought it looked great. Even though I didn’t grow up with this era of the Mac, I love how games on the platform look with their black and white art. It’s just very comforting to me. Luckily the rest of the game is solid as well. I enjoyed the story in this (you play as a woman married to another woman!!, not really a spoiler!) and while it’s not really a comedy, there’s some bits in here that I thought were very funny. There was a death scene in the game near the very beginning that I absolutely loved and made me really happy to see. It’s not a game with many deaths if you are an adventure game fan concerned about running into them. A nice thing about waiting a day or two to write a post about a game is that I can think about some plot elements for a bit before really settling on how I feel about them, which includes a twist later in the game, nothing too twisty really, that I wasn’t sure about at first but I like it. I think the puzzle design is solid for the most part too. There was one puzzle that even the Invisiclues apologizes for, but other than that one I think the game has good and fair puzzle design and if you do get stuck, the designer has provided the Invisiclues to look at, which give you small hints instead of spoiling a puzzle completely. I would love to see more adventure game devs provide this with their games.

Since I have only played a few World Builder games before this, I was fascinated by the things that seem like requirements for making something in the engine. The game has a Weapons column, but you never need to attack anything. The designer manages to make use of the section by placing “use rapier sharp wit” under there and makes it work, but I think it’s fun seeing people work with engines like this that force the designer to make choices like that. There’s also a Search command, I think it’s probably a leftover bit from text adventures, that you basically use in every room to see if there’s anything hidden. It’s a little odd if you don’t play text adventures since you can see what you’re looking at in the panel on the left, but it’s necessary for completing the game.

I’m trying to avoid talking too much about specific elements in this that I loved because it’s a fairly short game (took me about 1-2 hours) and spoilers in adventure games can sometimes hurt enjoyment for some players, so apologies about being so vague about the content, but I highly recommend this if you’re a fan of adventure games and the classic Macintosh look. While you can buy the game on Itch.io to get a version of the game that runs on Macintosh and also some nice bonus materials, you can also play it in your browser window if that sounds much easier for you. There’s a version in development for the Playdate to look forward to as well, which you can follow development of on Twitch.

Transfer Point is available for Macintosh and browsers on Itch.io.

Aerial_Knight’s MrFreezy thoughts

Developer: Aerial_Knight
Publisher: Aerial_Knight
Year: 2026
Genre: Puzzle
System: Windows

two rows of bodies, some with heads and some are missing
Screenshot taken from Steam

Having been a fan of Aerial_Knight’s games for a while, I was pleasantly surprised to see another game by him. He just released Dropshot earlier this year, which I really liked, and didn’t expect a second game this year. This one is a puzzle game where you play as a woman who is an axe-wielding serial killer. You have two rows of five heads and need to make rows of 3 or more heads by swapping their positions on the two rows, and then decapitating the row. Decapitating an entire row of five heads gives you a combo. You beat the levels by decapitating enough heads in the limited number of moves you’re given. This all sounds incredibly violent but the game is so stylized and all the bodies intentionally look like mannequins that it never felt like too much to me. There’s technically a story told through cutscenes but it’s mostly just there to set the mood and not the main draw of the game.

I think it works really well. Each level is only a few minutes and I found the setting up of rows to be very satisfying. Eventually the game increases the difficulty by introducing new types of heads that introduce new obstacles, some heads can’t be moved, some don’t always move for you, etc. This introduces a lot of variety but also adds some frustrations that I had in the second half of the game. The game gives you power-ups you can select for each level, with some that will help your score and others that overcome the obstacles that the heads provide. I think it’s a fun idea that works for most of the game but near the end I felt like I just had to choose the power-ups that let me actually take out the heads or else it would start to feel like a chore to keep fighting with the heads in that level. The game also does not let you know what head types are in a level so if you want an optimal power-up for a level, you have to go in and clear a few rows, see if your power-up is relevant to that level and if not, restart the level with a power-up that will help you. Most of the time it’s not an issue but if you end up going into a level where you have a head that cannot be decapitated unless you have the power-up that lets you do it, then you often cannot get combos and the level moves slowly, which meant that 90% of the time I just went with that power-up.

That complaint aside, I think the game works well. It’s a fun puzzle game that takes a few hours total to complete and makes for a good game to play in short bursts. A weird thing I get excited about is when devs reuse assets from their previous games (See: Llamasoft) and there’s a little bit of that as well. I just think it’s a smart way to save time and helps establish a consistent style from the designer. That all said, I’d recommend it if you want a puzzle game to play this Halloween season.

Aerial_Knight’s MrFreezy is available for Windows on Steam.

September is Library Card Sign-up Month!

If you don’t have a library card, go get one. Libraries are pretty neat and you can often check out things other than books such as movies, music, games, tools, instruments, and more. Plus they can be a space to do work and study, and have meetups.

And if you do already have a library card, feel free to use this post as an excuse to go to your local library today.

Text Adventures Are Still Doing Alright

Even though the general narrative online seems to be that text adventures died with Infocom (which I disagree with for many reasons of course), it’s nice to see that there’s two notable Interactive Fiction and Text Adventure events happening at the same time. The first is that the 32nd Annual IF Comp is now live! There are 71 new interactive fiction entries to play and vote on. Not all of them are pure text adventures but the entries let you know what type of Interactive Fiction it is. I love choice based games as well so this is not an issue for me. It’s also just wild to me that it’s been going on for so long. I always forget that the Post-Infocom Text Adventure era or whatever you called it really did start that early on while folks like Legend were still making text adventures.

The only heads up I’d like to give is that while they put much heavier restrictions on gen AI usage, I believe they do not have anything for code because it would be impossible for them to enforce. While I personally disagree and think it’s worth having anyway, even at least a disclosure requirement, I get it. I’m not going to fill up this post with complaints. Just know that you should dunk your head in a toilet if you use it.

The second Interactive Fiction related item I’d like to mention is that it’s the final week of voting for IntroComp. IntroComp is described as “an annual competition where participants develop excerpts of interactive fiction, gain feedback from audience reactions, and (hopefully!) use this feedback to release a fantastic final product.” Check some games in development out and help some games get made!

And if you’ve never played a text adventure, give it a shot. Many of the Interactive Fiction games on this Interactive Fiction Database list are text adventures and available for free. It’s a bit of a cliche to recommend Lost Pig but it’s a good one! You may also like Bronze, Shade, or Photopia. Just click around and start playing one that sounds interesting to you.

Text adventures: They’re neat!