Back in the halcyon days of Lucas Arts’s adventure game renaissance, specifically the time between Indiana Jones and the Last Crusade and The Secret of Monkey Island, came an oft forgotten adventure game based on musical notes. Loom was a one-off project. Originally it was the first of a planned trilogy, but after the game was released, its creator Brian Moriarty was working on another project and no one else wanted to touch it. The game became a standalone title, and it is the better for it.
Loom is rather short by comparison to other games in its genre at the time. Part of this was because of how you solved puzzles. Instead of collecting items, you collected drafts—spells you could perform on your flute. As the game went on, you would unlock more notes that increased the complexity of the drafts. In this manner, your inventory become more of a toolkit rather than a junk drawer. As a consequence, there were fewer items that you could interact with and learn the logic of the game’s universe through. You had to learn through the dialogue and other snippets of world building. The game also had size limitations, which in the end, also worked in the game’s favor.