Game review

Sort the Court!

4.5 / 10

Developer
Graeme Borland (code), amymja (art), Bogdan Rybak (music)
Publisher
Graeme Borland (itch.io: graebor)
Released
1 January 2016
Platforms
Web browser (desktop only on this build)
Genre
Simulation / Decision
Monetisation
Free, name-your-price on itch.io
Players
Single-player only

The short version

There is no real dispute about whether Sort the Court is a good game. It has a 4.7-star average across nearly 11,000 itch.io ratings, and playing it on desktop confirms exactly why: a charming, hand-drawn kingdom sits under your rule while a stream of petitioners present yes-or-no decrees, each one a small, funny, occasionally poignant decision with real consequences for population, happiness, and gold. The problem is entirely this shelf's to name and entirely outside the game's control: the standalone build hosted on itch.io, the only version anyone without a Poki licensing deal is entitled to distribute, does not respond to a single touch input. Not a tap, not a genuine touch-and-hold through the browser's real input pipeline — nothing. The developer says as much directly on the game's own page: mobile players are pointed to "the updated version exclusive to Poki," a separate build this shelf has no right to touch. A game engineered not to work on a phone, however good it is otherwise, fails the one gate this section exists to enforce.

Biggest strengths

  • The core loop is exactly as charming as its reputation suggests: quick, funny decrees with real weight, confirmed directly by playing through the opening decisions on desktop
  • Hand-drawn art is warm, expressive, and does a lot of characterization in a single static portrait per petitioner
  • A 4.7-star average across close to 11,000 ratings on itch.io, plus a long, healthy update history (this build is labelled Version 2.2.0), reflects a genuinely well-loved, well- maintained small game

Biggest weaknesses

  • Confirmed by direct testing rather than inferred from a guess in the discovery notes — a tap on the "New Game" button did nothing, and a genuine 150ms touch-and-hold through the browser's real touch input pipeline also did nothing, on the exact same button that a mouse click reached without issue seconds later
  • The developer's own page states plainly that mobile players should use "the updated version exclusive to Poki" instead — confirmation from the source that this build was never meant to work on a touchscreen, not an oversight this shelf could patch around
  • The build makes two third-party network calls on load — an anonymous Unity hardware-telemetry ping to `stats.unity3d.com` and a GameJolt leaderboard request carrying the game's own GameJolt ID — neither strippable from the compiled asm.js game code without risking breaking the build; both are blocked here with an added Content-Security-Policy header rather than left to fire

Who it's for: Desktop players who want a short, funny management sim; not a fit for this shelf's phone-first audience under its current build

Our recommendation: Play it on a desktop browser directly from the developer — do not expect it to work on this or any other touch-only device outside the Poki version

4.5 / 10

Sort the Court's reputation precedes it: a Ludum Dare 34 entry expanded into a full release, a name-your-price itch.io page with almost 11,000 ratings averaging 4.7 stars, and comment after comment calling it "absolutely adorable." Played directly on a desktop browser, none of that reads as inflated. You rule a small kingdom from a hand-drawn throne, and a rotating cast of petitioners bring you decrees — a princess at the gate, a merchant with a proposal, a wizard with a warning — each one a yes-or-no call that nudges population, happiness, and gold in different directions. It's quick, funny, and often sharper than it needs to be for a joke game about running a kingdom. None of that is in question.

The gate this shelf exists to enforce, and a plain failure of it

What is in question is whether it belongs here, and the answer, confirmed rather than assumed, is no. This shelf's second gate is that a game has to actually work with a thumb, tested rather than inferred, because that is specifically the thing Flash-era games couldn't do and this section exists to fix. Sort the Court's standalone build — a classic, pre-WebAssembly Unity WebGL export — does not clear it. A tap on "New Game" on a simulated touch phone did nothing. A genuine 150-millisecond touch-and-hold through the browser's real touch input pipeline, the same mechanism a real finger uses, also did nothing, on the identical button that a desktop mouse click reached instantly. This isn't a matter of the button being small or mispositioned — nothing in the entire interface responds to touch input at all, on any control tested.

The developer isn't hiding this. The game's own itch.io page tells mobile visitors directly to go elsewhere: "To play on mobile devices, or in other languages, check out the updated version exclusive to Poki." That's a plain admission that this specific build was never built or intended for a touchscreen, and that the version which was is under an exclusive arrangement with a different platform this shelf has no licence to touch, copy, or link around. There's no proportionate fix available here the way there was for other candidates this cycle — this isn't a missing relative path or an easy toggle, it's a different, separately-built, separately- licensed piece of software that happens to share a name.

What else needed handling before this could even be fairly judged

Two more things surfaced during installation, worth recording even though they don't change the outcome. The build makes an outbound call on every load to stats.unity3d.com/HWStats.cgi — Unity's own anonymous hardware-telemetry ping, baked into the compiled engine rather than anything the developer wrote — and a second call to a GameJolt leaderboard endpoint carrying this game's specific GameJolt ID. Neither string appears anywhere findable in the roughly 27MB of compiled game code in a form that could be safely edited out without risking the whole build, so both are blocked at the browser level with an added Content-Security-Policy header restricting outbound connections to this game's own origin. That's a clean fix and it works — confirmed by testing, both calls are refused rather than silently sent — but it's a meaningfully different kind of intervention than editing an HTML attribute, and worth naming as what it is.

Separately, no licence exists anywhere for this game's actual files. There's a sticky community post on the game's itch.io page about "monetisation permission," but reading it shows it covers video and streaming content specifically, not redistribution of the game itself — a different grant entirely. Had this game cleared gate 2, it would still have needed the same unlicensed-work treatment given to other candidates this cycle: hosted with the author credited, linked to their own release, and offered a same-day takedown, not represented as openly licensed.

Where that leaves it

None of this is a judgment on Sort the Court as a game — by every available measure, including direct play, it's a well-loved, well-made, and completely charming way to spend a few minutes. It's a judgment on this specific build's fitness for a shelf built entirely around phone playability, and on that single, decisive point, it doesn't clear the bar. A 4.5 reflects strong scores everywhere except the one category this section can't compromise on: a game that flatly does not work with the input method most of this shelf's audience will actually try first.

Pros and cons

Pros

  • The core loop is exactly as charming as its reputation suggests: quick, funny decrees with real weight, confirmed directly by playing through the opening decisions on desktop
  • Hand-drawn art is warm, expressive, and does a lot of characterization in a single static portrait per petitioner
  • A 4.7-star average across close to 11,000 ratings on itch.io, plus a long, healthy update history (this build is labelled Version 2.2.0), reflects a genuinely well-loved, well- maintained small game
  • Session length is exactly what it should be for a decree sim — a few minutes at a time, encouraging repeat short sessions rather than one long sitting

Cons

  • Confirmed by direct testing rather than inferred from a guess in the discovery notes — a tap on the "New Game" button did nothing, and a genuine 150ms touch-and-hold through the browser's real touch input pipeline also did nothing, on the exact same button that a mouse click reached without issue seconds later
  • The developer's own page states plainly that mobile players should use "the updated version exclusive to Poki" instead — confirmation from the source that this build was never meant to work on a touchscreen, not an oversight this shelf could patch around
  • The build makes two third-party network calls on load — an anonymous Unity hardware-telemetry ping to `stats.unity3d.com` and a GameJolt leaderboard request carrying the game's own GameJolt ID — neither strippable from the compiled asm.js game code without risking breaking the build; both are blocked here with an added Content-Security-Policy header rather than left to fire
  • No licence is available anywhere from the developer for this game's files; itch.io's community post about monetisation permission covers video/streaming content, not redistribution of the game itself, so this candidate would need `licenseUnknown` treatment even if it had cleared gate 2

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 8 / 10
  • Visuals 8.5 / 10
  • Originality 7 / 10
  • Replayability 7 / 10