A Twine about a magic mushroom picker lost in the woods after eating one of his finds. Quite verbose, with a big web of links, so reading it feels like the player is stumbling though the dense undergrowth, just as the character is. A cool mirroring of narrative theme and choice-space design. The physical actions the character performs to try to find his way out probably make up only 10% of the clicks, the other 90% being inner thoughts: about his job, his company, the woods and its mysteries, the mushrooms and their effects. Lots of intriguing notions are set up (the God of the Woods for example), but my playthrough ended abruptly before seeing any of it pay off properly. I assume you can use the various mushrooms you find to affect the outcome, but I didn't figure out how.
I normally associate ChoiceScript with ultra-long epics so it's refreshing to find one that takes only ~30 minutes to complete. A Very Dangerous Criminal starts with the well-trodden urban legend premise of picking up a hitch-hiker while a killer is on the loose. But things soon take a surprising, dark turn. Like, really dark. It goes to some pretty disturbing places. Not for the squeamish.
This was a good, compelling read, with a few annoying grammatical errors that could have been picked up by getting it proof-read first. I could have done without the final coda, where everything is clearly spelled out for the reader, it's likely that most players will have already figured out most of it for themselves by that point. Better to keep things slightly ambiguous for max creepiness. Good effort though: nice to see subversive stuff like this from the overly formulaic ChoiceScript factory.
I've somehow missed the previous two instalments of Castle Balderstone, but on the evidence of Several Other Tales, I need to fix that omission immediately. A comic horror anthology in the classic Tales From The Crypt style, it's presented as four spooky short stories from different authors, within the framing device of a late-night meeting of horror authors. It's all Ryan Veeder, but the four stories really do feel like they come from different authors, not just literarily but in the way they play too.
The first is a ridiculous improvised romp with laughs aplenty that would feel at home on "Whose Line Is It Anyway?" or on stage at The Comedy Store. The second seems like a parody of the 2008 horror IF Afflicted, with it's hygiene inspector sent to a scary commercial premises. The third, written by a class of schoolkids as a project, is absolutely pitch-perfect, capturing that childrens-storytelling tone with panache. The fourth is a substantial, meaty monster-hunting adventure with many puzzles and a neat combat mechanic that feels suitably climactic.
Choice-based game with seven endings (I saw three, including a "winning" one) and eight achievements (I found five). You're a werewolf, on the full moon, stuck at a party. Can you avoid turning into a slavering killer beast? Or even worse, making yourself look like a dork in front of your friends?
I was bowled over by how much content there was here: there is a ton of stuff to do, lots of interesting characters to chat to (with different conversations depending on what time of the night you approach them), lots of party-related activities to partake in, even some time-management based gameplay to give the whole thing some structure. Pretty great all-roooowwwwwnd!
Parody of The Seventh Seal's chess-with-the-Grim-Reaper scene. It's a proper implementation of the game, in Ink (albeit only on a 4x4 grid), interspersed with a choice-based conversation. I managed to win first time, so I'm unsure how much branching or how many endings there are, but what I found was well-written and effective. Unfortunately Bill & Ted's Bogus Journey has already done this joke way back in 1991. Woah.
Crazily original concept. "Translate" a Latin text into English, using a dictionary and a grasp of the grammatical structure (verb endings and how they match with nouns). LOOK UP words you don't know, MATCH word A WITH word B to make sensible sentences out of them. Don't worry, non-Latinophones, there is hand-holding as you go. It's an entry in EctoComp, the spooky Halloween competition, so no surprises that there might be great danger lurking in the words. Would love to see this mechanic integrated into a larger game. In it's current form, it's slight, but works well as a quick trick-or-treat bite-size candy.
Grab as many treasures from the cursed ancient ruins as you can, and get out safely before you get eaten by bugs, fall down a pit, die of thirst in the desert, or get ripped to pieces by a mummy. I was never fully sure of the game's mechanics but still found it enjoyable throughout, with it's mildly comic tone falling somewhere between the more serious Infidel and the more silly The Horrible Pyramid, to name two other grave-robbing adventures. I finally escaped with my life and £150 to my name. Lots of opportunity for replaying here, trying to maximise your winnings in the style of Captain Verdeterre's Plunder. Fun.