Tiny sci-fi horror, with some of the tone of the films Sunshine and Event Horizon. Arriving close to your destination planet after a long-haul space journey, you notice that things may not have gone exactly as planned. Start cheerily, then things get grimmer and grimmer. I saw three of the four endings, all perfectly bleak.
The fourth in the Castle Balderstone horror anthology series is the first to mix Twine (for the framing story) with Inform 7 (for the stories being told). You can choose which order to play the stories, and the game even auto-saves! This time round, stories are being told in different rooms around the castle, so the Twine sections provide some back-story and characterisation via conversations with your host as you travel between them. The castle map serves as the main menu, from where you can select your chosen story.
- Explore a shipwreck with basic Metroidvania-style gameplay, revisiting previous areas with new-found abilities. Well-judged difficulty, lots of surprises.
- Be a space bounty-hunter, tracking down your target over multiple worlds. Really stylish, really atmospheric, really cool.
- Imagine if those pastoral/rural life sims (like Animal Crossing, Stardew Valley etc) were actually folk-horror? Plays almost like a turn-based business-sim (and keeps a score, if you want to replay).
- Look for your missing boss in a lake town. The highlight, a "HUUUUGE" game, that has got everything: a big map, lots of fun characters, a complex (and really thoroughly implemented) magic system, lots of puzzles (some with multiple solutions?). This one alone could probably win the XYZZY Best Game of the Year Award by itself.
And that's still not all! There's more, as Veeder begins playing with the medium (both mediums?) with one further spooky story to wrap things up. Must-play stuff from top to bottom. A sensational effort.
Pay-what-you-want text adventure that runs in a browser and includes images, video and music. An amazing opening puzzle: build a world that can sustain life and evolve it into an intelligent space-faring civilization. Requires understanding and controlling dozens of variables to get it right. Daunting at first: you're basically given a reference book and told to have at it. But do the research, plan carefully, take notes, and it's all very rewarding when everything falls into place. Things get more traditional after that: explore a massive multi-level space station, get involved in political intrigue, rescue prisoners, build robots, a little sabotage...
It's easy to bounce off the crazy amounts of alien-sounding people, places and concepts, the high difficulty (no in-built hints and no walkthrough), the complex map (2/3 of rooms are purely decorative), but it's worth persisting for the thoroughly implemented world, the challenging but fair plot-integrated puzzles, and the twisting, turning story in the grand tradition of "golden age" sci-fi.
A beautiful audio-visual experience, with a haunting piano tune accompanying fantastic monochrome woodcut-style illustrations (some even animated). I played the "emotional" story (there are three to choose from), in which you cook a recipe in anticipation of your sibling's visit to your log cabin, dealing with the loss of a loved one in fragments through the process. Snowhaven builds a superb wilderness atmosphere while providing a thoughtful study of the player-character. It's let down by at least one bug that blocks progress: it's impossible to get the carrots from the storage locker, and typing HELP tells you that you can use the HINT command, but doing so gives you "This game doesn't use 'hints'". Presumably there is a way to catch the meat for the stew but I couldn't find any bait, or any clues about how to acquire the bait? I look forward to returning to this after the promised "major updates".
A standard old-school text-based RPG where you run through a dungeon, fighting or evading monsters, until your HP falls perilously low, then you go home to heal and use the gold you looted to upgrade your equipment, then back into the dungeon to do it all again. But, like all Arthur DiBianca games, there is a devious spin on proceedings: in this case, a set of overlapping, escalating textual "puzzles" that requires careful reading of the location and monster descriptions to optimise each run. The game is thoroughly addictive: I had two full pages scrawled with notes, even without the extended post-game challenges. There is some heavy randomisation that makes things unnecessarily grindy at times, but the humour (especially the easy-to-miss bestiary entries) will keep you going.
A short "magical-realist" text adventure using the Adventuron engine: navigate the simple puzzles in the woods to get to the train on time. A very smooth, frictionless experience to play through, aided by soothing background music and the game's unique selling point: real photographs instead of drawn illustrations. A lot of the lore remains a mystery: who you are, what you're running from, and where you intend to go, are left to the player's imagination. I scored 23, but the game neglects to tell you what that's out of, so it's unclear if I saw everything.
Like another PunyJam entry Arthur's Day Out, Pub Adventure is very bare-bones. Lots of nouns that are described but cannot be interacted with and the occasional guess-the-verb difficulty. Nothing game-blocking though, and the story, about the ghost of a pub that wants you to make its favourite cocktail, has a good sense of its own absurdity while rarely becoming frustrating.
An intriguing demo that ends just as it's getting started. The player-character is a fascinating enigma: you "crackle into existence" in a pub closet, covered in bandages: NPCs are familiar with you, as if you've worked with them before, but who you are and what you do are only partially revealed. In contrast to the player-character's mysterious supernatural nature, puzzles are mundane: fix a leaking pipe, retrieve something stuck in a tree, unlock a gate. Just as you're about to flex your powers, the game ends. Successfully does the job of an intro scene: I want to see more!
The least ambitious game I've encountered so far in PunyJam (the competition for Inform games using the slimmed-down PunyInform library)... but also the funniest. Closet of Mystery tickled my funnybone successfully at least twice. Which is good going for a game I completed in 16 turns (scoring a perfect 0 out 0 in the process). Play it.
The titular Arthur is none other than Arthur Dent, complete with gown and analgesic pills, in what seems to be a pastiche of Hitchhiker's Guide to the Galaxy. Does a good job of emulating the light, breezy writing style of the Adams/Meretzky game, despite the implementation being very bare-bones. I struggled to solve many of the puzzles presented here, as there too few clues to help you. I gave up at 90/200 points, stymied by an impossible light source puzzle, an impassable doctor's office door, and an uncrackable safe.