Reviews by Andrew Schultz

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Too Tall, by swampselkie
4 of 4 people found the following review helpful:
Clever idea, but execution is not so great, July 1, 2014*
by Andrew Schultz (Chicago)

This is a twine game about being tall--well, not really. It's got a clever misdirection where your mother is upset at you for buying heels. But the arguments she looks may sound familiar. They are (Spoiler - click to show)the standard arguments against homosexuality. This is a funny look at something where people can get too serious or obscure, or the implication is too clumsy, and while the story seemed to drag slightly, it worked for me. I also enjoyed the shout out to (Spoiler - click to show)Randy Newman's "Short People" at the end, which seemed to expand things beyond the game's main issue and to conformity. Yet at the same time, it recalled when I got taller than my mother and sister and I was treated differently...for a bit. And I even felt a bit apologetic.

So the trick works for me. But I wish it would not have taken so long to get there. The text-manipulation tricks that cause pauses didn't work for me--they feel more like shareware nags than real-life pauses. I think it's okay that (Spoiler - click to show)your conversation choices don't matter, you won't change your parents' mind, and they want to rant, but on the other hand, piling this on to 5-10 second waits for relatively short dialog leaves the work feeling like filler. So a new argument I hadn't seen but liked got combined with text effects I had seen but didn't like. These text effects didn't ruin the game for me, but they did leave me reaching for my handy PERL tag-stripping script, which kind of killed immersion.

I get the sense that, with Twine being relatively new, cool elegant text effects exist we haven't discovered yet will be able to give the reader (or me, at any rate) more of the effect the author intended. Unfortunately, my reaction was "not this again." But I'm glad I worked through that.

* This review was last edited on July 2, 2014
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The Peccary Myth, by Gerardo Aerssens (as Pergola Cavendish)
1 of 1 people found the following review helpful:
Like a point and click game, but more sensible, June 17, 2014
by Andrew Schultz (Chicago)

I still prefer parser-based stuff, but PM was a well-done effort that managed to get the good parts of point and click (quick to navigate, immersive, easy to remember what you did) without the bad parts (tough to find the place to click for certain "puzzles.") On the strength of the map alone, which unlocks areas as you discover new evidence about aliens, PM is worth a go.

I mean, you can argue any Twine game is a point-and-click, but the big difference here is having a map you can look through and adjust. It's a bit above Bound, because there the map just described where you were in an apartment, and this was a cheerier, more absurdist mix of city and countryside.

There's only one puzzle in the game, which is (Spoiler - click to show)just remembering a string of four nonsense words, and while the writing doesn't soar, it's very pleasing to open up the university, the trendy areas in a city, and the secret passage from/to the desert.

ShuffleComp had many successful experiments, but this game felt like it built on several experiments the author tried themselves. I forget if I gave it a commended vote, but it was on the fence. It had sensible organization to go with a goofy back plot (the silliness quotient feels about right,) and that is always a good combination. Plus it reminded me I really wanted to listen to more Frank Zappa, and a side aim of the competition was to expose people to new music.

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The Cabal, by Stephen Bond
4 of 4 people found the following review helpful:
No LaRouches? Author, I am disappointed., June 17, 2014
by Andrew Schultz (Chicago)

I don't have a ton of conspiracy theories, myself, but for so long, I was simply unable to tell theorists to stop with that nonsense, already, whether it was about workplace, classroom or global politics. It's so tempting to listen, because that stuff's imaginative if you haven't heard it, yet it dies out.

Fortunately, conspiracy theory is fertile ground for satire, and The Cabal hits a lot of good points. It collapses several favorite political theories, places and lore into being about text adventures. This highlighted, to me, how conspiracy theorists like the me-me-me angle while really it's just more about an uncaring world and people willing to accept how things are to get by.

There's only one potentially vicious part. Though most characterizations are clear jokes, one personality is depicted as living at Ruby Ridge, which left me uncomfortable enough to look for an explanation. I got one here--well, at an archive.org copy of it--and was impressed. The essay's worth it even if it's a necessary distraction from an otherwise free-flowing game, because it hits on conspiracy theories some writers have when really it's about laziness or time limitation. It's also nice to have conspiracy literature that actually cleans things up.

I found the puzzles worked as conspiracy debunkers by giving you the opportunity to go off on useless tangents. So many of them (Spoiler - click to show)give the solution up front, then provide absorbing writing so it's possible to get caught up in details that utterly don't matter. The final maze is particularly funny, as (Spoiler - click to show)the game seems far more likely to trap you if you map it by UNDOing.

The author did the right thing by throwing a large chunk of this work into multiple-choice conversation. It establishes the character-player as someone with bizarre thoughts but never really kicks him--it's more about outlining your basic conspiracy theory fallacies. It's good for a thoughtful laugh, even for someone who wasn't present when the game was released.

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Truth, by Carl Muckenhoupt (as John Earthling)
1 of 1 people found the following review helpful:
Worth playing and that's the truth., June 9, 2014*
by Andrew Schultz (Chicago)

While I can't find fault with any of the commended games in ShuffleComp 2014, which was a pretty strong competition, I'm a bit disappointed Truth missed out. It's very old-school parser stuff about finding and exposing lies. They can be exaggerations or oversimplifications or clunky wordplay society's grown to accept for convenience.

Whichever it is, it's not hard to find by lawn-mowering. The usual suspects pop up, with ads that lie, politicians, clergymen, and so forth. Though the lies are generally stretched so the game never does something boring like have an agenda. Just examine everything, including (Spoiler - click to show)a line of Keats's poetry (the one about the urn)and you'll get all 21 points. But instead of getting points, you unearth truths, debunk fibs, etc.

As a bonus point for amusement, the author's pseudonym is a trivial truth. Before people revealed who they were, it was pretty clear the author was, indeed, an earthling. Which was just the sort of direct joke that worked so well in the game. And what a tidy game it is--it fits into the Z5 format!

Also, I had some knowledge with my truth, (Spoiler - click to show)"beagle puss" as the Groucho disguise you expose for the final point and a Final Revelation. I like that you can Find The Truth even before getting all the points, too.

* This review was last edited on June 17, 2014
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The Lift, by Colin Capurso
3 of 3 people found the following review helpful:
This game inspired a song I want to share, April 1, 2014
by Andrew Schultz (Chicago)
Related reviews: gimmick, song

I wrote a song about this game. It has three verses. One for each choice you make. So you can sing it while you play.

"Aaaah" noises in background throughout...last 2 syllables of each line repeated, except the final in the verse which is drawn out. BBAgg, GGGGDE

(Spoiler - click to show)
You must reach...the lift (the lift the lift the lift)/on the graveyard shift/if you get my drift/danger has been sniffed/
Zombies to be biffed/porn and kleenex gift/No time to feel stiffed/Your fate may be swift
Not much that's what-iffed/You just got short shrift/Hey now don't get miffed/now this song's adrift


This game swung and whiffed.

But seriously, this guy seems like a decent artist, if you google.

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Bell Park, Youth Detective, by Brendan Patrick Hennessy
2 of 2 people found the following review helpful:
Absurdist setting, real emotions, December 11, 2013
by Andrew Schultz (Chicago)

Bell Park was cathartic for me. Nothing terribly serious, really. It just made it easier to laugh at the tales of Haledjiann and Encyclopedia Brown that baffled me so much as a nine year old. So I gave this game a 2013 IFComp Miss Congeniality vote over a few other strong efforts that were tough to leave out.

I was apparently supposed to be impressed and motivated, but I was just intimidaed. I almost never got any of them, and even when I reread one of the books years later, that whole frustration returned to me. Even the well-written CYOA Who Killed Harlowe Thrombey (available on OpenLibrary) left me awed--though I was younger when I read it.

Bell Park kicks the concept when it's down, though. Bell never really stands a chance with the adult world, taking every possible wild guess and going with it. Or to be more accurate, the game lets you go through all the guesses. there is a lot to laugh at, from the condescending and clueless adults to Bell's constant change of assuredness as to the murderer. Her formulated accusations are perfect for her age, and if the actual murderer is completely unbelievable (if very amusing and creative,) I can easily remember having my opinion on several adults--famous and non-famous--when I was young. This game captures that sharply and without malice.

Some people claimed about the lack of interactivity and different endings, that is about the only fault I can find with the game. Something small like different endings depending on how many choices you/Bell lawnmowered through would be a neat boost, but I can't complain.

Also, the game's Twine layout just looks like a book. The font, spacing and page size. Once I saw it, I wondered why nobody had done it before. I suspect there's a lot more of this stuff you can do with twine. I hope to see it. As well as the straight-ahead just plain writing that Twine lets you do and that this author is good at.

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The Usurper: Mines of Qyntarr, by Scott Thoman
5 of 5 people found the following review helpful:
Sir-Tech didn't just write sketchy RPGs, November 22, 2013
by Andrew Schultz (Chicago)

Mines of Qyntarr is an unquestionably awful game. It plays like when I wrote BASIC tributes to Zork--or I would've if they hadn't run out of memory. Lots of points to collect, lots of simple but illogical puzzles except for the ones based on received knowledge, and lots of verbs to guess. And far too many locations to fit on one piece of paper.

You drop treasures in a well, which is not the trophy case from Zork I. There's a cool talking idol, but there's also a puzzle where the challenge is mostly to look up Funambulate by looking in a dictionary--that's like googling, for you younguns--and another that is different on the Apple than the PC (Spoiler - click to show)"Approach Queen" vs "Checkmate". Plus there's a monster called a yallou, which couldn't be copied at all from the grue.

Sir-Tech bit the dust soon after this, so the promised sequel never happened. I can't say I'm really sad. I wasted money on Wizardry I so I could play II and III. I just thought the games were too tough for me at the time. I'm just not sure I've ever seen such a large-scale, categorically awful game as this. Well, not one you would pay for. It even made me feel like a schmuck for wanting to write a game exactly like this as a twelve-year-old.

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Forbidden Castle, by Mercer Mayer
2 of 2 people found the following review helpful:
Forbidding Parser, November 22, 2013
by Andrew Schultz (Chicago)

Mercer Mayer's illustrations were part of my youth. They really brought the Great Brain series alive--which itself could make some good text adventures, with Tom D.'s scheming and puzzle solving. So when I confirmed he was the author of this text adventure nobody'd written a solution for, I figured it'd be fun to try.

Angelsoft parsers, though, tended to be not quite up to Infocom's--undoing doesn't work, and the randomized responses for nonworking verbs are just baffling. And they didn't have those neat InvisiClues. Which were almost necessary for Forbidden Castle. Mayer imagined a very cute world: a gnome with a weird belt, an ogre, a fairy, and other things that'd been done before, but the real charm of this game is how you can ride a dragon or pegasus to places you need to get. The whole map is connected at the end, but you don't see how at first--and there are plenty of weird deaths in the isolated areas if you do things wrong.

And you need to learn what magic items do--you're not told. Some help you around some magical beasts but hurt you around other. Wearing a sword gets you killed. Insta-deaths zap you a lot here, and it's not clear why. You can also assume it's a good idea to (Spoiler - click to show)pick up the bag on the first move, but if you don't, you're totally lost. The game gets in trouble a lot here.

The technical annoyances and Player Bill of Rights violationscan't quite obscure the imagination, though, so a walkthrough is recommended. But there is too much verb guessing and cheap death for an honest play-through. Most people won't have the patience for that.

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> by @, by Aaron A. Reed
4 of 4 people found the following review helpful:
Cute, but twitter still scares me., September 22, 2013*
by Andrew Schultz (Chicago)

I bet there are plenty of reviews that say of a game, "it's good at what it does, but it's limited, and the author knows that." And I sort of have little more to say than that, here, about this game. There are lots of ways to riff on 140 bytes of source code (not counting white space) but playing this game always makes me try to be that much more succinct, and it helps me when I know I'm flailing in wordiness. The names of all objects are shift-characters. The solution (Spoiler - click to show)isn't hard if you don't overthink, and I in fact enjoyed saying, ok, this has to be simple, but even better was what this game opened to me.

Because I never knew about the whole TWIFcomp. It was a great idea and I was surprised at how many people submitted entries and tried silly and even dirty tricks. If you missed the comp, as I did, the results and source are at this link. I hope they stay a long time. And as someone once derided for not liking code-golf even though I should, I found something worth code-golfing and learned about all sorts of computeristic poetry and bizarre programming tricks from this. I bet there is something there for you.

* This review was last edited on September 23, 2013
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Living Will, by Mark Marino
5 of 5 people found the following review helpful:
Four people's stories, choose your/their niceness, May 10, 2013
by Andrew Schultz (Chicago)

I think one thing it's hard for traditional parser games to do is encourage experimentation--Inform's default rejections are necessarily neutral yet tough to change. "You can't go that way." "You don't see any such thing."

That's not mind control, and more colorful options would annoy people anyway, but it's discouraging--shouldn't you have known beforehand not to X, or not to fiddle with Y?

Living Will's goal is unstated--maximize your money or, perhaps, your happiness, as one of four people close (or who can claim to be close) to ER Millhouse, a magnate who's made in the Congo with his company Droxol Vox. Each choice you make adjusts lawyer and medical fees, bequests (e.g. how much wealth you get,) DV's stock price, and even which of the four people you can be.

The first few times you'll undoubtedly stumble, but there are enough different ways to play the game, from too nasty to too generous, that you can--by the time you've run through a couple characters--predict how the third and fourth will do. I didn't dig in as deeply as I could have, but the parallel stories don't seem to change the basic facts of the past. You can change people's motives or how they feel now, but understanding the core story appears to be key in getting the result you want.

I'm a bit disappointed this game didn't do better in IFComp 2012, though I will waffle here and say I can't pick a game I'd boot from the top half, which this missed. I gave it a Miss Congeniality vote, though I also really enjoyed the games I tested. Perhaps the period-specific writing turned people off, but it seems necessary, to euphemize the dying man's actions.

Because of this and other things, LW feels a bit esoteric to start, and though it's clearly completeable in two hours, you need to have your thinking cap on to enjoy it, and you should try several radically different paths through before giving up on it. It's a good use of Undum's strengths, with the scoreboard that each move changes and a cool map of Zaire, too.

And any game where (Spoiler - click to show)unless you're very clever, the lawyers get most of the loot, even/especially when they help you rip off other inheritors, gets bonus points for me.

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