Laterna Magica got dumped on pretty harshly in the IFComp, but it's by far the best last-place game I've seen since I've paid attention (2010.) I'd go so far as to call it the best bottom-three game I've seen. This seems like faint praise, but when I paged through the comp results, I was shocked to find it dead last.
Its last place finish is probably more a result of a stronger field than anything else. Though I can see why people may've disliked it--it's about a journey to ultimate enlightenment, but with loops. A lot of them. There's one choice buried in one loop that breaks another loop, and the text is deliberately obscure, perhaps too obscure. Your choices are questions with no right answers, and while this is part of the shtick, there are almost no ways to get any right answers or clues you are on the right path. It seems philosophically correct that we don't notice that we're getting smarter, but there's no sense of progress or hinting we're doing it wrong besides "oh, this again." I got a semi-messy map out of it, and I stumbled through, but ultimately I didn't feel enlightened.
And three months later, I can't remember what I did, and I'm a bit worried about going back to find out. So I can't say this is a favorite.
Still, the game has a coherent start, a good premise, and a way through that's logical once you see it. It doesn't soar, but it works. It may give unpleasant flashbacks to those books people flog on you at the airport as "gifts," with different spiels whether you're reading a book or not (but could you please give a donation?) & some of the text rattles on. And while I love some so-bad-it's-good, and I've even had fun poking through underimplemented games and reassembling them to find out what's going on, this game feels more like it had good intentions and clear focus on its own but it never translated to the enlightenment it tries to give the player.
I generally try not to rate games I competed against in IFComp, but I feel sad this game has a flat one star. Doing math on the previous ratings, it even needed a three-star rating to bump it up. I can't quite give that in good conscience, but two stars--definitely.
A year after EctoComp 2013, I found myself coming back to this game. It's a very good example of SpeedIF. While there's a lot that isn't implemented for you to examine, it's not critical to the story. The main focus is to run away from that beast that's chasing you.
From a technical level, you're just running around nine rooms avoiding a best that will kill you. It's possible to get stuck in a few places, but the game is short enough you can just replay. You can also find sanctuary from the beast to get several endings. I managed to get these, and they were still satifying despite not the "good" one that makes everything click--on re-playing, I see that a lot of hints were there. Though I sort of forgot for a bit about (Spoiler - click to show)The Wizard's Tower, as I may've assumed it was as impassable as the guard by the bridge to the village who wants money. But that's a minor hinting issue.
Speeding through this game under the deluge of IFComp 2013 entries, I missed that (Spoiler - click to show)the beast is half as fast as you, assuming instead that (Spoiler - click to show)the author wanted you to randomly teleport in the fairy ring. So somehow I managed to "fear" the beast and ascribe it more power than it had.
That's a good accomplishment for an EctoComp game. This is a high three stars in my rating, which for a speed game is very good indeed, and while I can't knock any game that placed above it--there were a lot of good ideas--I'm still surprised it wound up in the bottom half.
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.