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.
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.
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.
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.