Ratings and Reviews by Andrew Schultz

View this member's profile

Show reviews only | ratings only
View this member's reviews by tag: 2023 Single Choice Jam Adventuron 2019 CaveJam Adventuron 2019 Halloween Jam Adventuron 2020 Christmas Comp Adventuron Treasure Hunt Jam EctoComp EctoComp 2012 EctoComp 2020 EctoComp 2021 EctoComp 2022 EctoComp 2025 gimmick IF Comp 2011 IF Comp 2012 IF Comp 2014 IFComp 2010 IFComp 2012 IFComp 2013 IFComp 2014 IFComp 2015 IFComp 2015 Reviews IFComp 2017 IFComp 2019 IFComp 2020 IFComp 2021 IFComp 2021 extras IFComp 2022 IFComp 2023 ifcomp 2025 Neo Twiny Jam ParserComp 2021 ParserComp 2022 ParserComp 2023 ParserComp 2025 post comp PunyJam 2021 ShuffleComp song SpeedIF DNA Tribute SpeedIF Jacket Spring Thing Spring Thing 2022 Spring Thing 2023 TALP 2021 TALP 2022 TALP 2023 talp2024 talp2025
Previous | 481–490 of 499 | Next | Show All


Back to the Future: Marty Quest, by George Gipe, Ryan North and Hulk Handsome
5 of 5 people found the following review helpful:
Made me laugh, April 26, 2012
by Andrew Schultz (Chicago)

I can't give stars because if you like this sort of thing, you'll like the game (I did,) and if you don't, you won't. And I hope this review doesn't wind up looking like a beta-test for a game meant to be part of a speed competition, where these things happen & are part of the fun.

Because speedily written games don't have to be profound. If they try too hard, in fact, they'll fail. So often they are battles of quick laughs vs implementation. This game's subject is a good one--one of the worst passages in a truly terrible book I read many years ago--and it borrows from a blog post that gives a shell of a ridiculous game.

The solution is straightforward if you (Spoiler - click to show)follow the link on the game's page and it's also one of those games where you only have so many items and so many things to do, and the verbs are hinted well. The extra endings, good and bad, added to the blog post are quite funny, too.

In the first version, you can (Spoiler - click to show)just take the skateboard to make like a tree and leave before distracting Strickland, which gives a funny if not logical ending, or you can (Spoiler - click to show)reach a "win" room (irony?) if you go west with 6 points, instead of opening the door to the west to stick yourself in a no-win situation. You can also (Spoiler - click to show)set off the smoke detector without shooting the matchbook at it.

These are mistakes. I think. But then, the full solution also follows the rule of (Spoiler - click to show)making everything in the game have a purpose, so it could be the author throwing in another joke. Especially since these errors are far less grating than the awful writing the game makes fun of. But I don't want to think too hard about this. This game gave me several minutes of genuine juvenile humor which allowed it to get away with glitches. And I really like Strickland as a text adventure villain.

If the author revises, though, I demand (Spoiler - click to show)a clever rank for if you score 0 out of 8.

You can log in to rate this review, mute this user, or add a comment.

Nautilisia, by Ryan Veeder
Andrew Schultz's Rating:

Aisle, by Sam Barlow
Andrew Schultz's Rating:

Burn the Koran and Die, by Poster
Andrew Schultz's Rating:

Toonesia, by Jacob Weinstein
Andrew Schultz's Rating:

Three More Visitors, by Paul Stanley
5 of 5 people found the following review helpful:
> X GHOSTS AGAIN. SAVE TINY TIM., March 30, 2012*
by Andrew Schultz (Chicago)

There's some flexibility with Speed-IF. People are given several things to put in a game and a soft time limit of three developing hours. TMV follows all the rules except the time limit, and that was the right one to break.

The reader quickly sees the game is based on A Christmas Carol, and the title gives away the plot's basic outline. Scrooge, is once again visited by three ghosts, and he needs to use what he sees to foil his evil twin's plan--people trust Scrooge TOO much now. There's all sorts of Dickensian intrigue with opium dens and dark alleys and such without directly copying Dickens, and while there's no shortage of good description--much of which makes some good puzzles clearer--the game never really textwalls the player.

And why should things be impossible? I don't think many people think A Christmas Carol suffers from being shorter or easier to read than Bleak House. The ghostly visits also provide natural breaks when that give a great idea of how far along you are, so the game is well-paced.

A bonus point: when I was part of the group that played this at Club Floyd, at several points we realized where the idea suggestions for the Penultimate Not Numbered Speed-IF would be dropped in, and it all fit in well. Not just for a few belly laughs, which is perfectly good in speed-IF, but even Doom III brought out part of the author's alternate Victorian London. This sort of thing would be terribly corny in a graphic adventure (I bet people could muck up the ghosts, too,) but with text, you don't have as many tools to overdo things.

This game stayed with me enough to write a review of it three months after playing it on ClubFloyd. While I haven't played nearly as many text adventures as I want to, I can't imagine too many stronger first efforts than this, and I can't imagine many stronger speed-IFs, either. TMV seems easy to enjoy whether or not you've read Dickens's original. So I don't know if anyone has any holiday text adventure traditions, but TMV could be a very nice one to start.

* This review was last edited on March 31, 2012
You can log in to rate this review, mute this user, or add a comment.

Another Goddamn Escape the Locked Room Game, by Riff Conner
3 of 4 people found the following review helpful:
Plenty silly, but too abstruse, December 27, 2011*
by Andrew Schultz (Chicago)

There isn't really one room to escape--there are five, but hey, that leaves a bit more to do, and the room would be pretty crowded otherwise. Maybe it needs extra walls to deal with all the fourth wall stuff you have to deal with--after all, the author is one of the writers for Kingdom of Loathing, an absurdist heavy-texted MMORPG that relies on that sort of thing. People who like that will probably like this. People who like this game will probably like KoL a bit better, since it's more polished over the years--it's the author's job, and this game was not. Still, it was fun enough.

There's a lot of annoying stuff like eating the bottle and not the pills, the right verb for the safe, and a terrible muddle climbing on things (Spoiler - click to show)you need to stack.

Overall, I think this sort of puzzle works well with an existing fanbase and with discretely labeled choices, because a player base can team up and decide what to do (or how to do it most quickly,) and the next person through can just get the benefit of the humor or maybe polish the solution. With just one player, though, it really bogs down, and there's too much to guess at--I found that to be the case on replaying. There was a lot I remembered and couldn't guess the right verb on.

This is a flawed game that people who're willing to sacrifice a bit of play for humor will nonetheless enjoy because it does enough to get laughs. Unfortunately, it falls into different traps than the ones it bemoans in the funny little introduction. Still, I'm glad it's there. Kingdom of Loathing fans will probably enjoy this when they've used up their moves for the day, though. They might want to have a walkthrough handy, too.

* This review was last edited on January 18, 2014
You can log in to rate this review, mute this user, or add a comment.

Nudists Gone Wild, by Hulk Handsome
3 of 4 people found the following review helpful:
Because this sort of thing doesn't HURT anybody., December 27, 2011
by Andrew Schultz (Chicago)

If you like cheap yucks, then this author's works are worth looking at. This may be the most complex of his works, featuring different verbs, a timing puzzle and various silly deaths you know are there but you just have to try. NGW features different verbs and actual puzzles. And it's been tested since its initial release, with a few extra jokes thrown in, with "you can't go that way" better supported.

I'm a bit confused as to why I needed to (Spoiler - click to show)enter and leave the nudist colony in order to leave the place called "win" and win, though I'm probably missing a meta-joke, and also this would've been handy to speed things up:

(Spoiler - click to show)does the player mean unlocking with the iron key: it is very likely.

It's a bit too short to give a meaningful rating to, but basically, it's good for a small lazy break when your usual time wasting games aren't cutting it. On playing games like this I feel sure I could do better, then I sit down and realize it's not so easy. I like the riff on clothes in an IF game, and that's enough for the time the player needs to invest (a few minutes.)

You can log in to rate this review, mute this user, or add a comment.

Raising the Flag on Mount Yo Momma, by Juhana Leinonen
3 of 3 people found the following review helpful:
Everything unfunny is funny again--eventually, December 27, 2011
by Andrew Schultz (Chicago)

Yo Momma jokes were a big hit over ten years ago. Then they got old. RtF brings them back successfully. As a quest for redemption, at where you look to take down Gus, the reigning insult champion at Club Compass, by digging dirt on him. He's got three ugly secrets. Get personal, and you win. You're helped (vaguely) by Joe Mahma, a legend of the art, an in-game hint system that gives about the right amount of nudges, and the ability to move to a room by typing its name.

All this could smooth over a lot of design mistakes, but I didn't find any. The path towards the end of the game is pretty economical--everyone has one purpose, and it's pretty clear whether you need them to do something or you need to push them out of the way. They're based largely on stereotypes here--there're two bouncers, Gus's ditzy girlfriend, Vincent the bully, Gus's posse, a sleazy guy at the bar, and a nerdy guy. We all know the tropes behind these, and the player should have a good general idea what to do. There are a few Lousy Last Points as well, and those quests are fun, too. There're observations about how silly and shallow clubbing can be. You've probably seen a few, but they're fun to revisit in a new context.

In the end, I felt just a bit sorry for Gus, but I guess show business is pretty cutthroat business, especially when it directly involves who gives the best insults.

The only thing I would add is a (Spoiler - click to show)block swearing rule where Yo Momma so threatening, you're worried what she'd do if she heard you, or something--especially considering the game does a great job avoiding swearing. But that's techie talk, and I probably only thought of this because everything else is implemented. I'm glad the game got expanded from speed-if to a full work, because it was satisfying to play and a great reminder that you don't have to be serious to be clever.

Also, extra points for the author including the source with the game. I learned a lot of details from that (beyond the lists of "Yo Mama" insults--one which works, one which doesn't,) and you will, too. It's clear enough that it can double as a hint-book if the in-game hints aren't enough.

You can log in to rate this review, mute this user, or add a comment.

PataNoir, by Simon Christiansen
Andrew Schultz's Rating:


Previous | 481–490 of 499 | Next | Show All