You actually didn't kill too many grues in the Zork games. Maybe none. You just shone a light on them, and they scattered. Here, you are a hungry grue, tracking down adventurers before you starve. There's no standard map to this game. You need to use your senses. It's a timed game, as you starve if you wait too long, both overall and at the final conflict. But there is also nothing wild to do, or any intricate puzzle.
Sight is not one of them, of course. You start with your eyes closed, in your layer, and if you open your eyes, you lose your other senses: taste, feel, smell and hearing. All four of these are used as you stumble through caverns. There's some trial and error here, but the main thing is, if you use certain commands twice, the adventurer is alerted to your presence. They may flee or outright kill you.
It's a sparsely described game, with a tense if quick hunt. At the end, you corner the adventure, and this is where I hit a wall. Some deaths were expected--you didn't prep yourself enough, or you used the same sense twice. But the final one, I just assumed you used one verb first, and I kept trying to find ways to make it effective. (There is a preparatory verb. It makes sense.) I didn't think of skipping over a certain step. There's some cluing here, as the game asks you if you want to, before the adventurer kills you. If you manage to get to the point, though, you have a meal!
Grue is clearly well beyond Zork: a Troll's-Eye View in terms of realism and description and character development. It's fairly quick to go through. I suspect it slid down the rankings due to the guess-the-standard-verb frustration at the end, as well as some other things which seemed like beginner mistakes. However, I recognized the author's name from some Apple II programming groups, so he is no beginning programmer, and he was probably just blindesided by stuff he could fix easily once he knew about it. Inform can just be tricky that way. It's a good idea and worth playing, and it's quite surprising someone didn't do it sooner. It feels like it has some holes that could be fixed pretty quickly. But all the same, I'm very glad it's there. There are a lot of Zork tributes that rely on canon knowledge or are just another treasure hunt, and this is genuinely different.
Aisle clones have been done before, of course. I did one I'm glad I did, but I'm not going to show it to anyone as an example of my brilliance. They help the programmer explore, and they're perfect for game jams like ShuffleComp. Especially if the author draws 50 Ways to Leave Your Lover by Paul Simon.
In 50SL, you're in Tom's Diner (I got that reference!) with your lover, Sam. Soon to be your ex-lover. But what is the best way to leave?
The standard Inform commands fall quickly at first. Some two-word commands work, but all have a parallel one-word command. For instance, LOOK and X SAM do the same thing. Meta-commands work, too, in line with the "poke technically at stuff because this is a game jam" ethos. I had things fall in bunches as I realized what to do. One command forced me to hold down the space bar to see a few subsequent related commands.
This all was amusing until I realized that I had no way to track what I did. Also, the text was overwhelming after a bit. The jokes, for the most part, landed. And, also, I really enjoyed the reject responses if, say, you typed SCORE twice. They're much shorter and snappier. Brevity can be the soul of wit.
That said some of the verbs have to do with love or being dumped, and some are Zorkian in-jokes, and the final one may be a meta-command. I had to use a text dump to see the last few.
50SL does have a few rough edges, with one particular synonym missed as they hacked the parser. (Spoiler - click to show)Z is not a synonym for WAIT. But by and large, it hits the main commands. And I do enjoy the rejections for stuff I forgot I did. It's just that you'll probably leave the hard verbs for last, and that gets frustrating, to be so close. You don't really have any clues--perhaps alphabetical listing of what you got, with ?'s for what remains, would be useful. One word in particular ending in Y irked me, and there was another noun from Zork.
Nonetheless 50SL was memorable enough for me to poke at it years later. I was amused to see I'd already disassembled it during the ShuffleComp judging period, but there were still puzzles involved. I submitted a guide to CASA so you don't have to jump through all the hoops I did, and you can enjoy this game before it potentially exasperates you. In this case it's better to check the hints too soon than too late. It's a neat idea, and you might as well use resources to be able to walk away appreciating it the most you can.
Neo Twiny Jam inspired quite a few entries where protagonists interacted with pets, or where you were an animal. It's not hard to see why--you weren't going to get suckered by detail. It's excusable to use one word instead of a full sentence to describe what you want to do. Oh, and you probably get automatic "cute points." Even without the appealing cover art.
Frog feels like it doesn't rely on said "cute points," which is very good. It quite simply follows the progress of a frog from egg to maturity. There is confusion, and there are roadbumps. The ending was very nice, and you may say "oh, I've seen this before," but for me, it works. There are forces beyond your control that decide whether or not you make it to adulthood.
There are worries about forced charm in an entry like this once we see the picture. If there was any, which I doubt, I am glad I am suckered by it. It was all quite clean and fun and a reminder to be decent to those who are a bit confused.
This was a nice first effort and a reminder not to worry if something you want to write is maybe too light or silly a subject to work. It's yet another Neo Twiny Jam entry that might be trying too hard if it went over 500 words, but it sticks the landing at its current size.