Ratings and Reviews by tggdan3

View this member's profile

Show reviews only | ratings only
Previous | 31–40 of 114 | Next | Show All


Nudists Gone Wild, by Hulk Handsome
8 of 10 people found the following review helpful:
A need for Beta, November 21, 2010*
by tggdan3 (Michigan)

You are a man. You are nude. You wish to find a place where naked people can live. Off you go on your adventure.

The premise seems simple enough. The game is very short, the puzzles are fairly easy. I solved the game in 33 moves on the first try. The puzzles are very hinted, but I don't want to give too much away.

The game could have been better tested. You find a sausage:
>EAT SAUSAGE
That's plainly inedible.

Also there's an ocean.
>ENTER OCEAN
That's not something you can enter.
>GO NORTH
You head into the water...

These are just small polishing items that would have been easily caught in the testing phase.

As far as the writing, some of it is kind of funny.
"You're on a beach. It's very sandy where you're standing. To the north it becomes more watery, mainly thanks to the ocean."

I didn't see any dinosaurs, but I did find cerberus.

As far as this being inspired by a true story... I find that a little hard to believe, unless he wandered a city naked.

It's a short game, like I said, 33 moves. Don't expect anything crazy, and it doesn't seem to quite be AIF or anything (you aren't exactly fully implemented either). Seems like a starter game for a I7 programmer, and I'd be interested in seeing what else he comes up with once he learns the system a little more.

* This review was last edited on November 22, 2010
You can log in to rate this review, mute this user, or add a comment.

One Girl, by dr khel
tggdan3's Rating:

The Farmer's Daughter, by R. W. Fisher and D. W. J. Sarhan
tggdan3's Rating:

Suicide, by Dan Doyle III
tggdan3's Rating:

Alabaster, by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton, Ziv Wities
8 of 9 people found the following review helpful:
Loved the Story, November 8, 2010
by tggdan3 (Michigan)

This was a very enjoyable game with lots of replay value that focuses on converstaion. You are the hunter from Snow White in charge of bringing her heart back to the queen. But you plan on bringing the heart of an animal back instead and leading her to the dwarves.

The story takes several unexpected turns from the Disney version we're all familiar with, as you question Snow White and try to determine whether you should side with her or the queen, or do something else. The writing is superb- you get a feeling of really being there, and the side graphic of Snow White's face adds something to the story as well.

As far as the parser itself, it seems a bit too smart, so smart that it makes some obvious mistakes. It seems to trace possible questions from your previous questions. So if you ask her about magic and she mentions a witch, asking her about witches takes you down the next logical step in the conversation. The parser helps by making suggestions on what to ask about next also.

Some problems arise here. First, the parser seems is still limited to ASK [character] ABOUT [subject], though the prodding from the parser made me think I could do more.

(You could ask about witches)
>ASK ABOUT WITCHES

Doesn't work, you still need to ask HER about witches. Which isn't so bad, except that some topics are complex:

(You could ask why she feels this way, how long she's felt this way, or why she thinks the queen wants her dead)
> WHY DOES THE QUEEN WANT YOU DEAD
> ASK WHY THE QUEEN WANTS HER DEAD

both don't work.

That's forgivable though, I've played enough IF to know better, I just worry about newbies falling into this and making mistakes. The second problem I had to do was with the non-conversation actions.

(Spoiler - click to show) Upon learning that Snow White drank blood, I tried to offer my own blood to her.

>OFFER BLOOD
(the blood reserves to the hart animal)

Which caused an animal to come to life, stop time, and start some kind of exorcism ritual, which I was completely blindsided by


Which was more of a problem with the parser's choice of supplying missing nouns, but seemed like a surprising supposition.

Those aside, it was very well written, and I really liked how it tracked your endings so you can see what you've already accomplished for multiple playthroughs. Interactive Fiction of the past (Infocom) perhaps should have been called IAF for interactive adventure fiction, because this works seems like more of a story that is interactive than many of the previous games I've played.

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

Pick Up the Phone Booth and Dye, by Eric Schmidt
6 of 6 people found the following review helpful:
Evolution of a Joke, November 3, 2010
by tggdan3 (Michigan)

The game is cute, and it's a little bit more complex of a puzzle than the original (BOOTH). You'll probably want to play BOOTH first, because without playing it, you probably won't get this joke, which is kind of a shame. If only all the BOOTH parodies could be combined together into one big game, with all the variants, so they could be reviewed together.

As a joke, this works. It's easy and there isn't too much to do. The only thing that doesn't work is the assumption that you have played the first. Seeing them both in IFDB, one might not know which came first, and which is the joke and which is the parody of the joke.

If you're a fan of the BOOTH game, or the other parodies of it, you'll like this. If not, move on.

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

Pick Up The Phone Booth And Die 2, by Rob Noyes
2 of 4 people found the following review helpful:
Hmm, November 3, 2010
by tggdan3 (Michigan)

How do you make that trombone sound they play in sitcoms for disappointment? That (wow wow wow woooooow) sound? I heard that playing in my head for this game.

This game would have been fine in and of itself. The problem is that it's a sequel to a one shot joke game. As such, I had certain expectations. Yeah, you pick it up, or push it, or pull it. But soon I found that I had an inventory, and there were other rooms to explore, and suddenly the whole game got very big. Much bigger than a joke game ever needs to be.

What would Zork: A troll's eye view, be if you could leave the troll room?
What 9:05 be if you could (Spoiler - click to show) not kill that guy ?

The only thing I could conclude is that this is NOT a joke game, but a light humor puzzle game, and that's fine, but it's very misleading as a sequel to Pick up the Phone Booth and Die.

I'm sure the game ends up being okay, but I just couldn't concentrate. It's like taking a one line joke, and making it into a long drawn out story to get to the same punch-line. Some jokes need to be one-liners.

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

The Minimalist Game, by NOM3RCY
12 of 15 people found the following review helpful:
Do we make a listing for everything?, November 2, 2010*
by tggdan3 (Michigan)

I'm beginning to see why some reviewers get irritated by the "games" that are posted on this site. This is not a game- this is a yes/no question. That question is "do you want to win". (Spoiler - click to show) The correct answer is yes.

There is nothing else to this. No story, nothing. At least mystic travels had a lot of meta-reference jokes. This was a waste of time.

* This review was last edited on November 3, 2010
You can log in to rate this review, mute this user, or add a comment.

One Game in Search of a Story, by NOM3RCY
7 of 7 people found the following review helpful:
Joke or Learning Experience?, November 2, 2010*
by tggdan3 (Michigan)

The game is a short joke game. You forgot to give your game a story. However, I have a sneaking suspicion that the author was learning how to use inform7 and this is what he came up with. The one trick pony doesn't do it's trick well- very little is implemented, and the two items you have walk you through the whole thing. (never mind the walkthrough on the game's main page).

Not particularly funny, not particularly memorable, no value in replay. But maybe that's the point- he forgot to give his game a story too.

* This review was last edited on November 3, 2010
You can log in to rate this review, mute this user, or add a comment.

Pascal's Wager, by Doug Egan
7 of 8 people found the following review helpful:
Kind of Disappointing, November 2, 2010*
by tggdan3 (Michigan)

The concept is the disproval of Pascal's Wager. In a nutshell: If you believe in God and are wrong, what have you lost? So it's safer to believe in God. The rebuttal is that this assumes 1 god, if there are more than 1 god, then you can still lose.

So in this game, a random God is chosen, and you have to lead a life that would please that god.

However, this game is more about wandering around than worshipping your God. The hints are adaptive at least, but it's hard knowing what you're supposed to do (that's the point). Your family worships one god, but that might not be the right god.

There are 3 scenes you play in. I've found ways to progress in them, but never got into heaven. Mostly because I'm not familiar with each God's Dogma. (Never really studied Cuthulu, or Mammon for that matter). That being the case, I'm not sure what my goals are. When God is catholic, should you get a part time job, or join the baseball team, or finish your homework?

As far as implementation, some things could be more polished. Attempting to take chemicals form the janitor closet even goes so far as to say "That's just scenery". There's also some books you can read as a child, and others you can't. I accidentially entered my own locker, and you can't move in a compass direction without first typing >GET OUT. A simple (first leaving the locker) would have been better.

Some of the hallways are too long, and could have been combined. I did find a very horrendous scene (Spoiler - click to show) in which a child puts his baby brother in the fridge which makes me wonder which God gives this as the "supposed to" ending.

With all the randomness, each playthrough offers something new, but it makes it very hard to know if you are doing anything right, and replays are re-randomized, so it's tough even to brute force your way through it. And in order to find out what God is in charge, you have to roll a magic die, and then figure out what the symbol on it means. Yes, in life you don't know which god is in charge, and that's the point, but the game could have focused less on solving puzzles (like getting a bat for the baseball game or getting into the library) and more on simple choices. (like whether you get a job or try out for baseball, without making it into a complex puzzle). The puzzle of pleasing a given god is enough without making the way you please them a puzzle as well.

I would definately be interested in further stories along this line, or other works from the author. I just think he was trying to do too much at once here, and it got away from him.

* This review was last edited on November 3, 2010
You can log in to rate this review, mute this user, or add a comment.


Previous | 31–40 of 114 | Next | Show All