Snowblind Aces is a game of conversation between two long-time opponents who meet at last under survival circumstances. It plays with the idea that your enemies often understand you more completely than your friends, a theme I've always found rather fascinating.
I waver over whether to give this three stars or four. If I were rating it purely on how much I enjoyed it, four would be in order: romances are rare in IF, I tend to have fun with them, and this one is no exception. I like the setting, too -- an alternate history full of zeppelins and mountain-top retreats, with plenty of 1910s/20s style. It's no mistake that the game implements the aviator scarf and goggles, even though they're not strictly needed for anything; this is partly costume drama, and the game gives the player a chance to dress up and enjoy the part. And the main NPC is spunky and sassy and while this sort of flirty, defiant adventure heroine is a bit of a cliché... well, again, I thought she was fun.
On the other hand, there are some issues of construction and pacing that make me knock it down a star again. The characters will easily repeat entire swathes of dialogue verbatim, and while that might be less problematic in a different kind of game, it does a bit of a disservice in one which is primarily about conversation. There are also spots where it's hard to trigger the appropriate conversation topic, because sensible synonyms for the conversation aren't implemented. In particular, sometimes the conversation prompt is named something like "show you are interested", but "show I am interested" is not accepted when the player types it; one has to type literally "show you are interested". (This exact example is invented, but the principle applies.)
It's possible for sections of the work to drag a little longer than quite makes sense, too. While I found it easy to talk for quite a while, I didn't find the trigger to make the game *end* until I looked at the hints. That's partly because I forgot about the TOPICS command, but I think it would have been better if the game moved itself towards a conclusion once the player seemed to have run out of things to say, or if there were at the very least some hints toward getting a move on. Otherwise, the momentum of the conversation peters out and then the player spends a little while tinkering around to figure out how to make the game conclude, which is perhaps not the most effective way to pace this story.
Finally, on the characterization side: I wouldn't have minded there being just a little more of a challenge to getting Imelda to open up to me. And while I enjoyed the endings I saw, if you make the right choices, it's possible to get quite a long string of cut-scenes as the conclusion -- more than the game needs.
So the game could have been a little tauter, better polished, and more disciplined in a couple of respects. On the other hand, considering it was written in two weeks, this is hardly a poor showing. It's also an entry in a nearly-unpopulated genre, with quite a bit of charm. Between this and Gun Mute, I am looking forward very much to more work from Pacian.
In the world of linear game design, it would hard to get much more linear than this: your travel options are limited to f (forward) and b (back), as you follow a path to your appointment with destiny. At each stage, you confront those who would stand in your way, which usually means relying on your six shooter.
I would expect Gun Mute to appeal to people who enjoyed the recent combat-puzzle games Slap That Fish or Attack of the Yeti Robot Zombies, but I think it is a bit better-designed than either of those. The puzzles generally seemed fairer than the ones in Slap That Fish, and it's clearer from the outset what the player is supposed to be doing. Meanwhile, the environment is more richly imagined than AotYRZ, not only because the player is allowed to look around and examine objects, but also because some care has been put into developing a coherent setting. This is a strange vision of a post-nuclear society which has gone back to old-west manners and mores, except with a somewhat more modern view on acceptable romantic pairings. There's also more of an overarching plot: nothing very complicated, but satisfying for the size of game this is.
It's not a long game (and the gameplay premise would probably wear thin if it were), but I found Gun Mute novel and enjoyable.
Deadline Enchanter falls into an unusual category: it is a work I found frustrating, flawed, and incomplete -- one which I nearly didn't finish myself -- but which I nevertheless would recommend more people play.
DE deservedly received mixed reviews and ratings in the IF Competition. The environment is sketchy; many objects are unimplemented and don't respond to investigation; the plot is mysterious and takes some time to unfold; the writing is highly stylized and may annoy or put off some players; and there is very little by way of puzzle, except perhaps for the meta-puzzle of understanding what is going on and why this work is interesting in the first place.
On the other hand, DE also features many strange and memorable images and a genuinely novel setting; it plays new and interesting games with the relationship between the player and the work; it does ultimately have a good reason to be interactive fiction rather than a story on the printed page (however long it may take you to understand this point); and the oddities of writing eventually prove to be part of a strong characterization within the work. What's more, the final state of the work is surprisingly moving and even beautiful, I thought.
So: absolutely not everyone's cup of tea, but a piece well worth exploring, especially for people who are interested in the boundaries of interactive fiction.