Ratings and Reviews by Joey Jones

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View this member's reviews by tag: amaaaaaaaaazing early morning reviews esperanto hypertext IF Comp 2011 late night reviews nodal narratives One Move Games run on sentences scarcely warranted enthusiasm short game They Might Be Giants
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Being There, by Jordan Magnuson
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Alabaster, by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton, Ziv Wities
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Shrapnel, by Adam Cadre
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Arthur: The Quest for Excalibur, by Bob Bates
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A Minimum Wage Job, by John Cater
4 of 5 people found the following review helpful:
Charming Exection (for a Speed-IF), May 12, 2012
by Joey Jones (UK)

A Minimum Wag Job is charmingly executed for a game probably written in less than two hours. The game sort of presumes that you clear each room in an east to west order- and lays down clues to help you build a picture of what to do at the game's conclusion. As such, given the sparsity of possible successful actions in the game, it does a good job of signalling what sort of thing would be successful.

This is a Speed IF in which you may well die several times before completion, and the nature of the death is such that you have to restart the game each time. This is no great hardship as the successful solution can be achieved in less than a minute.

As a game qua game, I couldn't give it more than 2 stars, but as an example of the Speed IF genre it's a solid 3, especially in its clever integration of the conceits of the Speed IF challenge.

Also, I'm definitely using the word 'flugulate' in my everyday speech!

(''flugulate'' (floo-gyu-layt), v.i.: To run about wildly in an attempt to catch a piece of paper that has been caught up in a breeze)

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baby tree, by Lester Galin
5 of 6 people found the following review helpful:
Creepy, May 12, 2012*
by Joey Jones (UK)

The text is consistently sparse, which creates an arid environment in which every word has fuller resonance. The game layers its unpleasantness, so that when the eponymous baby tree arrives it has a much creepier effect. Unfortunately, the ending in its comparative wordiness(Spoiler - click to show) and the less-than-compelling 'you die' message, somewhat undermines the effect of the rest of the short piece by pushing it beyond the narrow boundary between the unsettling and the ridiculous.

* This review was last edited on March 18, 2024
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Framed, by Richard Bayliss
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Fingertips: Fingertips, by Michael D. Hilborn
2 of 2 people found the following review helpful:
Great Little Puzzler, May 5, 2012
by Joey Jones (UK)

Fingertips: Fingertips is a first class little multi-layered cryptographical puzzler with a richly evoked science fiction setting that neatly makes the one move requirement make sense.

It's the kind of game that you need to write notes on (or uh, at least I did), and has different solutions such that when you find the better solution, the work involved getting there has made it that much more satisfying.

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Road That Goes East Forever, by The Pony
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Virtuality, by Mark
4 of 4 people found the following review helpful:
A Game for the Status Bar, April 16, 2012
by Joey Jones (UK)

The best part of the game is the fun riff it has with casual gaming themes like achievements, meters and bars for all sorts of things. There are great jokes here. I recommend playing the game for a half dozen turns and just look at the status bar.

The game itself is difficult in unsatisfying ways: it's often thinly implemented and it requires arbitrarily trying out commands from a long list of possible commands. Despite it being an escape-the-room game, the set up fails to give any particular motivation or direction for doing so.

The only npc exists only to annoy you, in which it is fairly successful, and what with its constant jabbering and the swarm of useless info on the status bar and humongous text dumps all over the place, the game feels very claustrophobic and cluttered. Which you'd think would be good for an escape-the-room game, but as the whole thing is so unmotivated, the clutter doesn't serve any narrative or thematic purpose. It's just sort of painful.

That all said, the creative use of the status bar throughout is inspired, and it's possible that there's a compelling game underneath all the clutter. Maybe it would appeal more to those well steeped in the conventions of escape-the-room games.

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