You've got to give the author some credit for taking part and producing a game for the amazing Apollo 18 tribute album. Without noble folk stepping forward and taking on responsibilities, all the game slots wouldn't have been taken. He gets an honorary star for that. Unfortunately, Hypnotist of Ladies isn't a very good game. In fact, in terms of implementation or lack thereof, Hypnotist of Ladies reaches almost MST3K-worthy depths.
I quote:(Spoiler - click to show)
>talk to ladies
The ladies beam in heartfelt appreciation and eagerly await your next move....which is to hypnotise them.
[Your score has just gone up by one point.]
>hypnotise ladies
That's not a verb I recognise.
On the bright side, it's not very long, and if you also play every single other Apollo 18 game you'll have a wonderful sense of achievement.
The parser is a promise that is often broken. It offers you a chance to try anything. It bristles with possibility. Every game has a relationship with this promise, and most go something like this: You can try anything! Oh great, I'll try '[this]!', That's not a verb I recognise. The path of the text adventurer is one fraught with great disappointment, but also great excitement and glee when one's wishes are understood. And the more our wishes are understood, the more we trust the game and invest in its story.
What's The Blue doesn't have a consistent story, but rather dozens and dozens of different stories. With its breadth it comes a long way to fulfilling the promise of the parser. It isn't as complete as the multi-authored pick up the phone booth and aisle, but given that there is only one of Ruth it is impressive.
Leave Me Alone, like many fingertips games, isn't really a game that is played to be won. I got the 'winning' move on the first playthrough. Rather, it is a game to be explored. In many ways it is similar to What's That Blue Thing Doing Here?, if a little more limited. Each successful response is inventive and paints a vivid moment. It hasn't the breadth of some other one move games, but for what it is, it's good.
I finished Nautilisia in no time at all really. It's an achingly self-aware little romp through someone's dream world. The puzzles are just simple pacing devices and the story is almost nonexistent, what motivates the player to completion is the quality of the writing, which remains consistently witty throughout, and the extra little 'amusing' things that reward light experimentation.