The implementation in this game was frustrating throughout and made it very rough to play. I was able to finish only by reading the spoilers in MathBrush's review; before that I was hopelessly stuck on how to open the sarcophagus. Some other issues were the game telling me "this painting looks like the other one you saw" when I hadn't yet seen another one, and (Spoiler - click to show)being able to put the fuse in the junction box despite the box being closed and locked. I think this could be an enjoyable escape room game; it just needs to be made more player-friendly.
This was a fun idea and I enjoyed the "switching between worlds" aspect. Unfortunately, that part became unfun by the end, as I was left with a single multi-step task to do in one of the worlds, but I could only complete one or two steps at a time before being shunted into a different world and having to make my way back to the one I needed to be in. The commands for that task were also unintuitive and somewhat at odds with the rest of the game (e.g., (Spoiler - click to show)while you have to read each piece of text you encounter instead of having "examine" tell you what it says, for the coffee-making task, trying to take the beans out of the roaster doesn't work; you have to type "grind beans," even though the grinder is in a different room).
I think there was also a bug with text firing at the wrong time; at one point, the "score" command was giving me both "Your muscles are ready to spring into action" and "You feel too tired and lethargic to move" at the same time. I also think there must be an intended order to do things in that I didn't follow, because I (Spoiler - click to show)made the coffee last, and got a message pointing me to the gardening tools, but then as I tried to walk to them I woke up and the game ended.
Basically, I think this is a fun premise with some fun gameplay that just needs a bit more polishing to really shine.
Having just played (and loved) The Gostak, I looked up other games by the author and found this one. It's a speed IF game, so it's quite short and simple, but even in that small space it had me laughing more than once. Recommended if you're in the mood for a tiny, amusing game!
This is a fun follow-up to Advent Door. It's shorter and simpler than that game, but features a different twist on navigation that makes for an enjoyable small puzzle. Again, the brief environmental descriptions, especially given the core mechanic--(Spoiler - click to show)there's a second version of the map that you can enter through a mirror, which seems to be the same place at a much earlier time period--are a highlight.
I don't have much more to say than what's in the title--this was a quick game with a clever mechanic that required mapping and doing some careful thinking to figure out how to achieve what I needed, and it was very satisfying when I succeeded! The bits of worldbuilding and descriptions keep it from being too abstract. A nice way to spend a half hour.
I found this game to be an effective argument that the fear that games may be hiding secret hateful content is silly, because games don't need to do that in order to send ideological messages. While in the accompanying essay the author writes that he "decided to take out all the Nazi stuff," just because the hidden mode is gone (or at least, has been rendered inaccessible via the originally intended method) doesn't mean the game is suddenly perfectly innocent. We're told that the PC took bus 88 to get to their destination, which is Muranowska Square, and our task in the game is to seek out the hiding places of frightened rabbits--which given this context takes on a deeper, more sinister meaning. A child playing this game might never understand or pay attention to these references, but an adult can see that the game is not, as it claims, simply a cute story about bunnies.
This game is an effective illustration that messaging can be baked into games in far more subtle ways than via a "hidden Nazi mode", and for that reason, vetting games for objectionable content is never going to be as simple as glancing over the source code and verifying that it doesn't contain any slurs.
I had fun with this game and found it a lot easier than the prequel, To Sea in a Sieve. But I wanted to note that it contains some insensitive material, with (puzzle spoiler) (Spoiler - click to show)Cherokee smudge sticks used to ward off an Egyptian curse. The cursed mummy itself is a tired, rather culturally insensitive trope IMO, and the idea of mystical Native Americans is also based in othering stereotypes. Of course this game is over 20 years old, but I wanted any future players to have a heads up.
All the Little Match Girl games are just plain wacky fun. The time/space-hopping, the Metroidvania-ness, and the outlandishness of the premise all make them a delight to play, and LMG4 is no exception. I loved the humor of the parser responses, the vividness and variety of the settings, the construction of the puzzles, the way the various worlds connect to each other, being able to (Spoiler - click to show)turn into a mouse and have chats with other animals, the commentary from the scanning lens, and (Spoiler - click to show)the poignant character moment at the end.
My only critiques are that I would have liked a bit more implementation of synonyms, and that when playing in browser (which I did for the pretty colors/other stylings), there’s a long sequence of timed text that repeats every time you sit down and reflect on how things are going. As you progress in the game, new text is added to the end of this segment; however, you still have to sit through the slow doling-out of the text you’ve already seen each time, with no way (as far as I could tell) to skip through or speed it up. But that's quite a minor thing--on the whole, I love this series and this game!
The main thing I knew about this game going in was that it makes significant use of the "timed text" mechanic. While I did find it slightly too slow at times, and wasn't sure it was needed as prevalently as it was used, it didn’t impact my enjoyment of the game, and definitely served the author's intended purpose. It's also very nice to be able to turn it off on subsequent playthroughs.
Anyway, on to the rest of the game! I felt for the protagonist a lot; the game seemed to really capture what it’s like to go through life with a stutter, and how difficult it can make everyday interactions. The flashbacks to childhood were quite sad, witnessing this struggling child be ignored and othered (the My Cousin Vinny one especially...). I enjoyed the gameplay, and how it was never a matter of picking the “right” option--rather, it’s left up to the player to decide if they’d prefer to stumble over ordering their favorite food, or smoothly order a food they hate. The color coding of the choices was a good way to indicate how fluently each option would come out.
Ultimately, the game isn’t about beating the stutter; you’re simply experiencing what it’s like to have it, and coping with it however you think is best. I played through four times, interested in seeing the differences between a covert, overt, and middle-of-the-road approach, and enjoyed each playthrough (and getting all but two of the achievements!).
One point of critique is that, regarding the job interview plotline, I would have liked some more background on the PC’s adulthood experiences, in addition to the childhood ones. I wondered if the stutter played a role in them leaving their previous job, and what it might mean for future job prospects. I think more of an exploration of the PC’s dreams, and to what extent the stutter has impacted those dreams, would add a bit more depth. But on the whole, a great game that accomplishes its purpose very well.
This game has a very fun premise and voice; unfortunately, though, I had to guess-the-verb my way through it, at one point resorting to asking someone else who’d played for a hint because I was completely stumped (and the in-game hints didn’t have anything for that particular situation). After that I made some progress on my own, but ultimately turned to the in-game hints quite a bit. In retrospect, I could see how the things I got stuck on were clued, so I think this was a case of me just not being as clever as the game required! There were a few small implementation errors that I found, but overall it's a well-done game with excellent writing, fun puzzles utilizing unique, world-appropriate objects, and a great comedic character in Captain Booby. Maybe just a liiiittle more cluing for those of us who might otherwise (Spoiler - click to show)(fail to) struggle.