The title kind of put me off this before I even started; it needs some punctuation, for one thing. The writing of the opening scene isn't great, either. Parts of it sound like bad goth poetry — "The fireplace is as empty as my heart" — and some of the descriptions are clumsy; why does the bed have "a blanket wrapped around it"?
The initial exposition ends strongly, though: "My remaining life can be measured in heartbeats. I must act!" This pulled me into the story and made me eager to get started.
And this game is worth playing. The story isn't particularly original, but the puzzles are reasonably fair and I did feel satisfaction when I finally managed to solve them all. It doesn't really have much replay value, but I quite enjoyed the two playthroughs that I needed to solve it. I would have preferred it if there had been some accommodation for alternative methods of solving the puzzles, even if it was just along the lines of letting me know why the object I was using was unsuitable (instead of just showing the default "you can't do that" response).
Having to type "story" to see the backstory was a bit odd. I'm still not sure if I liked that or not. The game is written from the first-person perspective, and the player character hasn't suffered any memory loss, so it seems odd that I-the-player have no idea what's going on at the start of the game — and it's entirely possible to play through the game without ever checking the backstory.
There is a turn limit, but it has a sensible justification (albeit one hidden in the backstory).
I'm not too keen on the way the game infers quite a lot from my commands; for example, if I type in "look at <thing>", I don't expect the game to have the PC start rummaging about in it.
One problem (which may be related to the above criticism) is that there are at least two items in the game that show me an interesting and useful description the first time I look at them, but on subsequent examination give me only "I see nothing that will help me", which is clearly untrue. So it's worth keeping a transcript that you can refer back to.
Urban Conflict situates you in a bombed-out building in the middle of a war. You've sustained a serious injury, and your only companion in the building is sitting opposite you in possession of an assault rifle — and definitely isn't on your side.
I didn't feel this was really a one-room game so much as a conversational game along the lines of (the obvious comparison) Galatea. I couldn't interact with anything in the room, and I couldn't figure out how to move around within it; I got as far as standing up and sitting down again, but I couldn't work out any way to move towards or away from the NPC.
I'm not a great fan of conversational games — I didn't particularly enjoy Galatea either — as they make me feel as though I'm expected to read the author's mind. I actually managed to spoil the power of this one's ending by stopping my line of questioning slightly too soon, moving on to other topics, and then accidentally triggering the ending somewhat incongruously.
It's worth playing, though, especially if you already know you like this kind of thing.
This was great fun! I don't normally enjoy puzzle-oriented games, but even though this one is pretty much pure puzzle, I liked it a lot. I've not previously enjoyed games with very tight timing (for example A Change in the Weather), but All Things Devours gives plenty of feedback when your plan goes wrong, so the level of unnecessary frustration is very low.
One criticism: I would have preferred it if the hints had been included in the game, rather than placed on a website — the URL given in the game doesn't work (the correct one is http://www.amirrorclear.net/flowers/game/devours/) and so I ended up hunting around on rec.games.interactive-fiction instead, slightly spoilering myself in the process. I would have given this game five stars if it had included an integrated hints system. (NB: I did inform the author of this problem, and he's going to see if he can get the URL given in the game working again.)
This is a parody of Matt Barringer's Detective, a game famous for being really, really bad.
It might be because I'm not American, and have never watched Mystery Science Theatre 3000, but I just found this kind of boring. I didn't think anything the commentators said was particularly witty or amusing, and I had to force myself to persist to the end — a problem I didn't have with the original game they're making fun of!
Although this game is famous for being really, really bad, I did kind of like it. Knowing that it was written by a twelve-year-old kid did help, mind. I think what I liked most about it was the energy and sheer gung-ho of it — although the plot makes pretty much no sense at all, you definitely get the impression that the author found it tremendously exciting, and it almost doesn't matter that nobody else would feel the same. In a game written by an adult, this would be kind of embarrassing. In a game written by a pre-teen, it's not at all inappropriate. I honestly don't think that I'd be embarrassed to have written this game as a kid.
It's silly, it's fun, it has a monkey in it, and the goal is to make soup. What more could you want? (It's Speed IF, so don't expect it to be typo-free.) Effectively puzzleless.
Although there are some very good ideas behind this game, it had far too many technical issues for me to continue playing it.
First of all, I was put off by the quality of the writing. I haven't seen any other reviewers bringing this up — and one or two have actually said they thought the prose was good! So maybe my standards are too high, but I felt the writing was stilted, unpolished, and entirely lacking in any kind of style. (I did actually wonder whether it had been written by a precocious child or a very young teenager, but apparently the author is in his mid-twenties.)
Mainly, though, I didn't get very far through because I gave up in disgust when I discovered (from the walkthrough) that something the parser had been refusing to let me interact with — or even look at — was in fact vital to further progress. This wasn't an isolated problem, just the most egregious example. I'm not going to spend time playing a game that I can't trust to be fair with me.
This is a very short game, solvable in a handful of moves, which takes place in roughly the same universe as Savoir-Faire (which is rather longer and more involved).
There are several ways to solve most of the puzzles, and a number of possible endings. Some endings are acceptable (you survive) and some unacceptable (you don't), but some "acceptable" endings are better than others. It's worth noting that the end message doesn't differentiate between the different acceptable endings; so if you felt dissatisfied with the way things turned out, it's worth having another go even if the game tells you you've won. (Replay is quite rewarding in general.)
I thought that the optimal way of dealing with the book seemed a little unfair and slightly implausible, but in general I thought the puzzles were quite fair.
I did like the way that even though the game is timed, things like looking and examining didn't take up time; a nice way of making the player hurry up without penalising exploration.
Jane is a puzzleless, story-driven piece with multiple narrators. It takes maybe about 10 minutes to play.
The subject matter of this game is domestic violence (not a spoiler — the author tells you this up-front); this makes it slightly tricky to criticise, since it feels a bit like criticising a charity for the wording of its mailshots. The author's heart is clearly in the right place, and the text certainly isn't badly written, but I never really felt drawn in to the story. It also didn't tell me anything I didn't already know.
I'd have liked to have seen a bit more individuality in the characters; they just felt like stereotypes to me. I think the message would have been more powerful if there had been something to the characters beyond their specific roles in this specific narrative.