This is described as a short game in the competition listings, but I’d say it’s medium length at least, and possibly longer.
It starts as a visualisation game among four young girls, where one sister guides another sister through a stream of consciousness exploration of a strange imaginary world. It turns into something much stranger and darker.
The implementation of the parser game world is light at best, a series of well spread out rooms, with scattered objects. Initially it does feel as though it’s insubstantial, a meditative experience that you could just step out of. But then things take a turn.
I think there are several endings. I got a bad one. And played through trying to get to a better one. I had a clue I think re the (Spoiler - click to show)meat and horsefly and the tower but I couldn’t find the solution to (Spoiler - click to show)picking up the meat. Even though I had a plastic bag, that I think I should have been able to use.
The game has no hints or walkthrough. This was a problem for me. I play for fun, and although there’s a marvellous old tradition of hard parser games, nowadays people tend to like to have the option of clues to fall back on if necessary. Some of us very much so. I would ask any parser game competition entrant to consider including a walkthrough at least, if not a full blown hints system. Because for me banging my head against a puzzle isn’t fun any more, even if it’s something I was willing to do in the 1980s.
However, that said, this is a highly intriguing work. I loved the commentary and chat between the girls early on. And some of the spooky stuff is so effective. Just leave some clues for players.
This is a short but entertaining Twine piece set at a party where through social interactions you need to try to get a job. It’s branching, and there are bad outcomes, and then others where you can get on better, and move the plot on. It is also possible to go back to previous choices, and try different routes. The writing is fun, though there are quite a lot of typos, including in the game blurb on the competition site. But that aside it’s briskly written, amusing, and I felt a sense of immersion within the story. And I was happy exploring different endings.
This is a Twine game, that’s a mix of historical, crime and social niceties. It’s the latest in a series featuring gentlewoman thief Lady Thalia. I can’t recall if I’ve played any other others. This game is perfectly playable by people unfamiliar with the others.
I really enjoyed it. The writing was strong, and the mix of game play elements worked well. There are four acts to the story, so you get a sense of progress. It took me about an hour to play through in total, and I read pretty quickly for reference.
Some of the elements involved social interaction, and conversations. And this was very well implemented. Others were more of a traditional crime heist. Even almost a maze element at one point. Which I didn’t make the best job of, but had fun. Everything leads up to a dramatic ending, but along the way there are unexpected developments, new foes to encounter, and intrigue to uncover. Even during the heist you have many options of how to approach it, e.g. what route to take, how to interact with things, how to respond to problems that occur. It’s just delightful.
If you like Jeeves and Wooster stories, or Arsene Lupin, do check this out. And even if you’re not familiar with them but enjoy a good interactive story it’s a good one.
This is a moderately long (I wouldn’t say “short” as the game card says) Twine piece, that is gothic horror and very spooky.
When it started up with "You are sitting in the office of an official" I worried how the writing would go. “Office” and “official” felt too similar to be effective writing. But you are a child at this point, and the opening captures that characterisation well.
As the story goes on you get drawn into a dangerous world of mysteries. And it’s really compelling, and disturbing. Quite horrific in places, but not so much gory horror as spooks.
There must be multiple endings. I got a not great one, and the game doesn’t allow you to step back, and I didn’t want to replay all the way through. But I very much enjoyed the experience. I also liked how it offered multiple choices re gender in places. And how later individual choices already done are differently coloured (though this may not work for players using screen readers).
This is a very wacky short Ink piece, where as the opening says:
"Today is your first day as a mutant hog farmer in the wild wastelands of Arizoona."
It’s bonkers, but highly entertaining. Surprisingly effective at world building. And it does have depth in terms of being a state management game. You are limited in what you can do each turn, and always need to do more than you have time for.
I only played through once but really enjoyed it. I didn’t encounter any bugs, and it was solidly implemented. I was pleased to see in the credits at the end that there were a lot of testers. This game certainly made me laugh a lot. Thank you!
This is a time-limited parser game where you have to escape from a very dangerous situation. It is briskly written, with lots of atmosphere, scares and tension. However I found that I was often fighting the parser. The experience could have been smoother. I don’t know if it being in PunyInform was a factor, but e.g. if I had a key for something that it obviously fitted UNLOCK X wouldn’t smoothly work. I had to type UNLOCK X WITH Y KEY. There’s also quite a bit of juggling tools, where again you need just the right command. So I think this could have benefited from deeper playtesting. However it was exciting to play, and the concept is strong. I got a good ending but also had a look at what happened when time runs out. So good stuff, but playtest more, and if possible smooth the player experience.
Wow. I’m not quite sure what to say about this. It’s a parser piece, which can be played to an extent as a traditional parser game, episodic in this case. But it’s also metatextual, highly experimental, and in places for me was profoundly affecting.
The metatextual side is perhaps the least spoilery I can go into. It adds a guide you can interact with, that expands, and provides hints. You can also read in game footnotes. This is reminiscent of some discussion on this forum a while back about how old games could be effectively bundled up in a wider package, providing extra contextualisation etc. It’s really neatly done here.
The traditional parser/puzzle side is arguably the least interesting element. But it’s well done. And uses a neat mechanism throughout, that I won’t spoil.
There is also something very interesting about the narrative structure that the game does. But again I don’t want to spoil it!
But it was how the game affected me that I found most impactful. This relates to something that happened in my own life almost a year ago (spoiler: (Spoiler - click to show)my dad died). And I feel quite shocked after playing the game to be honest. But in a good way.
Kudos to the author for a powerful and innovative piece.
P.S. As I said to Drew elsewhere I could have written so much more about this in my review. I sort of wish I had. But I feel very strongly that this is a game best discovered by each player afresh. And I absolutely didn’t want to spoil things. If anything my review underplays how good it was. There are many more things I could have acknowledged. But that way lies spoilers. And I wanted to avoid them! Try it out anyway folks!
This is a set of 4 game books by students in a creative writing event in Slovakia. In this quick review I’m treating each one separately, as well as giving overall thoughts at the end.
Lilian Lalonder
This starts compellingly with a strange mirror, and then takes you into another place, and some really bizarre and creatively written outcomes. It’s good. And the English is strong. I played all the endings, and was glad I could see them all. This was probably my favourite of all the pieces.
Mihi
This doesn’t use the theme “mirror” so immediately, and it comes later, and is used in a very clever way. It’s rather a neat tale of how you handle unexpected news. However it resists the player following certain paths through, which left me feeling a bit cheated. I wanted to see the outcomes of those decisions, even the ones I doubted were wise. I replayed several times to try to explore different routes. The core idea is really strong, well done to the author, but let us play through things. Don’t steamroller.
James
This is a multi part story, and feels more like a Twine version of a parser game than the others, which are more traditional Twine interactive stories. You start in a room with various objects you can examine, quite minimally described. And then see where you can get to. It’s quite a short piece, multiple branching narratives, but a quick fun explore, and an intriguing world. It also left me pondering at the end, which is good! And I was keen to replay, and explore different choices. Original use of mirror. Thanks!
Dr John
This one starts in all capitals, which was a bit of a shock to me. A mix of lower and upper case is generally friendlier for readers to read. It seems to be set in a strange world of reflections and observers, and stuff that is hidden. However I struggled to get a good outcome. At one point the game suggests you click randomly on every bit of blue text. I was exploring lots of options for ages, then suddenly had an idea of something to try. And got to a good outcome! So phew. It was very hard though. The scifi like setting was a nice contrast with the other three works.
This was an interesting set of micro short Twine stories. Each was unique in its approach, and together they showed a variety of ways the system can be used. Two of the games included input boxes asking you to type text in, and this was nicely used, especially in one of the games. And I liked the different approaches and genres e.g. fantasy, real world, slice of life, horror, sci-fi and also branching narrative versus geographical world model versus philosophical puzzle. So thank you all! I hope that there might be more from Senica Thing in the 2024 Spring Thing. New voices in IF are always welcome!
This is a Twine piece where you try to escape from a cult. It feels more like a parser game than Twine generally does, with geographical locations, and objects that you can manipulate, and verb and noun pairings. Plus inventory management. Oh and it’s partially point and click. It’s an intriguing combination, and works well with the puzzles of the game.
However I found quite a lot of problems. There are a number of typos, and also I ran into a runtime error. I replayed several times, but couldn’t get past (Spoiler - click to show)the room below the swaying cultists. I had pulled the lever 4 times, rating “Psychopath”! Also I am very much not a fan of slow timed text, which happened in the opening of this game. I read very very quickly. I do not like text playing out very very slowly.
However the story and puzzles were intriguing, and fun, and I’d be interested in seeing more works using the game engine.
This is a short and beginner friendly parser game, set in a quasi fantasy world, with a very cute cat that you have to get to know better. It’s really charming, and I enjoyed playing through the light puzzles. There are in game hints if you get stuck. You can get the game into an unwinnable state. I recommend saving frequently.
There are a few things that could be polished more to make the playing experience smoother.
And make sure you read the ABOUT text info about the background to the game. It is quite charming.