For context on why this game is what it is: (Spoiler - click to show)first effort by a 13 year old in time span of one year using ZIL (undocumented and unused since Infocom times), with multiple changes to the parser on a level that had truly never been documented or properly tinkered with before, also having to learn C++ in the process to rewrite the compiler. There's countless more things. Oh, yes it was larger than the original H2G2 game, and also trying to follow in the footsteps of 1) Infocom, the greatest IF company of all time, no doubt, and 2) in the footsteps of Douglas Adams, possibly one of the clever and funny writers of all time.
A bit much for a first, no?
(Some more ranting below...)
(Spoiler - click to show)Of course it wasn't going to be perfect. It was a cruel game (though purposefully), and many puzzles were obscure. The writing wasn't great. And worst of all: the bugs. Oh, the bugs scuttled across the floor in huge quantities, but that was during the competition, where it place 48th out of 75. Now the bugs are swept away, the writing has been fixed, and the reviews have not been updated. I, for one, would certainly give it five stars because that is likely the most ambitious game in the history of IF. But I don't want to be annoying or boastful or whiny, which this probably seems. So 4 is good!
Okay. I have to disagree with my own title for this review. It's not even close to home for me. I've never dated anyone. I can't say I've had that kind of argument. So no it isn't close to home.
But I know it is the kind of thing that will probably happen to me one day. I won't go into too much detail because that's personal and also insensitive, as I'm aware I can be without knowing. I am very close to removing this part of the review anyway.
This game loaded the UI in a way that felt familiar and also very clever. Easy to understand, and not hard to read or anything.
Now onto the subject matter. The game is based in the idea of a breakup. But a hard one. There are no choices but it felt right for the style of game. Although I'm very certain much of this was very very closely based off of real chats, I have to say it's very realistic and it's really clever. The breakup was emotional to me, and nothing was ever loose or difficult to use or boring. Everything perfect - which, sure, isn't how real life works, but in this gane there is no waiting that you want to be doing.
Though it was certainly understandable matter and some sharp words were brought from the offending side, nobody was not understood. Each person in the whole forum had a personality. Each person had their own way of expressing things and reacted differently to events. Nobody felt like they had no reason for anything that they said (although some people had much less justification than others, it seems). I know this all sounds redundant since most of it is probably an edited version of what really happened, I can't stress enough how much I felt with this one.
The writing of this game was superb. I want to put it out there, before I can say anything else.
Now, I'm not gifted at writing reviews in any shape or form, so apologies if this is blunt, but intricate details are not something I know how to use, unless in song lyrics or the design of a game.
I was at first very interested in the calendar layout of the game. I, however, would have liked to see more markings of those I have read, and those left to be read. I personally am not a fan of listing things like those to be read in that order. Which is funny, because I like lists. A lot.
But here, maybe even a different colour marker for clicked links would have been nice.
As well as this, it would have been nice to have some additional things occur every seventh page you read or so, to shake it up a little. Although I loved the writing and found myself drawn by the beauty of it, I could not help but be distanced from it by the sheer number of entries, all listed up neatly and as if ready to textdump. I know it was meant to be designed to be read in small goes, but i didn't get that sense from it. It felt like a bit overwhelming. Diary entries that are found later, for example?
Overall, however, I found it very strong with the writing, sparse in UI (although pretty and suitable for the idea), and maybe a little more complexity to make it an easier read. The meaning was obscure but vaguely present, subtle reminders you were not alone. I felt cold and shivery (the environment you described yourself as being in felt cold to me, which I could certainly feel), and yet nice and cozy.
But maybe you just need to remember the past.
Honestly, the first thing I can say is quite clear. I could picture everything. Now normally, I have bad image creation in my head (can’t conjure up images or sounds or feelings etc., much less memories). But this one had very very simple descriptions, that conveyed the feeling very well. I could picture the curtain, and the bed. The voice felt familiar, even though I’ve only ever heard a meditation voice guide once in my life. But this displayed it with minimal words. Which is amazing, to be honest.
Other than that, I could understand what the person was going through (despite, because of age and limited experiences, never having gone through something even vaguely familiar). Which means a lot to me.
I was a bit sad that it ended so quickly, considering it was such an evocative and great experience. I can’t quite give it the as high as I want to give it, because there simply isn’t enough to rate, and it felt like at some point, I knew it wouldn’t go there.
I found this game honestly quite humorous. It reminds me of every D&D session I’ve ever had (both as DM and as a player. Things make sense (although there is too few shouting and metagaming and talking generally out of game to be very relatable).
The setup was neat and vaguely reminded me of an interactive blend between a D&D character sheet and a rulebook. The options were clear and had fair ideas. I liked the characters much, even though suddenly it started talking about a “full moon” and a tail and I got very confused… until I realised that the characters weren’t actually human!
Overall, a fun and light game which I would play again any time, no doubt about that.
What a strong start to the competition! I am personally quite a fan of grotesque and dark subjects, but this one portrayed it very cleverly. I liked the general atmosphere of what is going on, and the mold really works well.
I adored the You will be loved (I think it was?) message, this chanting feeling, this overthrow, and the game’s flow worked well. I didn’t realise I really had any choices, it felt like a great flow. Also positive because I got the ending where I stand on the building and the spores take me over, which is a really good ending.
One thing that could have been a little better was the actual online bit. Although it was very tight and I understood exactly what was happening, I wanted that part of the story to develop a little longer in each story.
I’m not sure there’s much to say about this game. Funny, for sure! Very mini IF, but certainly clever.
I like the reviews and the setups and everything, it all works together. Very meta. I like that, I guess?
I wish there were more combinations available between seeds, though. It feels like everything is quite rigid. Which lost some of the interactivity feeling.
I wish there was more to say. But I can't think of anything.
Like the title says, this game appears to be a simple escape room.
Also as the title suggests, I feel as if I'm missing something very important.
Apparently there is some riddle involved, but I didn't see through to that. The game is heavily riddled (no pun intended) with severe implementation issues (objects still described in a location once they've moved, a door you can't open even once unlocked ["That's not something you can open." It's a door.] and the only exit to the south, "you can't go that way.")
Unfortunately, there seemed to be nothing to do. I wondered if it had some relation to the "see what you saw and saw the table to get a hole" riddle, but not as far as I know.
Like I said, this could be an awesome game, but I didn't get too see it due to lack of ideas on what to do, and annoying implementation that put me off very strongly.
A crazy story with some extremely vivid moments (the bridge of bodies, falling, and the immediate aftermath with LIVE. I loved that.) and a strong sense of madness to it. Unfortunately I didn’t understand the whole bit from the eating of the headphones to the bridge (who was that other person? What was actually happening?) but overall pretty good.
An extra bonus point for the US Government speech. That was really, really good and I think people need to read it. It gives off a strong vibe with lots of meaning: people who have been born with no voice in the world (no say in what they can do), and are not even treated like people because others know they have the power to fight back.
Song: Paranoid Android. Personally my favourite song. Some of the lyrics relate really well.
A game about a break up. With interesting animals reflecting your thoughts. A beautiful piece, with nice writing. This game has brought me to the final conclusion that Twine games can also be awesome!
Song: Faust Arp. Short but beautifully written.