[Full Disclosure: I know the author of this work personally, and I served as a beta tester for this game.]
"I don't want to play in a world where I can't kick a pirate using karate." So said Janet Murray, author of Hamlet on the Holodeck, in a 1988 article about Plundered Hearts (MIT Technology Review, May/June 1988, p. 16). Well, Janet... it took almost 35 years, but your cri du coeur has been answered, and answered well!
A Matter of Heist Urgency is an unusual offering. Rooted in a series of silly short stories written for a grade schooler who enjoys horses and superheroes, it was developed into a short game as a fun way of introducing that grade schooler to interactive fiction. Having reached about 25,000 words in size and a level of playability that was very newbie-friendly, it was then further developed to be an entry in IF Comp 2022, doubling its word count in the process. The result is a fast-paced, smoothly-flowing, and very amusing short game that has been favorably compared to a Saturday morning kids' cartoon.
The game is "puzzleless" in the sense that there is nothing intended to impede the story's progression to its successful conclusion. By the same token, it is "merciful" on the Zarfian scale -- the player may be left with varying degrees of satisfaction at the outcome, but the player character cannot die or even really lose. That said, the game does reward engagement, and there is some light thinking to be done in order to achieve the highest rankings, which are issued at the end of the game even though there is no formal score. (To be less ambiguous, I should instead say that the game has no point rewards; it does indeed have a musical score.)
Critical reception in the context of the competition was mixed. The "marketing materials" (i.e. cover and blurb) developed for the game emphasize the word "heist" in the title, which may set genre expectations of a complex puzzling-solving exercise involving tight timing and intricate details. (This perception may also be reinforced by the blurb's claim of a "robust" hint system, though in hindsight that is clearly tongue-in-cheek.) In contrast, the cover illustration depicts cartoon horses and a pirate ship, and the blurb characterizes the game as "a delightfully short action-comedy" with "intense fights with kung-fu llamas," so arguably it delivers exactly what it says on the tin.
The humor of the piece is its strong point, but it is also perhaps idiosyncratic. Players seem to decide whether or not the game appeals to them very quickly, beginning with their perception of the pun in the title. Much of the humor depends on juxtaposition: The illustration of Anastasia as a rainbow-maned equine invites a comparison to "My Little Pony," but the way the plot plays out is closer to "The A-Team."
The game's tone is unapologetically playful, and it works best when approached in a playful mood. The setting is essentially the Land of Make Believe, which you may recall spending time in as a child. Character archetypes are deployed without any consideration for historical accuracy; instead they are chosen to evoke a specific mood and expectations in the player. This creates a fluid version of in-game reality that can subject the player to surprises(Spoiler - click to show) (a pirate with a jetpack??) but still feels consistent in the sense of keeping the scenario and the interaction fun. If you're the kind of person who is preoccupied by the question of how a horse can pick up a coconut, then... well, I would normally say not to play this game, but, in fact, the existing scientific sample (N=2, from ferkung's and Rovarsson's reviews) suggests that you will still enjoy this game.
Personally, I have found the game to be very enjoyable, even through many replays, because there are countless details in the implementation that reward you for poking around by responding with small jokes. I am especially impressed by one of the new scenes added post-competition (in release 5): It is a very "cinematic" flashback sequence using a method of synchronized music and text that I hadn't encountered elsewhere, though a similar technique was later employed in Little Match Girl 4. (Note that this scene is shown only if you are victorious in the first fight; if you lose, you instead get to play a very funny interlude from the protagonist's early training.)
As you have no doubt gathered by now, this is not a "serious" piece. However, its development was taken seriously by the author, first with the intention of creating a memorable and enjoyable introduction to interactive fiction, then with the intention of crafting a light-hearted and diverting short experience for judges working through a field of entries that generally strive for more literary merit.
Given my involvement, it's not appropriate to let my star rating count toward the average, but I give it high marks due to its very good implementation quality, memorable and amusing characters, and judicious use of sound. I encourage everyone looking for a half hour of pure entertainment to give this piece a try. I also highly encourage use of a sound-capable interpreter, which is essential for appreciating the scene-enhancing music and the special flashback sequence mentioned above.
Another Earth, Another Sky, the second installment of the popular Earth and Sky series, is a significant step up from its predecessor in terms of technical sophistication. Object implementation is complete but not very deep, matching a relatively spare descriptive style for locations. What stands out most is the "situational implementation" -- the game's bug-free logic is prepared for a wide variety of actions that the player character (Earth) might take, or might ask the key NPC (Sky) to do.
This attention to scenario detail was atypical at the time, and the game was exceptionally well-received. Not only did it win the 2002 IF Comp, it received 2nd place in the comp's Miss Congeniality rankings and was later nominated for five XYZZY awards (winning only Best Use of Medium). This last is almost certainly due to the use of comic-book style graphical elements (title cards and onomatopoeia-based "sound effects"), an affordance of the Glulx virtual machine that was still little-used at the time.
Unlike the first installment, which sweeps the player along quite quickly, this episode has a slower and more contemplative pace. The bulk of the action occurs in three parts: (Spoiler - click to show)a short investigation at an abandoned cabin, a much longer investigation on an unusual artificial planetoid, and a brief climax and denouement. The second portion will take up the bulk of the playtime, consisting of one long puzzle about gaining access to the endgame. The scenario is designed such that you must explore the entire area to find the pieces that you need, creating a "travelogue" type of experience that encourages you experience the sights, sounds and smells of the various geographical sections. Sprinkled through this are various optional discoveries that let the thorough player unravel the mystery that serves as a plot, but a full explanation will be provided before the cliffhanger ending in any case.
The game does not stand very well on its own, since the plot continues the events of the first game and seems largely designed to supply backstory for the third episode. The climax encounter with a new NPC is disappointingly short, especially when contrasted with the earlier interaction with the PC's superhero sibling. Rather than attempt this as standalone entertainment, it is probably best enjoyed as part of the series.
One minor item of interest is that the startup menu allows the player to optionally specify details of the resolution of key events that occurred during his or her playthrough of the first episode. The answers have a small impact on the introductory text, but I did not notice any other consequence.