Savor is a choice-based horror game by Ed Nobody, published in 2020. The main character seems to be afflicted with a curse that makes his body ache and mind forget. Delirious, he finds his way to an old farm house, somehow convinced there’s a cure there.
Like in many other choice-based games, you simply click on text links to progress. The story is generally linear - most sections have one or two branching paths, but they eventually lead back to the same point. The game has a streamlined inventory system as well - the decisions you make during the game as well as any items you find impact which of the multiple endings you’ll end up with.
I think the writing is pretty good. The farmland setting as it is described has an eerie beauty and mild quirkiness to it, which creates a contrast with the more horrific moments. The game can get very dark very fast, for instance, (Spoiler - click to show)suicide is featured in more than one of the endings. I saw three endings, which for me wasn’t enough to solve the full mystery here, but (Spoiler - click to show)the story gave me strong Silent Hill-vibes with how there seemed to be two different versions of some locations - one nice and one hellish.
Actually playing the game is a bit cumbersome. The game extensively uses timed text which cannot be fully skipped - only sped up. I also had a somewhat bad time since I missed the “controls” screen, which is the only place the game ever tells the player that they can access the menu with ‘esc’ and load / save with ‘l’. I generally just avoided using the menu after one instance where the game seemingly restarted on its own and I lost all my progress after I entered the menu.
The cryptic, often surreal nature of the story can make it hard to predict what will happen as a result of your choices. It’s a pity that replaying and trying out different branching paths feels a bit arduous due to the aforementioned timed text.
The game uses a lot of multimedia - background images, music and even sound effects. The imagery consists of low-saturation photos with a bunch of filters on them. The photos themselves are usually quite good, although the visual filters don’t always look very smooth, and something about the resolution and zoom level might be a bit off too. (Spoiler - click to show)Something is added to the background during the farm house nightmare sequence, but I can barely see what it is because of how the picture is cropped by the edge of the screen. I can’t say if this is intentional or not, though. Could my browser (Chrome) or some other factor have caused the graphics to not work properly?
The music is varied and atmospheric. The most frequently heard track is a nearly uplifting piece with a conspicuous rhythm - I can’t say I was expecting something like that in this context. Many other bits of the ambience and music bear some resemblance to Akira Yamaoka, especially the eerie track that plays during night time. The music eventually grew on me a lot.
My biggest gripe with the multimedia is that the game doesn’t have a very fine-tuned pacing. It’s not uncommon for it to go from something very intense with a dark music (Spoiler - click to show)and even jump scare audio clips of people screaming back to a carefree vibe with no warning. Some of the use of audio is rather ham-fisted too. When the multimedia works properly, it complements the writing, but during the poorly handled moments it can cheapen it too.
Overall, I think this is close to being a worthwhile horror IF. The ingredients are all there, and the music adds a ton of charm and personality to the game. Some better tutorializing would be helpful to prevent people (like me) from missing important keybindings. I might still give this game another try after the competition to find out its remaining secrets.
Chorus is a choice-based fantasy game by Skarn, published in 2020. The game is about an organization of strange creatures who are trying to complete three community projects, such as cataloging old books.
The gameplay is about choosing which of the numerous characters will do which projects. The physical properties of the characters are vastly different, ranging from a gorgon to an amoeba, so you have to think a little who might be the best suited for any given task. After making your choices, you get to read what transpired afterwards. The game has a lot of different outcomes - tasks can succeed or fail in a variety of ways, and certain characters can also have unique scenes if you put them working on the same task together.
The writing is good and the setting is imaginative, although there is a dark, stressful undercurrent to everything: (Spoiler - click to show)things seem to be on decline - massive amounts of red tape, among other issues, are choking the organization. Some creatures and elements here are Lovecraftian, which could also explain the feeling of mild gloominess.
The first playthrough will take less than 30 minutes, but Chorus is really at its best when replaying since you then have a better grasp of what’s going on and what type of character teams might create good results. There are a lot of branching story paths and multiple endings, plus you can conveniently place the game on “fast text” mode which makes replaying even faster. It’s quite user-friendly that way, so depending on your level of curiosity, it can be easy to spend a while just tinkering with the game and seeing what can happen.
To criticize something, it can be a bit hard to get into the story at first since it starts with a massive info dump where you are introduced to the world of Chorus as well as 9 different characters at once. Some of the gameplay is also a bit trial-and-error, as most outcomes can’t be predicted until you try them. (Spoiler - click to show)Consequently, it seems fairly tricky to reach the best ending - for me it happened by sheer accident after 6 playthroughs.
The good concept makes Chorus worth exploring, especially for fans of dark fantasy and low-key management games, even if the execution has some arguable bumpiness.
The Turnip is a choice-based fantasy game by Joseph Pentangelo, published in 2020. It features a story about a mysterious turnip a man finds on a field while working.
The gameplay is simple and linear, and the presentation neat. The real draw here is the eccentric story, which at first feels a bit like a slice-of-life story from somewhere in the 18th or 19th century, but turns into something more surreal in short order.
I think the writing is good. It’s economical with words, but it creates lively imagery and dispenses fantastic and weird details at just the right pace to keep the reader guessing. The story is very short, though - I would’ve liked seeing even more of the world where the game takes place in.
The game is worth setting aside 15 minutes for if you like well-written, strange tales.
Sage Sanctum Scramble is a parser-based game by Arthur DiBianca, published in 2020. The game is about collecting keywords to save a fantasy realm.
The story is very thin, essentially just an excuse to get the player to engage in puzzle solving and wordplay, which the game is full of. Instead of typing full sentences you only have to type single words to progress. Each new puzzle presents a simple clue - or a series of clues - that lead you to the needed answer. Solved puzzles unlock new puzzles, and the non-linear structure of the game allows you to skip a few if they prove too hard.
I haven’t played many other wordplay-focused games before, so the idea seems fresh to me. Figuring out solutions and making progress feels good, as you’d expect in a puzzle game that forces the player to really think, and the game is generally quite polished as well - there’s little to distract from the onslaught of brain teasers here.
One significant issue for me, being a non-native English speaker, is that the game is generally quite difficult. Having to think of (Spoiler - click to show)20 different colors or specific-length names for trees, etc. requires some specialized enough lingo that it’s virtually impossible to win without consulting a dictionary or similar. At worst the gameplay becomes a matter of browsing an online dictionary and trying out different answers as they come - at that point I can’t say it's fun any longer.
The flimsy setting could also be an acquired taste. At times I felt like there wasn’t much motivating me to push forward, other than the mild rush I got from my occasional victory over the game’s logic. (Spoiler - click to show)Apparently you fight a boss at the end, but I never got that far.
This game is perfect for people who are proficient in English and for whom wordplay is its own reward. For anyone else, it could still be worth a try since the style is so original, but the experience may have a few frustrations.
Alone is a parser-based horror game by Paul Michael Winters, published in 2020. The game is about a post-apocalyptic scenario where an infectious disease has ravaged the earth and you’re a survivor, just drifting aimlessly... at least until gas runs out of your car.
It’s basically a tightly designed, gloomy puzzle-fest. The design feels pleasantly streamlined - the game world isn’t overwhelmingly big, and as befits a world half-empty, most rooms don’t have too much to examine either. At least up to a certain point, the challenge of the game feels just right - it’s neither too hard or too easy to figure out what you’re supposed to do.
The writing is terse and subdued, which works with this type of horror. The tone of the game manages to be consistently morose, although to criticize something, (Spoiler - click to show)the setting isn’t particularly original - from a dark forest to an abandoned gas station to the underground bunker - nor is there any major twist awaiting here that would turn it all upside down in the end. This overall story feels a bit ho-hum, although to the game’s credit, the ending is surprisingly optimistic and leaves a nice feeling, and the game’s focus seems to be on puzzles anyway.
The polish is generally good, although sometimes the implementation felt just slightly lacking. Some things don’t exist in the game world that seem like they should, but I don’t think there are any problems that really hamper a regular playthrough.
The game can be finished under 2 hours if you don’t get stuck on anything for too long. It could be worth a try if you want a solid puzzle-focused adventure and don’t mind some unsightly horror imagery.
Move on is an experimental game made by Serhii Mozhaiskyi, published in 2020. In it, you must flee from mercenaries while carrying a mysterious briefcase.
The gameplay is minimalist and quite unique. The game features an interface with a small graphical representation of your escape vehicle and a single button for progressing in the game. (Spoiler - click to show)Each paragraph of text you read is on a timer. Depending on the clues provided by the text, you either have to wait until the timer runs out or press the button quick, otherwise you get a game over.
The writing is good. It establishes the setting and creates a sense of urgency with only a few words. There isn’t much to the story, overall, but then again, this is essentially a cinematic action scene - keeping your eyes on the road is the biggest priority.
It’s a very short game, but the unique angle to the gameplay makes it feel refreshing, and you definitely can’t say it overstays its welcome.
Big Trouble in Little Dino Park is a choice-based comedy game made by Seth Paxton and Rachel Aubertin, published in 2020. The game is a parody of Jurassic Park, where you, a reluctant summer employee, have to survive a particularly grueling work day at a cheap knockoff dinosaur park.
The gameplay consists of clicking text links to move around and make decisions. The game opens up after a linear beginning, but even at its most complex it remains a fairly relaxed affair where you don’t have to think about your choices too hard. Game overs are frequent, but you can usually just retry from previous choice if that happens, so it doesn’t impact progress too much.
The writing is exaggerated and comical, as you’d expect in this type of comedy. At times it feels like the humor is a bit unfocused and shallow since the pace of the game is thunderously fast - it doesn’t dwell on any scenario or idea for particularly long. In addition, (Spoiler - click to show)later on the tone changes to something slightly more serious as you embark on a rescue mission, dampening the pure carefree comedy factor here.
Some more polish wouldn’t have hurt, as there are a few typos here and there. I also found one game over link that just flat out didn’t work, forcing me to restart the entire game.
I would’ve personally preferred either a sillier or a more fleshed-out and well-paced story, but still, the game can be amusing, and it’s clear the authors love dinosaurs from the way they name-drop so many different species here. The game could be worth a try if you’re a fan of Jurassic Park, dinosaurs and fast-paced madcap comedy.
Academic Pursuits (As Opposed To Regular Pursuits) is a parser-based game by Ruqiyah, published in 2020. In it, you’re a newly tenured professor who has arrived in her new office and has to unpack her things. Along the way, (Spoiler - click to show)you discover that you are not what you seem and have a secret agenda.
It’s a one-room game where the gameplay mostly concerns interacting with objects. You open boxes, take out things and then decide where they’ll end up: on the shelf, on the wall, etc. or straight in the garbage bin. It’s like a small sandbox with a few simulationist mechanics too; for instance, the game keeps track of available shelf space, and you can only hang certain type of objects on the wall.
The storytelling is non-linear and subtle. The player isn’t given a very deep motivation at any point - you’re just expected to unpack your things. Examining and interacting with the items you find generates some useful story and flavor text, though, and the game world actually has a lot of detail that rewards the inquisitive player - there is even unique text in response to the multiple different ways you can decorate your office.
This was one of the first games I played during IF Comp 2020, and back then I found that it lacked polish. Dealing with the boxes was a bit awkward, and you could also “take passerby” to pick up what should probably be a scenery object. Since then, however, it seems the author has went and fixed a lot of these bugs, so the game probably works much more smoothly nowadays.
Overall, Academic Pursuits is a bit of a mixed bag. The indirect storytelling is interesting, although I do wish the player was given a bit stronger motivation to start with. The gameplay has some meaningful decision making, but it also contains hassle from dealing with dozens of objects and their containers (especially since the coding has - or had - mild roughness here and there). It’s an original idea, at least, so it could be worth checking out if you have 30 minutes and want to try out something different.
Sheep Crossing is a parser-based game by Andrew Geng, published in 2020. In it, you need to take a bear, a sheep and a large cabbage to the other side of a river. If this setup sounds familiar, it’s because the game is essentially presenting the age-old “Wolf, goat and cabbage problem” in an Interactive Fiction-format.
The writing and implementation are both pretty minimal. The game doesn’t establish much of a tone beyond being mildly charming - it’s first and foremost just a puzzler. And since the main puzzle is historical, you might already have a decent idea on how to solve it due to cultural saturation alone.
The game works as intended, and it has a few small secrets that you can read about from the “amusing” menu after beating it. But it’s overall a somewhat small and light affair, and it can lack surprise value too since the main puzzle is played pretty straight - (Spoiler - click to show)the only real curveball is having to find some grass first to get the sheep to comply. I think the game would have benefitted from going a bit further and possibly featuring some larger twist to the core idea. Still, it could be worth a try if you’re looking for a quick puzzler.
The Place is a choice-based game by Ima, published in 2020. The game features (Spoiler - click to show)a poetic, flighty description of a young woman known by the narrator, although you wouldn’t know it from the bizarre game blurb that directly addresses the player, talking about fate, choices and meaninglessness.
The story is short and relatively linear. The gameplay consists of clicking text links while trying to make sense of what’s going on; slightly annoying pop-up messages are also used to make the player choose between options and name some things inside the game. Having the player give custom names to things might be a good way to make them feel more invested in a story in some cases, but here the pop-ups often felt like an interruption. Also, since the blurb flat out states that your choices are meaningless, and there’s a quite a number of these pop-ups, I felt like there wasn’t much incentive to play along and name things the way the game would want you to.
Presentation-wise the game is fairly ordinary, although small things like timed text, changing text and background images are used in moderation to add some variety. Everything seems to work as intended, although the writing could have used some more polish as it has some rough spots and typos here and there.
I’m not sure what the game made me feel, if anything at all. I didn’t become immersed in it very well due to the unfocused expectations set by the blurb as well as the frequent pop-ups. It might be worth a try if you want to set aside 15 minutes for something original but confusing.