Reviews by Simon Deimel

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Minimalism Textual Adventure, by Skywilly
4 of 4 people found the following review helpful:
Minimalism in a good way, February 23, 2014*
by Simon Deimel (Germany)

A minimalistic CYOA game that consists of nothing more than colored squares displaying room names, objects or incidents that take place, followed by keywords as choices. It should be mentioned that both elements are written in English and in French.

The lack of narrative elements is something I usually do not find appealing, but to my surprise it was different here: Being confronted with nothing else than single words I felt motivated to think about them, and a narrative of my own came up in my mind. The game manages to tell a story without existing prose, and despite its sparse style I got the feeling that there was a plot, at least for me. The style of the game inspires the readers' fantasy, encourages them to make up parts of the story for themselves.

Principally this piece of work is recommendable for everyone who does not feel offended by the lack of words (some people may consider it to be a sign of laziness, but it can also be a stylistic device). Especially recommendable for people who like something different and experimental.

* This review was last edited on May 3, 2014
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No Room, by Ben Heaton
3 of 3 people found the following review helpful:
Experimental, but not for the player, February 23, 2014
by Simon Deimel (Germany)

Yes, I get it. It is an experiment. Create a game without an actual room. It sounds impossible, but obviously here we have an example of what can be done. It is surely interesting in terms of programming, but does it contribute to the gameplay? Well, it hardly does. The game starts nowhere, in darkness; for the player it is actually like a room without a lightsource and without any exits; I could not see a difference.

The game itself consists of one puzzle which is not difficult to solve with some experimenting. The implementation of verbs is okay, I did not have to do any guesswork. There are no storyline and no characterizations at all -- the player is confronted with the problem, has to solve it, and that's all, folks.

(Spoiler - click to show)I played (and solved) the puzzle on my mobile phone for the first time, using ZMPP (which does not show the cover pictures). So I saw the picture later, and I really wonder why it was designed in such a way. It actually gives away the complete solution of the only puzzle. The picture is not only giving a clue, but shows the final objective of the game. Honestly, you would not put the picture of the arrested murderer on a film poster of a mystery thriller, would you? It would spoil the whole plot. In this case, carefully spoken, the choice of the game cover is slightly inconsiderate.

For me this was a short puzzle, nothing more. I cannot say that it is bad, but there is not much content. It may be a great experiment, but a player will probably not experience anything special. Referring to general gameplayers, it is recommendable if you like a short diversion that focusses on one puzzle.

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Empty Rooms, by Kevin Lovegreen
4 of 4 people found the following review helpful:
Technically inaccurate, February 21, 2014*
by Simon Deimel (Germany)

A storyless collection of puzzles, intended as a tutorial for people who are new to IF. Principally a tutorial is not a bad idea, but anything with educational intention should show the basic concepts of an idea.

This game succeeds in teaching some basic commands, but it fails to get a new player accquainted with general conventions in IF, such as the use of containers (in this game the backpack has to be taken to make the possession of certain items possible; but they just coexist in the inventory, because the backpack is not programmed as a container), or the difference of inanimate and animate objects (the kids are programmed as inanimate things, not as persons). I did not care much, but it may be confusing for beginners. The puzzles are not too difficult to solve, but some of them may be a bit too underclued for beginners.

For me it was a short puzzler, nothing more. I found the ending a bit annoying, because the game lets you lose for a reason without any logic(Spoiler - click to show) -- the win requires dropping a certain object before exiting the last room (or not having taken it before), and I don't think any player will reconsider having the thing in the inventory (as picking it up does not suggest any lethal danger) before exiting. In the end this game cannot be recommended as a tutorial.

* This review was last edited on February 22, 2014
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A Gummi Bear's Night Out, by Roger Carbol
3 of 3 people found the following review helpful:
The escape of a gummi bear, February 21, 2014
by Simon Deimel (Germany)

For a speed IF this game is neatly done. The player directs a gummi bear trying to avoid being eaten alive. The actions are quite obvious and can hardly be called puzzles. The implementations are sparse and sometimes a verb that I considered to be the right one was not what the program was waiting for; but regarding the short time in which the game was written, perfection can not be expected.

All in all a cute story. This short amusement is recommendable for people who have some minutes of free time.

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Fish Bowl, by Ethan Rupp and Joshua Rupp
6 of 6 people found the following review helpful:
A fine sci-fi story with horror elements and a touch of the surreal, February 21, 2014*
by Simon Deimel (Germany)

The game FISH BOWL is about a beach comber who awakes one day to find a peculiar fish bowl in his shack near the beach, unable to remember where it has come from and why it is there; this makes the fish bowl a central object and the player is likely to get the idea that there is something to be done about it.

The game is segmented into two parts, the first of which mainly deals with the fish bowl, the second concerning the search for the truth about the situation. Amnesia is a subject of the first part and resolved in the second, which justifies the use of this trope. The change between illusion and reality is nicely arranged and conveys a surreal feeling. The storyline is sinister and dismal; I felt absorbed into it.

It is a quite short game and positively worth playing; the necessary actions can easily be found and there are hints given. I am not good with puzzles, but found out what to do without resorting to a description of the solution. I may recommend this interactive fiction to people with the same preference; also to beginners who want to check out a tight sci-fi narration without running the risk of a headache.

* This review was last edited on March 15, 2014
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You are a Chef!, by Dan Shiovitz
2 of 2 people found the following review helpful:
Original in a silly way, February 19, 2014*
by Simon Deimel (Germany)

A very short game with a silly premise: So you are a chef and have to prepare a meal. There is a list of ingrediences that you have to use, and then a number of objects fall from the sky and you have to put the ones mentioned on the list into the pot (Spoiler - click to show)(or you take everything and then "put all into the pot" -- it also works, the game will automatically choose the right ones). Some things cannot be taken without previously getting hold of corresponding objects (luckily the game explicitly states the possession of which other item is required, as in some cases there is hardly any logic -- maybe it is knowledge based on community conventions which I am not familiar with). So there are no puzzles and the game progress takes place almost by itself. It just takes a short time to reach the ending.

Recommendable to people who feel like being silly for some minutes and cast the deadly seriousness aside.

* This review was last edited on February 22, 2014
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Nudists Gone Wild, by Hulk Handsome
3 of 3 people found the following review helpful:
Absurd, but delightful, February 18, 2014
by Simon Deimel (Germany)

In this little game the player takes the role of a person who is prone to nudism. But the protagonist wants to extend this lifestyle. You as the player have to cross a part of a town to reach the nudist camp. Not to forget, you refused to wear your clothes and are naked. It is a story in the tradition of the author -- I checked out some of his games and liked them despite their briefness.

The situation sounds absurd, but that's what happens if you give in to your inclinations.

The game is very short. There is not much to do and the end is reached in a jiffy. There are easy puzzles and the solutions are more than obvious. Nonetheless I liked the absurd atmosphere. The implementation could be better, but it is sufficient for the easy play. The language is also okay. For me it was a nice diversion.
I recommend this game to people who are new to IF and want to check out the mechanics, and also to players who like a short absurd comedy.

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The Minimalist Game, by NOM3RCY
3 of 4 people found the following review helpful:
Little more than nothing, February 18, 2014
by Simon Deimel (Germany)

I can only agree with the former reviews: this is not a game.

This project cannot pass as IF. Sure, there is interactivity to a minor degree (in answering one question), but there is no fiction, no story, not even the slightest bit of it. It cannot pass as a joke either, at least not for the player. A joke normally works with expectations and their dissolution in a punchline, but there are no expectations built up in the player by asking a single polar question.

I did not expect much when I started this, and I got even less. I did not feel especially annoyed or insulted, but there are no gaming contents here.

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Bane of the Builders, by Bogdan Baliuc
2 of 2 people found the following review helpful:
Quite solid, February 18, 2014
by Simon Deimel (Germany)

BANE OF THE BUILDERS is a quite solidly arranged game with a sci-fi theme. The player explores an alien planet in search of a missing professor and encounters the ancient race of the so-called Builders, getting acquainted with their culture while holding out for the missing academic. The game ranked about in the middle of the 7th annual IF competition.

The game itself is not too bad. A science fiction story that complies with the standards. There are a redundant maze and some arbitrary puzzles, things that could have been more polished. But the writing is decent and the game features in-built hints. There is also a walkthrough available on the database, so the player can find help when he/she gets stuck.

I can recommend the game to fans of science fiction and people who want to get a taste for the sci-fi category, although there are probably better choices for people who wish to check out the genre for the first time.

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Spider and Web, by Andrew Plotkin
5 of 5 people found the following review helpful:
A masterpiece, February 11, 2014*
by Simon Deimel (Germany)

So, as this game seems to be praised by everyone, I finally decided to check it out. It is hard to give a review about this game without spoilers, so read with care. It starts with a scene that let's you think you are a tourist, but the player will very soon be taught better.

In the first part of the game two kinds of scenes take turn -- the protagonist tries to retrace what he previously did, and if there is something deviant from the actions that happened before the actual gameplay, the gameplay will move to an interrogation room where the player is told why it cannot have happened like he tried it. These interludes are helpful, they give hints what to do. The player has to work with certain gadgets found in the inventory. It is fine to experiment with them -- if something is not correct, the game will switch to the interrogation, and the situation can be replayed. The conversational system is quite simplified and reminds of a platonic dialogue: the player can only confirm or negate the questions of the interrogator. It is easy, but sufficient.
It all changed for me when the protagonist's life was at stake for the first time. I had read some comments before, it had been inevitable; and there had been remarks that the game contains one outstanding puzzle -- and there it was. Thinking about actions that might have effect -- no matter how likely they would succeed -- I tried something, and then something happened that changed my whole point of view about the situation. Yes, the voices had been right. This puzzle is one of the best I have ever encountered. It is perfectly integrated into the storyline.
It is advisable to save the game frequently during the second part, especially in the end game. There are tough situations and the player has a hard time not making a mistake. These moments come very close to what we call stealth action, in a text-based version -- it is excellently managed to convey a feeling of being pursued and trying to evade from the scene. The second part may be a bit tedious, because the puzzle conjoining the parts has too much of an actual climax. But it still fits the frame.

So, what is the conclusion? The game may be a bit too tough for beginners, but everyone who likes interactive fiction has to play it sooner or later. This is a masterpiece.

* This review was last edited on February 12, 2014
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