Ratings and Reviews by Simon Deimel

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Anger, by M3L4N01D
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Words Get Twisted Round and Tumble Down, by Gunther Schmidl
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The Price of Freedom, by Wyatt Ryder
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Escape The Room, by George Vicarey
1 of 1 people found the following review helpful:
A short diversion again, December 26, 2013
by Simon Deimel (Germany)

This short game is not comparable with the masterpieces of interactive fiction, but I have seen worse. The commands seem a bit arbitrary, because things that should normally be understood don't work. (Spoiler - click to show)I had a code on the paper, but reading it did not work... instead unlocking something was enabled without any further actions. It was not obvious that I did not even have to do something with the code. I think it is due to the structure of the development system -- the writer probably tested his own game by clicking the command panels instead of checking the parser, so the use of the command line has been neglected. Many objects lack a description, they are just "nothing out of the ordinary". There could have been more effort to describe the story world, or in this case the story room.
Furthermore there could have been more of a story. I was not satisfied with the ending, I wished to know why I had been trapped there. But I think this is a general subject of escape-the-room-games: They cast a player into a situation and the story is not important. So not a real disadvantage.

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A Fable, by Stan Heller
3 of 3 people found the following review helpful:
Buggy and not much to do, December 26, 2013
by Simon Deimel (Germany)

The game has a crazy quilt environment, a common device in surreal settings. Different rooms are patched to each other. It may contribute to a surreal atmosphere, but here it makes navigating the rooms and scenes more difficult. Talking about scenes: they are integrated into static room descriptions, so will happen every single time when the room is entered. That is something which I can live with, maybe even done on purpose. But then the room descriptions (and described scenes) reveal objects again and again when the room is entered, even if the object has been taken or moved into another room, but the thing is not actually there anymore. That is annoying. Which brings us to the next point: The room descriptions contain things and most of them are not implemented as objects, so dealing with them is met with a reply that this object is not existent. Which is frustrating and makes the player wonder if there is a reason to try any interaction.
The basic idea of the game may be fine -- I suppose it deals with a mental landscape of memories -- but the technical side leaves a lot to be desired.

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You are Snow 1935, by Megan Stevens
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Santa Rescue, by legodan99
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Skate your Bleep Off demo, by Wilson Trent
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Z-Files, by Gunther Schmidl, Michael Baum, Paul de Valmency, Michael Baum, Neil James Brown, and Brendon Wyber
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Candy, by Ryan Stevens
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