Reviews by Simon Deimel

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Bench, by :3
1 of 1 people found the following review helpful:
Promising but incomplete, December 15, 2013
by Simon Deimel (Germany)

The style of this story is brief, the paragraphs short, but the plot is promising and made me want to know more about the background of the happenings.
I am not sure if the following statements are spoilers, but I don't think so. I rather think it is something that should be pointed at before starting this interactive fiction. Unfortunately the game ends abruptly without giving an explanation of the events. It ends with a cliffhanger and the writer announces a continuation of the story. I was a bit disappointed, because nothing indicated that this version is not finished, and so I encourage the author to continue.
Note: this rating refers to the incomplete version.

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Forest, by Wiggin72
2 of 2 people found the following review helpful:
Several bugs, December 13, 2013
by Simon Deimel (Germany)

My rating is very merciful, there are bugs concerning the room descriptions and the choice of commands, but I am inclined to overlook them as this is the author's first game. Nevertheless it seems that there should have been more testing. Such bugs can easily be detected by the author himself/herself if he/she takes effort to explore some eventualities.

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Finding a way to get the chairs, by abraxDaCabrax
1 of 1 people found the following review helpful:
Not too bad, December 12, 2013
by Simon Deimel (Germany)

Very short, but the writing was funny and so it offered some diversion.
Not too bad for a first interactive story. I recommend to have a look at it.

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The City, by Sam Barlow
2 of 2 people found the following review helpful:
Dystopia, December 11, 2013
by Simon Deimel (Germany)

The basic premise is quite fine. There are missing pieces in the story, but that makes the scene more surreal, so it is not necessarily a bad thing. The puzzles are quite difficult, mainly because some elements are not efficiently implemented. These are shortcomings which would have easily been detected during playtesting. (Spoiler - click to show)Examples: I try to TAKE the black cable and there is not enough of it to get a hold of, but it can be PULLED anyway; CLIMBING the hole results in the standard response that there is nothing to be achieved by this, but GOING THROUGH it is fairly okay. So I had to resort to the walkthrough and sometimes my idea had been correct, but the game didn't show me that I was expected to try something very similar.
Nevertheless I liked the surreal and dystopian setting.

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Color of Milk Coffee, by Anonymous
2 of 2 people found the following review helpful:
Defined by inactivity, December 10, 2013
by Simon Deimel (Germany)

I can hardly rate this, because it is a flash fiction, so supposed to be short, and the main idea is not that bad. I understand that this is a kind of miniature interactive fiction, but some more actions and implementations should be there. I mean, the title of the game lets the milk coffee become an object of the scene, the room description mentions milk coffee, so I examine the milk coffee -- but no, I cannot see any such a thing! There is hardly any interactivity because the game/story consists of inactivity.

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How To Get Ahead In Advertising, by Tylor
1 of 2 people found the following review helpful:
A short one, December 9, 2013
by Simon Deimel (Germany)

It is a short story with interactive elements. Some strong expressions, but that was still acceptable... I did not feel offended at any point. It reminded me of a typical story by Charles Bukowski.

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The Lighthouse, by Eric Hickman and Nathan Chung
4 of 4 people found the following review helpful:
Not spectacular, but I have seen worse, December 8, 2013
by Simon Deimel (Germany)

This little game is not a challenge for anyone -- finding keys and the corresponding doors right after that; no further implementations, no real story. But going through it did not hurt me, and finally there is a good will behind this game, as opposed to others which were simply made to be annoying. I have seen much worse. And stuff of the same quality which got better ratings for reasons that I do not understand.

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Roofed, by Jim Munroe
3 of 3 people found the following review helpful:
A nice diversion, December 8, 2013
by Simon Deimel (Germany)

This story is quite short, and the locations are clearly limited.
The special thing about it are the responses and actions of the central NPC, your sidekick who shares the fate of the story with you. They appear funny and brighten up the gameplay without ever becoming annoying. The NPC is well intergrated into other aspects like the hint system and the puzzles which cannot be solved without interaction with the NPC.
This is an excellent example of NPC integration.

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My Great Return, by K1ngkill3r35
3 of 3 people found the following review helpful:
Just browsing..., December 3, 2013
by Simon Deimel (Germany)

...and again I stumbled upon a CYOA-game. I do not really like them, but sometimes they offer a short diversion without being brain busters. So I started and I think there were three choices until the game stopped without a true end... I tried again with other options... all of them lead to an untimely death or return to the choice... so the path I had chosen at the beginning was actually the one intended by the author... I wonder if the game is meant to be complete, because it is not. So, if this is one fifth of the game (and it is surely less) the rating is self-explanatory.
As usual, I apologize for harsh words. I am aware that interactive fiction is a free product for everyone, and authors must be respected. I can only speak for myself and encourage people to put efforts in what they do.

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Moquette, by Alex Warren
4 of 4 people found the following review helpful:
Choices, December 3, 2013
by Simon Deimel (Germany)

I understand that opinions will differ on MOQUETTE.
The prose is exellent. I enjoyed reading it, despite some vulgar elements (I usually reject verbal abuse). As some critics already pointed out, I can just say the same: The beginning was a bit aimless, I did not understand what to do, and when the main encounter finally happened, I had the feeling that my choices actually had not made any difference. The author gets an extra praise for implementing each of the mentioned passengers in detail and rendering thoughts about them. The text effects were interesting.
All in all this is a well-crafted piece of interactive fiction, which put a focus on fiction rather than interactivity. Nevertheless I must say that the first part was somehow tedious and I wondered "when is something gonna happen?" too many times.
Note: I posted a similar review on the webpage of the game.

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