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.
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.
My first impression is not that bad, the story is okay and the writing sufficient. Unfortunately the coding is not complete (error messages because answers to a verb have not been defined), and synonyms are not implemented (Spoiler - click to show)(you discover that the top of the container where you start is a lid. "push lid" results in the reply that there is no lid, "push top" then works and the reply is "you push the lid", which is contradictory). This game should be revised, the start is not too shabby.
It seems to me that the writer came up with the idea of a zombie apocalypse, created a room with some items and a little puzzle how to exit it, then he created a vast area with room descriptions (and the writing is not that bad at all), and then stopped continuing. Most of the things mentioned in the room descriptions are not implemented, some exits mentioned are not further pursued. It is simply unfinished, for whatever reason: maybe the writer lost interest, maybe he did not have time anymore. It is still not justified to label it as a "beta". It should not have been published in the current state.
It is much better to have a smaller game with a tight story and maybe just a small amount of locations than an unfinished code that presents many locations and details and the promise "have a look, this is unfinished, but will maybe become awesome one day". People who visit this database want interactive fictions, not a text that could become an interactive fiction one day.
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.
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.
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.
...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.
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.
This is a short game with no apparent deep plot. It describes just a single scene, and there is not much else. There should have been more implementations maybe. I did not find much interesting about the dialogue, but it is my opinion that there is some potential in a situation of this fiction, which could have been developed. All in all it is worth a try anyway.