Reviews by streever

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Faithful Companion, by Matt Weiner
2 of 7 people found the following review helpful:
Interesting interaction mechanics, December 3, 2013
by streever (America)

This short, fast game has interesting interaction mechanics, and provides a fun short play-through.

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Headless, Hapless, by Geoff Moore
2 of 2 people found the following review helpful:
humorous although at times frustrating short game, December 3, 2013
by streever (America)

This is a short game with an amusing ending. It is incredibly short--a one-gimmick essentially--created in three hours for EcoComp 2013.

Despite this, there were no glaring flaws or technical errors, and the game worked well. It was an amusing although short experience, and at times frustrating.

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Wrenlaw, by Ryan Veeder
5 of 5 people found the following review helpful:
Sweet little game, December 2, 2013
by streever (America)

I enjoyed this short game.

Wandering around a small recreational park, the character remembers things, as he searches for a geocached blue box.

Short, sweet, and rewarding, the prose here was really lovely, and I had a strong sense of the park. There are some other elements tucked away here as well--all in all, a very pleasant 30 minutes or so of exploration.

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End Boss, by Nick Keirle
1 of 1 people found the following review helpful:
Excellent puzzle-less morality narrative, December 1, 2013
by streever (America)

This is a game that showcases morality and ethical decisions upfront.

It asks you what you believe, and despite the relationship of the player/character, it gives you enough information to infer what your decisions say about your beliefs.

The writing is crisp and clear. I enjoyed this work, and think that many Twine authors should read it to see a good example of how choices and decisions give a player agency in interpreting and shaping a linear narrative.

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The Statue Got Me High, by Ryan Veeder
4 of 4 people found the following review helpful:
Enjoyable with no prior knowledge, December 1, 2013
by streever (America)

I am clueless concerning both They Might Be Giants and the opera this is apparently an adaptation of; despite my glaring faults, flaws, and ignorance, I enjoyed this game.

The writing is good. The story is interesting and absurd, in the way that Veeder typically writes, but with a sense of a deeper and more meaningful theme.

The actual mechanics are relatively simple. Although I had a paper and pen out, making notes, it turns out I didn't need any of them at all.

I played several of the Apollo games, and found this to be my favorite of the ones I played. A strong effort around a good story with a minimum of puzzles, this was a successful narrative.

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Vespers, by Jason Devlin
5 of 6 people found the following review helpful:
Heed the Disclaimer, December 1, 2013
by streever (America)

This game presents a muddled and incorrect theological perspective, that isn't particularly illuminating or enlightening. This leads to the only flaws in an otherwise well-written and engaging experience.

The shoddy theology makes it hard to recognize your choices as such, but the game makes great use of your choices, so it is frustrating that the developers limited understanding of Christian theology provides some inconsistent and illogical implementation. I recommend saving and using restore/undo as needed.

The actual mechanics of this game are fairly brilliant, and the writing is excellent. There are a few minor bugs (characters aware of events that haven't happened yet), but you can avoid them--and improve the overall experience--by restricting yourself to using "talk to character" instead of the more open-ended "ask".

Some of the puzzles are quite clever, and almost all of them involve multiple outcomes. Keep this in mind as you play; you are not restricted to the most obvious solutions. In this, the game does get closer to a proper Christian theology, although it still misunderstands the significance of this decision.

I enjoyed this game quite a bit and think it is well-done. Yes, there is some unsettling imagery, but I would rate it as "less disturbing than CSI".

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Alone In Cinder, by Russell Quick
1 of 1 people found the following review helpful:
Simple short horror game, December 1, 2013
by streever (America)

This is a simple horror game, playable in under 15 minutes.

It seems extremely merciful; I completed it and won on my first go-through. I tried a second time, deliberately choosing what seemed like the few bad choices available, and found the game was quite good at hinting me toward the satisfying outcome.

The writing is good, although I could use a little more story. I'm not sure why things are happening, and the island has a number of nooks and crannies which could provide exposition for those seeking it. The game gives small tidbits which should be expanded upon, delivering more background and more plot.

There are a number of areas implemented which don't provide anything, and I'm not sure how they advance the game or the story. It would be interesting to have these side paths provide insight and context--perhaps a page of a diary entry here or there--in the same way that Miasmata and Bioshock did.

I think this small twine narrative would be good for a newcomer, to give them a basic sense of what the medium does without being difficult or frustrating.

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Cut the Red Wire! No, the Blue Wire!, by David Whyld
2 of 2 people found the following review helpful:
A fun little game, December 1, 2013
by streever (America)

This game doesn't offer much in encouragement, creating a lot of frustration, but it is fun and well-written, and the (singular) puzzle is solvable.

Try anything you can think of for a potentially funny response, but expect a tough time actually solving this one; you'll have to think outside the box.

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Pytho's Mask, by Emily Short
3 of 3 people found the following review helpful:
Great short game, November 30, 2013*
by streever (America)

This is a great short game set in a different world.

You are a capable fighter and swordswoman who belongs to a secret order pledged to protect the King. A mysterious man has invited you to a ball celebrating the once a year passage of a comet that brings great upheaval and change to the Kingdom.

Intrigue abounds, and there are no real puzzles. The conversation is a hybrid topical system, with a few conversations being unlocked by giving/showing items.

This is an excellent romantic fantasy. The romance aspect is downplayed in favor of the intrigue and mystery.

As usual, a few bits of prose here and there create a more fully realized world. There is some over-done descriptive phrasing, but mercifully little. It is slightly more verbose than some of Short's work, but still wonderfully written.

* This review was last edited on December 1, 2013
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One Way Out, by Ninja Cookie
1 of 1 people found the following review helpful:
Very short experience of death, November 30, 2013
by streever (America)

This is a short experience of death, repeated endlessly.

Puzzle-less and lacking exposition or plot, the game places you in a room, where you will die repeatedly. The main theme is how your character dies--each object you examine is a different death.

I think the story could use more connections and meaning layered into the deaths--and a bit of editing. I caught several typos. Currently each death seems to be at random, with no real connection to other events. There isn't a strong human element, nor is there an emotional connection to make with the character.

This game reminded me of Machine of Death, which I highly recommend. Machine of Death added a real human element to the narrative; the choices you made had real meaning, although you knew your ultimate fate, the narrative played with concepts of predestination and meaning in the face of death.

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