This was a quick and short CYOA around familiar zombie tropes and ideas.
The writing was sound, funny, and engaging, so it worked well, but wasn't a particularly deep experience--no new ground is broken here. If you aren't a fan of zombie fiction, I'd take a pass, but otherwise it is a worthwhile play.
This is a short and successful game with an interesting twist and narrative.
I don't think the presentation of Voodoo is particularly faithful, but it works as a spooky Halloween ghost story.
I enjoyed the (relatively easy) puzzles and the story. I am surprised at the low score for the game in the Comp; I think it was a strong effort.
It is hard to review these short games; they tend to take 10-15 minutes to play through, and are usually worth trying.
This game in particular is definitely worth playing. It is a fun and well-written game which focuses on a standard egyptian pyramid trope. Unlike most of Veeder's work this game doesn't have any really subversive elements--it is a straight-forward and simple game which works well.
I don't think it stands up to the narrative quality of some of Veeder's other works, but is still a fun and engaging game.
This short, fast game has interesting interaction mechanics, and provides a fun short play-through.
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.
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.
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.