An especially funny historical comedy, despite the notable absence of pigs. The writing is mostly superb throughout and manages to make the village idiot protagonist genuinely likeable.
The puzzles were suitably clever, with some rather unique ones; it took me quite some time feeling lost in the middle of the game until I figured out that I needed to be creative with the verbs. In the end I finished the game in about 90 minutes and learned several new words on the way.
Having, as one should, duly enjoyed ‘Alias’ The Magpie, I was very excited to see this sequel turn up. To my further enjoyment, it turns out this sequel is almost just as good! Not that there is anything particularly wrong with it; I just wish it was longer and slightly more challenging, matching the length and difficulty of the original. Completing The Magpie Takes the Train took me 45 minutes.
Perhaps due to having played more IF than (most?) other humans, Rushton has managed to perfectly adopt the style of ‘Alias’ for this game. The language, the humor and the puzzles could all as easily have emerged from J. J. Guest, and are just as delightful.
Despite it never mentioning Lovecraft, the feeling I got from playing Ascension of Limbs is very much Lovecraftian, more so than from many works that are outright fan fiction. Some of the paths the game allows you to choose are pretty gruesome, though always in the service of a higher… something. Other paths still imply this something, although more peripheral.
To accommodate the approach of an antique store proprietor simulation, the list of verbs have been strictly limited as have the possible nouns you can refer to. Considering the mechanics of the simulation this is certainly reasonable, although it feels visually a bit messy to constantly have the full lists repeated after each command. A two-column format would have been an improvement. Other than that, the parser system has been very well adapted to this type of game. You easily get the hang of it, while doing it well is a certain challenge.
Playing Ascension of Limbs provides a curious feeling actually. The very visible game mechanics and the objective voice of the narrator explaining how your store is doing are coupled with horror elements that get more and more central to the game as you progress. You can serve the dark forces, but the level of abstraction lets you get away with it, emotionally; it’s an emotionally peculiar game.
I did two playthroughs with two different endings in about one hour, though I only managed a fraction of the achievements either time.
For being the first game of the author, The Eleusinian Miseries is remarkably well done. The implementation is more or less as flawless as they come (at least in the face of a deadline), and I found nothing here to remark on.
Being first and foremost a historical-farcical puzzle game, it seems to be heavily inspired by the excellent Lost Pig and The Wizard Sniffer (this one also features a pig!) and provides them with good company. The approach to humor is similar, although here it feels at times a bit too verbose. Most of the 90 minutes I spent playing The Eleusinian Miseries were spent reading, rather than thinking how to solve puzzles. While the puzzles do a good job of retaining the humoristic style, they are not particularly challenging.
The strongest aspect of Jay Schilling’s Edge of Chaos is the storytelling, narrating a crazy and imaginative story with a language very much suited to it. To be frank, neither were perfectly up my alley, but it is of consistent and solid quality.
The puzzles are not that interesting, however. The game is completely linear and the solution to the obstacles are for the most part so obvious that they feel more like small nuisances. There are a few exceptions to this – some clever constructions, but also one that I found far fetched and impossible to guess without reading through all the hints for it. The hint system was very thoughtfully implemented though, with clues in order of specificity. My final playtime was 80 minutes.
A nice bonus were the images: lovely drawings of several characters that show up the first time you look at them.
Alone gives you the role of the protagonist in a zombie apocalypse, and does it well. For the most part, the immersion is quite successful. It's a no-nonsense horror game -- not particularly brutal, but the mood is pleasantly scary. The writing is pretty straightforward and well balanced, neither original nor too cliché, but perfectly effective.
I quite enjoyed Winters' previous entry, The House on Sycamore Lane, and Alone is a worthy follow-up. What I particularly liked about both games are how the puzzles are perfectly integrated in the story; they are all reasonable and natural obstacles for the protagonist. While never really difficult, the puzzles are still challenging enough to make you feel clever for solving them. Finishing the game took me 65 minutes, and I'm pretty sure I got the optimal ending -- a perfect length for such a game.
The least fun you can do with Sheep Crossing is doing everything correctly. Many works of IF contain various amusing things you can do, playing a bit outside the box. Sheep Crossing takes this to the extreme. If you ever have stumbled upon a common conundrum involving your three pieces of companionship, you will have no problem pleasing your grandmother; a straightforward playthrough takes less than five minutes. The value here is doing silly things, laughing out loud, then restarting and trying something completely different.
This is a classic style parser game heavily inspired by the Indiana Jones movies – an exotic treasure hunt taking place in the jungle.
Dr Ego and the egg of Man-Toomba adheres closely to common tropes, both of IF and of its inspirational material, and for this reason most of the puzzles are a bit on the obvious side. Still, it was not completely without challenges. Although it was always clear what the next step should be, there was always some need for searching and rethinking which made the game quite enjoyable overall.
The writing, as the puzzles, is not particularly original or engaging, but rather decent. In fact, I feel that decent is the word that best describes this game. There is nothing particularly bad or wrong about it, but nothing exceptional either. In the end it took me 45 minutes to finish without a walkthrough.
like its predecessors, Sage Sanctum Scramble features a masterfully implemented minimalist parser interface and hours of fun. Despite the similar approach to the interface, DiBianca's games are quite different from each other in terms of play. This time the author took on the genre of word games, including at least 60 different challenges, including crosswords, anagrams and everything else I can think of.
My initial worries that the game may be too easy were quickly allayed, and some of the puzzles had me stumped. I have a feeling that solving all of the puzzles will not be necessary to finishing the game, and that completing them all may require a team effort.
As usual for DiBianca, this game is a lovingly crafted puzzlefeast without attempting to convey any deep meaning or emotion. With the many puzzles being split into separate rooms, it reminds me somewhat of his previous minigame extravaganza Skies Above, though Sage Sanctum Scramble makes for a much more thoughtful play.