This is a quite good game with a few issues here and there but nothing serious. The story is simple but sufficient for a small entertaining puzzlefest. There was one puzzle, which made me look at the walkthrough since I was impatient to get on with the story. I immediately regretted it, since it was a fair puzzle. The rest of the puzzles were fairly easy, despite technical issues here and there and so I managed to complete it within 90 minutes. I enjoyed it.
This game is something I have never seen in interactive fiction before. The only game I can think of being slightly similar is "Superluminal Vagrant Twin", in the sense that you need to save up money and that you gain access to new locations as you progress. However, besides money you must gain "floatrons" in Skies Above, which determines how high up in the sky your airship can go. There are several "mini-games" where you can earn money, floatrons or both.
I must say that when I first started playing the game, one of the first "mini-games" seemed a bit repetitive. However, the game quickly opens up with very varied gameplay and you gain routine so that you can quickly finish the repetitive jobs. So even if the game may not impress you to begin with, carry on. This game is really good!
Even though there is a sort of ending, the game can apparently continue forever it seems with a list of achievements and some mysterious objects you can obtain if you keep playing. You can never die and the the game has a limited parser, so guess-the-verb is never an issue.
I played for about 4 hours before I was satisfied, but I could have continued for a long time without seeing everything there is to see. I highly recommend this game.
In this game, you are participating in a reality TV show on the Sugarlawn Plantation. Your objective is to earn as much money you can within 30 minutes. You earn money by finding valuables and return with them to the foyer. Even better, if you can find out what the target location is of a valuable and put it there, you will get a bonus. In addition, you get a bonus if you manage to escape from the house. There is also mentioned a secret bonus. Bonuses will be doubled if you do not bring the sack to carry stuff. In other words, if you accept an inventory limit, your bonuses will be doubled. So this is a rare example of a game, where it makes good sense to have an inventory limit, since it makes the game harder but you earn more points.
This game has a lot of original puzzles it seems. The fundamental gameplay is quite similar to Ryan Veeder's "Captain Verdeterre's Plunder", which isn't a bad thing. This game is however bigger and some of the puzzles are harder. In both games you need to optimize your playthrough to earn as much money you can, which is hard, since there isn't time to get all valuables and bonuses. I like both games very much.
This game has a lot of humor in it, and it is very well implemented. Within the two hour limit I kept increasing my score, and I feel quite addicted. I hope there will be an online high score list at some point, which is the case for "Captain Verdeterre's Plunder". Such competition would give the player an incentive to keep improving. As it is now, you are mainly playing against yourself, which is also fun but could be even more fun with a high score list. Anyway, this is a very fun game I highly recommend.
This is a little straightforward story-driven parser game. You play the role of Jon Doe, probably the best MI5 agent. You are given an assignment: Investigate the death of an informant employed at a tech company. There are puzzles but they are mostly easy. The game takes place in small areas, which you never return to, so you don't really need to make a map.
I found the writing to be good and sufficient for this kind of game. The implementation was usually good, though a few places, there could have been more responses to the things you can try, especially conversation. However, I managed to complete the game without hints, so it never became a big issue. Overall, I found this to be a very good game.
This game was written by best-selling novelist Michael Crichton in 1983 and published by Telarium in 1984. Luckily the quality of this very old game is high. It is a two-word parser but I never felt that I had to guess-the-verb. However, the manual, which can be found online, contains a verb list which shows what verbs are accepted. It is recommended to read the manual before playing. More over, the game comes with a so-called N.S.R.T.Field map which is required to complete the game. This map can also be found online.
Since there are no modern interpreters for Telariums games, you will need to download an emulator. The game is available for Apple II, Apple Macintosh, Atari ST, Commodore 64 and MS-DOS. I chose to play with a commodore 64 emulator. The other machines are probably faster but I just ran the emulator at approximately 5 times normal speed and so, the game ran at a decent speed.
As the title implies, you are going to the Amazon jungle. The purpose is to find treasure within the lost city of Chak. All puzzles were fair and you quickly stumble upon a humorous sidekick NPC, which helps you on your way. The game has some primitive but still atmospheric graphics and sound effects. Some people may find the game too easy. There are however 3 difficulty levels. I am not the strongest player so I took the easiest difficulty level (novice). As a consequence, I only needed to consult a walkthrough once and I completed the game in about 5-6 hours.
This is the first Telarium game I have played and it was a very positive experience so I am looking forward to try the other seven Telarium games.
In this sci-fi parser adventure you are the last person aboard an abandoned space station. Your objective is to get away from the space station. The game comes with 3 feelies: A map, an antenna calibration guide and a Getting Started manual for an utility scanner.
The map is very convenient and so there is no need to draw a map yourself. The space station is spinning and so the directions Spinward and Antispinward are introduced in addition to port, starboard, up, down, in and out.
The game is very well implemented. There was a single puzzle that required a bit of guessing the verb, but besides that everything worked well. The puzzles were all fair, mostly easy and a few ones harder. Some of the puzzles are a bit technical but none of them requires special knowledge.
Some people might find the minimalistic descriptions too short. I personally found them sufficient to create a good atmosphere and to describe what's going on. This is definitely a game more than a story and so, too much text would disturb the playing experience. However, I would have liked the ending to be more verbose and interesting.
To sum up, the game is atmospheric with some nice puzzles and solid implementation. The ending could have been more interesting but still it was great fun. Try it.
This was my favorite 2018 Ifcomp game. I can imagine that this game is not for everyone, since it is basically a logic/math game. However, it does not require a lot of mathematical knowledge. I would say that you can complete the game using basic math, though to get a perfect score, you should have heard about complex numbers.
In this game you are given the role of a candidate in something called Arithmancy, which is some sort of magic concerning numbers. You need to pass the exam in Arithmancy. To do this, you have to cast spells in the right order, to produce the digits of pi, e, etc. I don't know if this sound like a lot of fun, but it is, if you like logic and math puzzles. In addition, you can get extra points. Some points require that you produce the digits with very few spells, while other points can be gained by finding the numbers with a given color. Yes, in this game all the numbers have a color, though some numbers have the same color. Figuring out the color system, at least to some extent, is needed to obtain a perfect score. I didn't understand the color system completely, but still I managed to get a perfect score, though not within the two hour limit of IFcomp. Thus there are several hours of entertainment in this game.
The game starts out easy but slowly gets harder. Whenever you achieve something in the game, you overhear conversations from the examining committee, which are quite fun. The real fun for me was however figuring out the puzzles.
So if you are into logic puzzles involving math, I can highly recommend this game.
The Fortress of Fear (FoF) is the 4th episode of The Adventures of Alaric Blacmoon. On the other hand, it was the first Alaric Blackmoon game to be written with ADRIFT, so I was quite curious if it had the same quality as the previous episodes. I think it has and overall FoF is a very fine game.
Without going into too much detail, Alaric must get to the bell tower of a big fortress, which is under siege of an evil sorcerer. The sorcerer has slaughtered most of the good staff of the fortress so there are ghosts everywhere requiring objects to let you pass. In addition, they might help you, if you help them. You will also meet a few people who are still alive, and in the end, you will of course face the evil sorcerer.
The game has the same appearance and feel as previous episodes, which is good. As usual, it is necessary to search, look under and look behind objects whenever it makes sense, to ensure you do not miss an object. The puzzles range from easy to difficult but always logical.
The player should be aware of the command "timeoff" though. This is a command used to turn off real time elements. I don't like real time elements in IF-games but since they can be turned off it is not a problem at all.
If you become stuck, the first place to look for inspiration is the VOCAB command, which gives you a list of verbs understood by the game. Typing help gives you the e-mail address of the author, which I did use more than once since the game is very big and I believe most people will become stuck at some point. I encourage everyone playing Larry Horsfield's games to ask for help in this way instead of just giving up, since his games have a lot to offer. This game is no exception.
It has been 5 years since David Whyld last made an ADRIFT game. But it was worth the wait. Trick or Treat was made with ADRIFT 4, which means that it is playable with Fabularium, Gargoyle etc. It starts out with you and your friends trying to "trick or treat" at an old man's house. Unfortunately the old man is crazy, lopping off your friend's head and capturing you and your other friend Emmie.
The game is filled with crazy humor and puzzles as you try to rescue yourself and Emmie and there are more than one ending, depending on how well you do inside the crazy old man's house.
The initial puzzles are quite easy but the game gradually gets harder.
Fun – try it out!
In this game you play the role as Loralang, a famed knight, which has to travel back in time and retrieve the golden sceptre and kill the undead lord, Morac.
So much for the story. The game is oldschool and is a combination of puzzles, a bit of random combat and unfortunately also random deaths. I haven't completed the game, but from what I have seen so far, there are some decent puzzles. The random combat I have seen was far too easy, so it was quite pointless.
Even though I like oldschool games, random combat and don't care too much about the Player's Bill of Rights, I feel this game could have been a lot better if it weren't for the very common random deaths caused by the dragon. It is practically impossible to avoid it for long and according to the built-in hints, the only thing you can do is to avoid the dragon. So even though I came across some decent puzzles, I find it hard to recommend this game.