This game is quite interesting. It takes place in Japan and introduces a little bit of the language and some objects. It is sometimes serious and at other times a comedy. The comp version I played in the beginning of IFComp 2020 had a few bugs. One of them was game-breaking, so I had to revert to an older save-file. But most of the bugs I could work around. Thus, my rating does not consider these bugs, as I guess the author will fix them in a post-comp version(?)
I liked most of this game a lot, both its story, puzzles and the humor. This game has several endings. However, it is clear whenever a better ending can be obtained, so the player will probably "undo" when reaching one of these less good endings. Unfortunately, the final ending was a bit confusing, and I couldn't help thinking that this game might have been a sequel to the author's other games. At least I noticed that the author has made another game set in Japan (Gotomomi). Thus "Putrid Sea" may be excellent if you have played that game first, I don't know. I have rated it without having played Gotomomi.
Perhaps if I had read all messages thoroughly several times, I could have analyzed the text to figure out what was going on with the final ending. Personally, I don't think that should be necessary and thus I rated it even though I didn't get the final ending. Still, I can recommend this game, as most of the game is easy to understand and well done (except the few bugs I hope the author will fix). You can just stop at one of the earlier endings, if you don't like the final ending.
This game made in Ink has a short but well-written fun story. It is definitely a game, not just a story since there are many ways to die. There is a sort of Undo feature ("Try again") if you die. Once you complete the game you are told how many times you died and how many people you saved. A nice touch I think. In theory, it should be possible to save 4 people it seems. However, I only managed to save 2 people. So there is definitely a game element.
Unfortunately, it has several bugs. Sometimes a choice made the game freeze. At other times I ended up in a situation with no choices so I couldn't proceed. I got the impression that the game was more stable if I closed the window each time I wanted to restart the game. A drawback of this approach is that the game then cannot count how many times I died. Perhaps it was just certain choices that made the game freeze.
Another problem is the choice-based equivalent to "Guess-the-verb" in parser games, which I call "Guess-the-solution". That is, to complete the game you just must guess the right choices when there is no way you can predict what is the right choice. And then you must memorize your previous choices so you know what to do and what not to do next time you play.
That isn't necessarily bad, it is just that choice-based games have come a long way since the early days with choices such as "Do you want to go left or right?", which is only a matter of guessing and remembering your previous playthrough. This game gives more interesting choices than "Left or Right?" but roughly, it is the same thing as the old CYOA books.
Still, if the bugs were fixed I might have given one or two more stars, depending on how well the parts of the story I couldn't get to were written. I hope the author makes a bug-fixed post-comp version. Then I would probably play again.
In this game, you play as Emma, six years old, as she tries to help her parents with some housework. Boring? Not at all. There is much more to this game than it at first appears to be. I don't want to give anything away, just want to say that this game is a serious contender for the "Best implementation" XYZZY-award next year, as well as other XYZZY categories. Very impressive!
If you intend to play puzzlefests without hints or only with a few hints, there are lots of hours of entertainment in this game (EDIT: I read that a reviewer only used a little more than two hours to solve this, so I am probably a very slow puzzle solver!). It took me more than seven hours to complete this game without hints. I see myself as a medium parser player and I did get stuck many times. But when I did, I put the game on hold and tried it the next day. Every time I did this, I managed to get a little bit further. Eventually, I managed to complete the game this way. So the puzzles are certainly fair. Most of the puzzles are also very clever and rewarding and there were no "bad" puzzles.
The writing is good and whimsical. And if you need it, there are built-in hints. The ending was fine too, though the second last paragraph felt a bit far-fetched. But that didn't ruin anything.
I regard this game as a modern classic up there with "The Wand" and other excellent puzzlefests. A "must-play" if you love puzzles!
This sci-fi game is fundamentally a glulx game and you can decide to play the gblorb-file in a normal interpreter. However, if you play the online version, Vorple is applied resulting in a beautiful and practical interface with graphics and music. Especially, the music is quite cool, though after some time you will hear the same tunes again. A drawback about the online version is, that it is sometimes a bit slow. If you think this is a problem, you can play the gblorb-file in an interpreter and the responses will be close to instantaneous.
A bigger problem with Online play is (at least in the time of writing) when you restore a saved game. The longer you get into the game (? - or the more save-files you have?), the longer it takes to restore a game. It seems to grow almost exponentially. On Chrome it took more than 5 minutes and thus I gave up and started to play the Online version through the Windows Edge browser instead. Here the delays were also significant but at least the save-games were restored eventually (perhaps a coincidence?). I understand that the author is looking into this.
The atmosphere is great, the writing is good and so is the puzzles without being extraordinary. There is also a lot of humour here and there, which fits well into the game. I regard the difficulty level as medium since I only needed a single hint. Recommended.
(Adventuron version reviewed)
Briefly explained, on behalf of his friend Bulbo, Algernon accepts a challenge in Castle Toidi. He must locate as much treasure as he can and slay as many creatures as possible, including a dragon.
This comedy is the longest game by John Wilson I have played so far (most have been short) and also the most entertaining. It doesn't have a lot of locations, but it is still crammed with puzzles. You score points for most of the puzzles and if you complete the game, you can get up to 250 points, though there is a less optimal ending with fewer points. Out of the 250 points, I only regard two puzzles of 15 point each, as unfair, as they require some hard verb-guessing and phrase guessing: (Spoiler - click to show)The verb "unravel" and the phrase "feel 'direction'" (e.g. "feel south"). And if the player types help, the former is given in a coded message.
I was stuck in a few more situations than the two mentioned above and consulted a walkthrough some more. But looking back, the puzzles were all fair except those two. With more patience, I think most experienced players could solve most of the puzzles. Though I try to avoid looking at walkthroughs, I usually end up consulting a walkthrough a few times (more if the game is really hard) when I play puzzlefests anyway, so to me it wasn't a big deal. What I do find important is, that I get to solve most of the puzzles without hints, which I did.
I enjoyed both the whimsical writing and the varied puzzles, which ranged from easy to harder and more clever. Overall, a fun game, and I am very much looking forward to playing the brand new sequel "Return to the Castle" written with Inform (more specifically PunyInform).
(z3-version)
This game can be played independently of the first two games. This is the first PunyInform game by John Wilson that I have played. I have tried other games by John Wilson, but this is clearly the game with the strongest parser. You are never in doubt if the game understands commands like LOOK BEHIND or LOOK UNDER 'object' and the game understands commands like GET ALL FROM BIN (fictive example).
This is the second PunyInform game I play, and as the first one (Tristam Island Demo) I rarely notice that I am playing a game with a library optimized for 8-bit machines. Well, if you go looking for unimplemented verbs you will find them, such as SING, PRAY, BLOW etc. though such verbs can easily be implemented if the author wants to. Fortunately, the game tells you whenever you try to apply a verb not known by the game.
EDIT: The previously mentioned bugs are not present in the newest version.
The game is fairly easy and can be completed without maximum points. Thus I played it twice to get the last points. Recommended.
(Reviewing Adventuron version - other versions may be different)
This game is bigger (more locations and puzzles) than the first three episodes. There are some fun puzzles but also a few problems. Most puzzles were not problematic and overall I enjoyed it.
Regarding the problems:
* There was a verb I have never seen in a text adventure and I would never have found it without the walkthrough: (Spoiler - click to show)COMPLAIN
* Another situation where I had to guess the phrase: (Spoiler - click to show)INSERT HAND. This one isn't completely unfair but synonyms should have worked too, such as FEEL HOLE, REACH INTO HOLE, SEARCH HOLE.
* The parser is often misleading. It tells you to apply different phrases than it actually understands. Example: If you try to give something without success, the game says: "Give WHAT to WHOM?". But when it finally is the right place and object, it is sufficient to write GIVE 'object'.
* A similar problem with LOOK BEHIND. You will need to look behind objects, but if you do it somewhere it isn't needed, the game says: "Please type either 'LOOK' or 'LOOK INSIDE ..." (Even if you type LOOK INSIDE BIN you get that message) And I never needed to type LOOK INSIDE...
Despite these problems, I enjoyed this as there were some clever puzzles to solve besides the problematic puzzles.