This game starts out when you arrive on your first day as an IT intern at McKenzie & Lloyds. The game is quite original. I would spoil it if I say much more. I managed to find two different endings. Not sure if there are more, but I don't think so.
In the time of writing, there is a sort of "bug" if I play the included zblorb-file with Windows Frotz: When the game begins there is a quote. You then press a key to continue but then the first three sentences of the introduction are not displayed. However, all I had to do was to start the online version, read the first three lines there and then continue playing using Frotz. Thus it did not affect my rating. (EDIT: later I have found this to happen with other games too when using Windows Frotz. I have switched to Lectrote, which doesn't seem to have that problem)
Also, the online version has a very cool presentation: An apparent DOS-screen where you can click on seven different files, with some related but not required information and a nice demo in the style of old commodore 64/Amiga demos.
The puzzles and game mechanics are fine. This game is quite short, but enjoyable as long as it lasts. If you don't mind short games, I can recommend this one.
PS: A note on my ratings: (Spoiler - click to show)On IFDB I rate games by how much I enjoy them, not for how long I am enjoying them. Thus short games can get 5 stars if I am highly entertained as long as it lasts. This is in contrast to how I rate games in IFComp, where the longer games get higher ratings if I am equally entertained (based on the two first hours).
In this game you play the role of Sir Rodney Playfair, a gentleman thief also known as the Magpie. The Magpie first appeared in the IFComp winning "Alias 'The Magpie'" which I have played but not completed. Having solved this excellent one-room game, I feel tempted to return to "Alias 'The Magpie'", which I probably will.
This game is fairly easy but highly entertaining. If you prefer very dificult puzzles, this game is probably too easy for you, but if you enjoy easy puzzles as well, you will most likely enjoy this game.
You cannot have a Magpie game without disguises, so of course there are several possible disguises. This is mixed with Mathbrush's own conversation system, similar to his "Color the Truth" and other games by Mathbrush. Thus, the game keeps track of relevant topics and it is sufficient to simply type the topic, no need to "SAY topic TO character" so the gameplay is very smooth.
The puzzles are fun and the writing is whimsical, though I didn't experience any laugh-out-loud moments (well, except for one "easter egg"). Still, it was a very rewarding game, which I highly recommend.
This game is based on some standard apocalyptic tropes but it is done very very well. I don't want to ruin any surprises in the game, so I will only say that the game starts right after you run out of gas on the highway.
The implementation is quite good. The game is not very difficult, though a few of the more clever puzzles had me thinking for a while. The game is a horror game, though not a very scary one. However, it is possible to trigger some turn-based events, which increases the suspense.
The story is well written, though it is definitely more a game than a verbose story. So it is mainly the introduction and the endings which are verbose. The location descriptions are well written too, but some might find them too short. I found them fitting for their purpose.
Talking about endings, there are more than one ending, but only one optimal ending. It will be obvious if you reached the optimal ending. It took me 2.5 hours to reach the optimal ending without hints.
Even though the story is not highly original, the game contains some rather clever puzzles and everything is very well done. If you like parser games with many puzzles, I highly recommend this one.
In this game, you play the role of Dr. Ego, an adventurous archaeologist looking for the golden egg of Man-Toomba in the jungle. It is a fairly standard puzzle adventure with a few bugs and a few places where the descriptions could have described more thoroughly what was going on. Still, most of the puzzles were easy.
Besides examining things, remember also to "search" things. If the game had been a bit more polished and/or a little more effort had been put into the writing to make it more exciting, I would gladly have given one more star. For instance, the ending is very short. I prefer when the ending is a little longer, to give the player some sort of award for completing the game. Despite the few problems mentioned above, it was still a fun game.
This game starts out right after the player character has been fired as the village idiot. He must now find something else to do...
Lance Campbell certainly has a talent for comedy writing. More over, he has come up with a funny story and some good puzzles which are well implemented. This is quite a good game.
I did loose patience with a few of the puzzles and resorted to the built-in hints, but looking back they were probably fair. However, I would never had completed the game without help from google. I wonder if English had been my first language, would I still have trouble knowing all the different (Spoiler - click to show)horse and cat sounds?
My favourite funny quote is probably this:
(Spoiler - click to show)"Regardless, you are in a conversation with an animal now, and she is clearly waiting for you to speak to her:"
1) "Moo. Moo."
2) "MOO! MOO!"
3) "Moooooo. Moooooo."
4) End the discussion.
Anyway, this is a really funny game with good puzzles, which I certainly recommend.
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 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.
(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.
Probably inspired by the game Sugarlawn(?), Arthur DiBianca has made a fun treasure Hunt set in a house. Similar to Sugarlawn, you must find as many valuables as you can within a time limit. The story is different but not so important to the game. Still, it is nice to have a story: You are a member of the local Thieves' Society and you are given your first real assignment. You're to enter the home of the wealthy Prongleman and steal ten valuables...
So already here, the game begins to deviate from Sugarlawn since we know there are ten valuables and that it should be possible to get them all. Well, I haven't collected them all, only (Spoiler - click to show)eight and I'm pretty sure where the two missing ones are but I don't know how to get them so I cannot be 100% sure since no walkthrough has been released.
Another significant difference is that the game is verbless. To examine and/or interact with an object you should simply type the object of interest. The only other commands you can type are N, W, E, S, Look(L), Inventory(I) and Leave. You can choose to leave the house before Prongleman gets home if you think you are not going to find any more valuables. Alternatively, you could just pass the time until Prongleman gets back, then you will flee out of a window. In any case, you are given a rank, e.g. Slight Thief if you only got one valuable.
The game is certainly smaller and less complicated than Sugarlawn but for as long as it lasts, it is just as enjoyable with its own original feel. It is a nice contribution to the list of IF optimization games like Sugarlawn and Captain Verdeterre's Plunder.
I have been looking forward to this game since I played the IntroComp version in 2018. I wasn't disappointed, except that I was hoping for a longer game since I was having such a good time! But I guess no matter how long a game is, you would like it to be longer if it is great.
This game is both short and easy but what there is, is well written and I was constantly excited to see the next scene. There were no ingenious puzzles, but they fit well into the story. The ending was a bit tame, but otherwise, it was a great game. And I cannot guarantee that there isn't a better ending and that I just didn't find it.
Anyway, I am glad I played it.