Ratings and Reviews by Andromache

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Coloratura, by Lynnea Glasser
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The Matter of the Monster, by Andrew Plotkin
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Creatures Such As We, by Lynnea Glasser
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The Last Monster Master, by Ben Serviss
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Words of Power, by Stark Springs
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Glowgrass, by Nate Cull
5 of 5 people found the following review helpful:
Clunky mechanics but engaging game, June 6, 2013*
by Andromache (Hawaii)

This was an easy game with an engaging premise, exploring an Ancient ruin. Indeed, there are no real puzzles in the game except maybe at the very beginning to get into the compound. There's a touch of horror to the story, but I wouldn't consider it disgusting. More...unnatural. Not enough to be severely unsettling, though.

There are some parsing hiccups along the way, but I found they were mostly surrounding one particular game item, (Spoiler - click to show)the cable. However, the parser does helpfully provide the correct verb if you try to take the object but can't manipulate it. (Spoiler - click to show)"Attach" and "connect," plus related antonyms, should have been implemented, but the problem can also be solved by referring to specific sockets you want to put the cable in. The real trouble with the gameplay is more about having to perform actions one by one. Like, you can't just head in the direction of a door. You have to perform each step individually, which is rather annoying after getting used to more modern games.

Jerkiness aside, the game was still easy enough to get through with no hints and my only major complaint is really that the story is kind of unresolved. I'm a bit confused about the ending. The author says material had to be cut out to make the game fit the parameters of the competition, and perhaps the story resolution was that material, but I'd be interested in seeing an epilogue.

* This review was last edited on June 7, 2013
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Six Stories, by Neil K. Guy
6 of 6 people found the following review helpful:
Should be played with multimedia, June 6, 2013
by Andromache (Hawaii)

Sadly, I couldn't get the full experience of this game. As a blind player using a Mac, I'm severely limited in the interpreters I can use. As a result, I had to play this with no sound. Maybe the game would have been more immersive with it.

There were some frustrating error messages about not being able to exit buildings because I was already outside, and I actually needed the walkthrough because I got stuck on the one puzzle in the game. I knew what I was supposed to do but had no idea how to accomplish it with the items I had. I think it could have been better clued.

It was also tough to suspend enough disbelief to swallow the story. The characters and settings were cute, but I wanted to interact more with them. You can't really explore or talk, and I didn't really see the point of what happened.

Don't think the game is worth looking at if you can't see graphics or play sounds, but if you can, I didn't find any critical bugs and the game is pretty short. Some neat customization options and the parser is probably the most polite one I've ever encountered thus far. The game is nice, light entertainment. I probably won't remember much about it in terms of emotional impact or excellence in scenery/imagery, but worth looking at if you have a spare hour and multimedia capability.

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De Baron, by Victor Gijsbers
4 of 4 people found the following review helpful:
Disturbing, but too well-made to write off, June 1, 2013
by Andromache (Hawaii)

I was reminded strongly of "Blue Lacuna" when I played this. But this is worse. Death is everywhere - literally and figuratively. I'm sickened and horrified and the game enhances this by presenting a public view and the true private one, allowing players to see how far things have degenerated.

I liked the conversation menus. I don't know why people hate them so much. I really enjoy them, as well as interfaces where possible topics get listed. I can never come up with things to ask about on my own or invariably miss something.

I'm still trying to process the game. Would I recommend it? Yes, but only to those who I know have read and can stomach things like this. I don't know how this game improves my perspective on life, but maybe it sheds light on my own moral code. As far as I'm concerned, the PC has no excuse and I feel no sympathy. Just because an act cannot be helped does not make it okay. It is still a bad act, even if the origin is understood. I pity the illness, but not the person, since they know they are doing wrong.

This game moves smoothly and deserves to be played. But since it does deal with a pretty traumatic real world scenario, I think it's important that people considering playing it assess whether something like that would cause serious harm because it hits too close to home. I cannot say I enjoyed the story, but did enjoy the exploration of the settings. Good mirroring in them, and that makes it work from a literary standpoint.

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Small World, by Andrew D. Pontious
2 of 2 people found the following review helpful:
Neat premise and good game for kids, May 29, 2013
by Andromache (Hawaii)

This was a cute game. Much like "Threnody" and "Sunset Over Savannah," fantasy and American cultural references are blended in a sensible way so that things work in realistic ways even if appearances are mythical. This made puzzles feel natural. The final puzzle gave me a tough time, but after some nudges with the hints about what to do, I was able to execute it myself. There was another puzzle that completely eluded me until once again, after some prodding, I worked out what I was supposed to do in that location.

I enjoyed the various environments, the different civilizations through history in each place. This time around, I was able to catch the Star Wars references. They are blatant but made me smile. The only thing I really didn't like about the game was a tiny nitpick about (Spoiler - click to show)lizardskin shoes. But that is just a personal blip to an otherwise excellent game that has a nice ending and a somewhat wacky feel. This game deserves more attention.

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Lost Pig, by Admiral Jota
2 of 2 people found the following review helpful:
Family friendly and heartwarming, May 26, 2013
by Andromache (Hawaii)

This was a fairly easy game in which things worked realistically and smoothly. The pig was incredibly frustrating and I was stuck on how to catch it - not because the solution eluded me but because I'd missed a step. I eventually figured it out by myself with some experimentation. And that's a lot of how to get the answers. Playing with things, seeing how they work, and figuring out how to execute the obvious solutions. Thankfully, everything's well-clued. I got the full score on the first try, and I was pleased to see good behavior rewarded. I did use hints, but not for solutions. Just helpful nudges.

(Spoiler - click to show)I really liked the gnome. I didn't stay to chat about everything, but he was kind and made me smile with some of his comments. His speech is very polished and intelligent, so I was thinking at some parts that Grunk would not understand what he was saying, but I appreciated that the gnome didn't try to dumb down his words. It said something about the gnome's character to treat the clearly less academic Grunk as an equal. Some of the narration was funny, too. One of the ones I still remember is when you "x leaf" at the tunnel entrance. Grunk reasons the carving must be part of the stone because it's made of stone and vines are "made of vine." LOL Grunk's description of the pig is funny, too. "Tasty" is right.

I don't tend to make characters do crazy things, so my play of the game was fairly somber and straightforward. But with amusing and likable characters, fun toys to play with, and a lighthearted atmosphere, this is a wonderful story to lose oneself in for a little while. Highly recommend, and I think would be pretty easy for beginners because of the hints.

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