I found this one hilarious, in an offbeat kind of way. You play as a computer who can only talk by imitating other people's vocabulary, sort of like that nymph Echo from the Greek myths. Except you're a computer. So not that much like a nymph. Anyway, you explore Turing City, where apparently Turing tests are a major part of the economy because there's entire stadiums dedicated to them, with the goal of beating your opponents to become the TURING CHAMPION.
Or you could just say "COMPUTER" all the time and purposefully fail all the tests. If you feel like it.
It's a funny commentary on the state of 2010s era AI text generation. You're basically a Markov chain and all your dialogue is incoherent. The story itself does a good job of being absurd enough to be entertaining while still making sense. Short and interesting. I liked it.
Playtime: around 15 minutes
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Here's an excerpt, from TURING TEST VS DOG ENTHUSIAST:
“A dog is a special type of land mammal. I am in love with facts like that, about dog,” says DOG ENTHUSIAST sagely.
What is the last thing you will say to convince the JUDGE that you know about dogs?
> your adult dog should eventually be a puppy
> puppy and child can snuggle together and then eventually be able to learn about a command
> the mixture is smooth and elastic and will be found in the center of a double roastingpan
> COMPUTER
Not only does this game have illustrations, it also has sound design! And the illustrations are great. Very moody black-and-white images, surreal and calming. I was expecting it to be less polished than it was based on the two existing reviews, but it played well and looked great.
You play as a pony who sails around the Lucidious Sea, delivering letters. Light fantasy/magical realism setting, some cool worldbuilding details. Pretty sure it's My Little Pony inspired, based on the artstyle, but there are no references to the show as far as I could tell. The biggest similarity is that everyone just happens to be a pony.
Gameplay is mainly pick one of five directions to sail in, experience a random event, then repeat. Random events range from island sightings to full on battles with dream apparaitions. Yes, this game has a battle system in it. You fight using juju charms and mail, and as you deliver more letters, you can use them as extra tools in your arsenal. It's not very difficult, since you can heal whenever and I never came close to dying though enemies can attack you while you heal. But it's creative for sure -- fighting with oneiromancy and envelopes, sign me up.
My main criticism is that the random events get repetitive after a while. I think sailing in one direction for long enough takes you to an island where you can deliver a letter to a recipient. You have five letters to deliver, and each gives you a new mail weapon, and delivering them all wins the game. But getting to each recipient take a lot of sailing, and you end up seeing the same things over and over again. I wish the game was shorter, and had more battles and less repetitions of the same random events. They're fun the first time, but after a while you get tired and just start clicking through. The ending isn't worth it either, it's basically "Congrats you beat the game, play again?" with no sense of resolution.
Decent game still, worth playing. I wouldn't play to the end, though. Just stop when it starts repeating itself.
Playtime: around 35 min
This game takes both too much and too little from Skulljhabit. It copies the mechanics without copying over why the mechanics worked so well in the context of Skulljhabit's setting, so it removes their narrative thrust and renders it all rather pointless. Unfortunately, I got bored of the grind and never finished it. So don't trust this review, apparently the game expands and lets you do other things later on. But the part I played didn't interest me.
In Skulljhabit the arbitrariness of your task is part of the point. There's no apparent reason for you to be shoveling skulls into a giant skull pit. You're doing it because you've been told to by an exterior bureaucratic force and you have no choice but to obey their edicts. In this game you're in a library trying to make a game (very meta) based on Porpentine's work, and the crucial detail to me is that you're here of your own volition and this is something you want to do. Completely different context. One way this game undercuts itself with its premise.
This game's setting is much more abstract. In the library you read about Porpentine and use the 'words' you get, measured in numbers, to purchase your game's 'body parts' one by one. It has an allegorical feel but the allegory doesn't work for me. Maybe because this abstract process of reading books to grind up your wordcount to buy body parts bears no resemblance to the process of actually making a game, in any sense. It focuses too much on the reading, not on the writing, and there's something soulless about how it depicts the reading. Reading becomes grinding for currency so you can purchase things. You're "reading" about Porpentine but as far as I'm aware you don't see a single word of anything she's written, you just click the 'read' button and get a random number of words to add to your wordcount, and then you click it again, and again and again, until you get tired and go to sleep. In Skulljhabit this worked for shoveling skulls because it's meant to be a thankless, tedious task. But I think reading, especially reading about an author you admire, should be a respite and not framed as part of the daily grind.
This is my main complaint with the game really, I gave up on it so I'm not sure if it gets better. The gameplay I saw wasn't very interesting. Mostly grinding, and there's a few typos. Reading isn't the only thing you can do, there's a mountain to climb for example, but that mountain is taken almost directly from Skulljhabit and in my opinion the modifications made by the author make it worse. Which describes my impression of the game pretty well: Skulljhabit but worse. Play Skulljhabit, it's pretty fun.
This is the kind of Twine game I expect to find on Itch. It's more interactive short story than game, and there are no choices to be made. You just click through the passages. The story features a vaguely queer protagonist in a dying town, with allusions to homophobia and other abuses that are, for the most part, only described obliquely. In short, it fits with the genre.
But the writing is decent, and the presentation is beyond stunning. Every passage is accompanied by excellent pixel art, and the glitchy passage-to-passage transition looks fantastic. The music is good too, haunting ambient chords that set the mood well.
Playtime: about 10 minutes. The author's site is down, so you'll have to play the game on Itch.
As it happens, I've read the transcripts of the entire Magnus Archives podcast, despite not being a great fan of it, so from the start I was slightly biased against Magnus Archives content. Take this review with a grain of salt.
Like a lot of other games in this series, I wish this was longer, so it had more room to explore its concepts. If the exploration segment was expanded into a several days-long trek through a bizarre infinite living room labyrinth, now that would be cool. I love weird non-Euclidean liminal spaces like that, stuff in the vein of the Backrooms or the infinite IKEA and so on. But this story, like most of the Usher Foundation stories I've played, ends too abruptly.
This may be controversial, but I'm also not a fan of the spelling gimmick. The effect towards the end is neat, but initially those "typos" really didn't jive with me.
This may just be me, but I liked the 'fall into a deep depression' part much more than the (Spoiler - click to show)'friend comes in and magically uplifts you out of your deep depression' part. Probably it's just me. But the ending seems incongruously upbeat when coupled with the very bleak beginning. I really enjoyed the beginning, though. Captures that process of withdrawing from the world.
It's a short game, so if you think you'd like it, I'd encourage you to play it yourself.
In which you're a generic office worker with a bit of a problem. Love the escalation in this one, it starts off maybe realistic then keeps ramping up and up. The beginning is slow, a little boring in my opinion, but when the visual effects kick in that's when the real fun starts. Wish things would go downhill faster and farther, actually. What if you could burn down the company office? What if you could kill your boss?
The writing is a tad too "woe is me" for my tastes, but that's personal preference. I do feel sorry for the protagonist.
Have to mention the last line as well. That last line is gold. It really makes the story for me. (Spoiler - click to show)The idea that everyone else is dealing with this and there's absolutely no reason for you to worry about it, but you hate it anyway, resonates with me on a personal level. I wish it had been foreshadowed more, since on replay it seems more like a 'comes out of nowhere' twist, but I love it anyway. The concept of an otherwise-ordinary world where everyone is just bleeding out of their noses all the time is excellently surreal as well. End note!
So I didn't manage to beat this game within the 2-hour mark (spent too long trying to access the janitorbot's security logs before I gave up and looked at the walkthrough). Very fun game. Nothing super unique about the setting, but the whole 'you're trapped in an abandoned ship with one questionably helpful character who may or may not be a mass murderer' is a great concept. Also, Portal reference. Also you can make friends with the rogue AI! what! I am a sucker for AI and character interaction so this was good. The puzzles are well-balanced, no stupid guessing involved, but talking to the AI is the real draw of this game and it delivers. Love how every new thing you discover tells you more and more about what actually happened, until you finally figure out the dark truth. I guessed that (Spoiler - click to show)the AI was responsible for the deaths early on, though. After seeing Trell's logs it becomes rather obvious that Solis has gone rogue, though I didn't know why until the reveal about the technician.
Beat the game after 2.5 hours. Detail on endings: (Spoiler - click to show)got the fifth ending (because of course), friendship acquired. Went back for the fourth ending but didn't feel like getting any of the others because I like Solis and don't want anything bad to happen to them. Good game.
Fun little game. You play as a witch trying to escape a mental prison. Well, you actually play as her familiar (?), who apparently lives inside her head? Like a lot of other things about the plot, it's never fully explained. But I liked seeing the two characters work together, and there's a nice sense of playful camaraderie going on. No matter what choices you make, it's clear that you're great partners who've been together for a long while. Wish it was explored more.
There are cool scenes inside the mind prison—you can do fortune telling! Brew potions! Feed a cat! But ultimately the game isn't very complex, and there are too many interesting details that are thrown out there and then not really addressed. A few grammatical errors too, but they didn't detract heavily from the experience.
Also, my minor gripe is the potion game takes too long to show you which ingredients you have. Would have replayed, but didn't have the patience to prepare all the ingredients again.
You don't know where you are. You don't know how you got here. All you know is a persistent, smothering BLACKNESS that feels at once claustrophobic and terrifyingly VAST.
A companion piece to Bogleech's Don't Get Spooked!, featuring the lovely creatures known as magboils, though they aren't named in the story. Much shorter and more lightly implemented than Don't Get Spooked!, but still a good example of Bog's creepy-charming style. You find yourself in a strange, dark place, accosted by a pale Gollum-like creature with maggots in its eyes. Will you help it or kill it?
There's only one good ending, but several interesting ways to die. And as expected for Bog, there are images on every page showing you the magboil in its, ahem, beauty. (Though I've seen so many of these creatures in Bog's other works that I've grown to like them. I even think they're cute.) The game is nothing special, but it has the right blend of surrealism and horror, leaving enough ambiguous for your imagination to make up the rest.
Playtime: ~5min, more if you want to find all the different endings.
Fun fact: Magboils are part of Bog's original setting, based on, of all things, a set of shifty bootleg plastic toys from a Chinese wholesale market. (This page on his site has more on their origin, and it's just as funny as his other articles. Highlight: Again, the mouth is one of the most endearing features. In Milburn's case, little more than a depression in his bulbous visage, grown over with a membrane of skin. As bloated insect larvae twist and roll in the juices that were once his brain, Milburn can only scream silently behind a prison of his own flesh, filling me with a sense of nostalgia for early childhood.)