In the far future, climate change has done a number on planet Earth. Glaciers are melting. After a particularly large melt scientists found a strange strain of fungi with incredible resilience to extreme conditions and sentient properties. After tinkering around with genetic engineering, the military winds up with humanoid plant-based beings called Hyphaens.
Upside: They make great soldiers. Downside: Without social interaction they cannibalize each other.
Gameplay
The game starts with heavy exposition before launching into gameplay. The protagonist is desperate to secure a job after being dishonorably discharged from the military and manages to find employment as a companion for a Hyphaen. Here, character customization is cleverly woven into an application form that allows you to edit the protagonist's gender, height, and other characteristics. The gameplay then consists of preparing and traveling to meet your assigned Hyphaen.
One thing I disliked was how the protagonist makes informed decisions while the player is left in the dark. The main example is if you decide to (Spoiler - click to show) explore the mall. The protagonist automatically starts buying all this stuff that is later used to create a makeshift weapon for self-defense. A brief mention of the protagonist’s intent for buying would suffice. Something like, “hm, these substances may be useful in repelling Hyphaens,” would have been helpful for context.
Story
The turning point is a gnarly scene where (Spoiler - click to show) the protagonist is being devoured by their assigned Hyphaen up arriving at the apartment. There are three endings, two bad, one good. So far, I reached (Spoiler - click to show) BAD END 1 and (Spoiler - click to show) GOOD END but not the third outcome. The good ending involves (Spoiler - click to show) fighting off the Hyphaen. It leaves the player on a bit of a cliff hanger since it just ends with the protagonist leaving, although there is the implication that the protagonist is now on the run from killing military property. I do appreciate how the author provides some additional exposition on what happened before ending it.
I spent a chunk of time trying to find a way to (Spoiler - click to show) avoid being attacked by the Hyphaen but I do not think that is possible. There are some mixed messages that I tried to decipher. The Hyphaen’s dialog after you successfully defend yourself suggests that the Hyphaen merely wanted a connection. That said, there is no kidding the fact that such a connection would result in the death of the protagonist. It was only after re-reading the concluding text about "separation-induced aggravation" that I started to hammer together an explanation.
I’m just going to take a whack at it. (Spoiler - click to show) There is some hive mind plant entity in the arctic that is connected to the Hyphaens that function as a "fungal network." This entity(s?) is referred to as Mother and Father, or at least some translation of it. An expedition went down there but was ordered to return when things started getting weird. We learn about this from one of the protagonist’s memories, but it is cut short.
Naturally, Hyphaens' central impulse is to communicate with themselves and a parent hive. But when humans decide to cultivate (or grow?) them in a civilization in a sad dome on a tundra, that living connection is lost. They still have social interactions with nearby Hyphaen and humans, but it is not the same as a hive. Without this link their mental state falls apart and aggression occurs when they socialize. Hence why the Hyphaen attacks the protagonist. Human companion programs were meant to stave off aggressive tendencies through regular mild interactions, but in this case, it was not adequate. That scene was intense.
Visuals
The game has a stylized appearance and colour scheme that adds a nice ambience. Black text box with wide margins and rounded corners that casts a shadow against a green background. This is paired with thick white text and yellow links. Also, there are these black rectangular boxes that briefly appear at the top of the screen throughout the gameplay that say things like (Spoiler - click to show) “TERMINAL: Dome Termed,” almost as if they were achievements before vanishing (see note).
Cover art is weird, terrifying, but cool. I assume that’s a Hyphaen?
Final thoughts
At first, I was not sure if I liked this game. I felt that the game was too short (though by no means incomplete) and that it left me with too many questions. But during my first playthrough I glossed over the large amount of exposition and backstory that the gameplay provides. When I went back to absorb the details, the story became more potent.
While I would have gladly played Defrosted if it were longer, I do think it is reasonable in length to keep players from being burned out. Its length is best described as compact. A lot of thoughtfulness has been put into this game and I am curious to see the author’s future work.
NOTE: Just as I was finishing this review my usual unobservant self suddenly made a big discovery. There is an arrow button at the top left corner of the screen (I know, it’s obvious) that opens to a menu with some useful features.
It has a dictionary of terms that are updated throughout the gameplay, and stat levels for the player’s strength and pheromone levels. The popup boxes that I mentioned earlier are meant to inform you that new terms have been added to the dictionary. I cannot believe I missed that.
The Haunted Carnival is a two-word custom parser game. While strolling through the woods you find yourself following a strange path that leads to an abandoned amusement park. Naturally, you throw caution to the wind and choose to explore. As you set foot into the park it comes alive with lights and sounds but no people. But then a gate closes and locks behind you. Leaving is going to be a little harder.
This is not a horror game. Even though the player is technically trapped, there is no sense of frantic escape. Being all alone in an abandoned amusement park may be the stuff of nightmares in some games, but in The Haunted Carnival this is an exciting prospect. No lines, no tickets, (almost) no rules. Take cotton candy straight off the cart. Its subject matter and gameplay are suitable for all ages. The map is moderate in size and the goal is to find five stars hidden around the park to unlock the gate.
What I like about this game is that while it chooses to stick with a generic amusement park setting, the puzzles are novel and creative. On the surface, the game goes for a classic approach with sights that people may recognize from their own experiences or from other depictions of amusement park and carnivals. Things like cotton candy stands, ring toss booth, animatronic (not the scary kind) boat rides, a Ferris wheel, and more. But the puzzles for these features are pretty fun. Reasonably well-clued but also gets the player to think creatively.
My favorite part were the ghost NPCs. Most appear in the middle of the game to help you or add atmosphere, such as the audience that appears at the stage. Interactions with ghosts are subtle. You do not initiate dialog. Instead, they emerge and respond accordingly as you make progress. For instance, (Spoiler - click to show) if you fix the ladder for the trapeze platform and then climb it, a ghost materializes on the trapeze. She then swings to you to grab your hands so you can reach the other platform. The ghosts seem to represent the carnival's past glory but none of it comes off as sad or depressing.
There are some rough edges. Notably, I encountered a few bugs, particularly with the Ferris wheel. For example, if you ride to top and then attempt to go north the game freezes and you must restart. In one playthrough in a different area of the park there was one case where the game decided to no longer respond to my attempts to type, also forcing me to restart. Do not let this scare you away since bugs are scarce, but they do detract from the game’s overall quality.
Other issues are superficial, particularly when room locations do not adapt to player choices. You can take one bag off cotton candy from the cart and eat it. Presumably that was the last bag because if you try to take more the game says, “There is no CANDY nearby.” And yet the room description still reads, "At the side of the path, you see a colorful cart with bags of cotton." This error only occurs if you eat the candy in any location other than by the cotton candy stand. This is ultimately cosmetic, but it stood out, nonetheless.
In conclusion, I quite enjoyed The Haunted Carnival. It opts to go light on story and instead focus on gameplay and atmosphere, both of which were cleverly done. It is not flawless, but certainty has moments where it shines. A quality piece that I would recommend.
(Final note: I use the word “carnival” and “amusement park” interchangeably, although they are slightly different. My understanding is that carnivals are more like smaller, temporary amusements parks, so take these terms with a grain of salt.)
The protagonist of Something Blue is Helen, a young woman recently married to an affluent man named Henry Compton. Great match. The story is told through letters that she writes to her sister Anne. But each letter gradually reveals a sinister truth.
Gameplay
Gameplay is simple enough. For each of Helen’s letters you choose several passages by clicking on a link that cycles through your options. There are three options per passage, and options seem to feature three different tones:
(1) Helen assumes the best of her husband and never speculates about suspicious things.
(2) Helen admits that she is not enjoying being married and that her husband gets super touchy about certain topics but otherwise plays ball. For a while, at least.
(3) Helen is sure that that something weird and explainable is going on. This last one sits on a fence between working yourself into imaging things and knowing Exactly What You Saw.
I was half expecting, half hoping that the player could determine Helen’s actions based on your choices while writing her letter. If Helen writes to Anne that she will (Spoiler - click to show) explore the attic when Henry leaves, she will explore the attic. If she opts to stay out of it, she stays out of it. Instead, it she goes to the (Spoiler - click to show) attic every time, and honestly, I cannot fault her for that. Ultimately my issue is that gameplay choices seem superficial when finding the possible outcomes for the story. I would mix and match choices to see how it shaped the gameplay, but it ended up being rather linear.
Story
Helen is told she get go wherever she wants in the house except (Spoiler - click to show) the attic. I will just rip off the band-aid. (Spoiler - click to show) Helen sneaks into the attic and discovers the dead bodies of Henry’s previous six wives. Her final letter to Anne shares her findings. The game ends with Helen’s husband sending a letter to Anne with bad news. He explains that Helen’s previous letter surely must have been the result of a high fever that gave her delusions that her husband had murdered his former wives. Haha. No, the player is not going to buy into that too easily.
I found the ending to be ambiguous. We know he is trying to cover his tracks. We do not know if Helen tried to run away or asked him about what she saw. I am assuming that at some point he figured out that she explored the attic. The implications of this are disturbing but we are left with a bit of a cliffhanger. Is she dead? He offers to allow Anne and her parents to come visit, so I take it that she is still alive. But if gameplay has any merit, she will probably end up like the other wives. Implied horror can work tremendously, but Something Blue ends a bit too soon for the story to click.
Henry’s writing about a fever feels like the default ending, but there is an alternate ending that ends in a similar fashion. If you choose gameplay prompts that seem a little, for the lack of a better word, “hysterical,” Henry writes that she was sent to a sanatorium instead. Historically, the notion of hysteria been used as a way of diagnosing women, which opens a can of worms about sexism and other issues. But it appears that Henry is going to use that to his advantage. Like the other ending, things are a little ambiguous about the outcome. Is he really sending her to a sanatorium or is he just going to kill her in the attic?
In case you are curious, the game’s title is based off a wedding rhyme that says, "Something old, something new, something borrowed, something blue." Each part of the rhyme details something the bride should wear while tying the knot to ensure certain blessings throughout the marriage. The "something blue" is meant to defend against evil superstition but (Spoiler - click to show) having a husband who chops up his wives also counts. If Helen followed the rhyme at all, it clearly failed. Especially with "something blue." The sad thing too is that her first letter in the game suggests that she married at her parents’ insistence. She probably had little say on not just who she married, but also on how she was married.
Visuals
The visuals only tinker with basic effects but they are effectively polished. The text is on a yellowish-white square against a dark blue background with matching links. It draws attention to the colour in the game’s title. I thought it was a nice look.
Final thoughts
This was one of the first games I played for this year’s EctoComp, and I fun reading the story. Definitely a horror game. It could have been more fleshed-out, but it is still a quality piece suitable for a few rounds. If you like interactive fiction with gameplay that exclusively takes place through letters that you modify, consider Something Blue.
This is an EctoComp game. Had I not known that when I first saw the swirly bleeding-heart cover art, I would have guessed that I was about to play a twisted Valentine's Day game. Actually, it could probably double for Halloween (why am I still talking about Halloween?) and Valentine's Day if you are in the mood for horror. Potentially versatile option.
Anyway, MARTYR ME is a candid game about a murderer- a serial killer- dicing up a victim. You play as the murderer, but the narration is second person as told from the victim's perspective (Technically, the dialog is made up in the PC's mind, but they pretend that they are being addressed directly). I am not even sure if the victim is still alive. The start of the game sort of gives the impression that they are already dead, and that the murderer is merely playing around with a corpse.
The pivotal choice you make at the start of the game is whether you want to take your time or jump right in. The goal is to perform a ritual to martyr the victim by carrying out specific “steps” while butchering them. It is almost humorous at how offended the murder victim is if you decide to rush through this process. How dare you cleave me like that? Make it pretty. I know this sounds morbid- I mean, a game about gory murder embodies that concept perfectly- but the author presents it with a concise concept and consistent tone.
As a Twine game the visuals only dabble with a colour scheme, but it looks nice. It uses a pink not-quite-red background that later changes to shades of red and fuchsia. This is paired with white text, and pink/dark red links. The player is not sure if the colour makes them think of blood or candy. Or punch.
Reading my review will probably make you think, “!?!?!?? What is this game?” Well, it pulls the subject matter off better than you would expect. Yes, it is gory, and you may or may not like it. But it is also a horror game and a submission to EctoComp, of which it fairs quite nicely.
(It sometimes has faint vibes from PaperBlurt's The Urge, but much shorter and with a different storyline and gameplay POV. Don’t let that scare you away.)
You are a zombie reviewing a meal.
I was not anticipating an undead connoisseur penning comprehensive reviews after sampling a smorgasbord of brains. Based on the words “Yelp Reviewer” I figured that the game would put the player in the role of someone who wants to write an earnest review about their dining experience, the catch being that they are a zombie eating brains. But above all I was expecting the game to take things a little more seriously.
Instead, the game opts for an ALL-CAPS approach to everything. Zombies are not going to be the most eloquent of review writers (although the PC is obviously tech-savvy enough to use a smartphone and an app) but having, "SO ME STUMBLE AROUND LOOKING FOR BRAINS" the entire time felt like it was trying to get the player to laugh.
Nor does it really “review” brains. It barely feels like a Yelp review. My guess is that the author wanted to include some backstory, which is great, but ends up cramming it into the zombie’s review to the point where it becomes a ramble of how the man was slaughtered. Critiquing the quality of the brains occurs in the last choice in the gameplay. It reminds me of Yelp reviews of restaurants that focus on how they found the place rather than their experience inside of it.
I must say, the title of the game is pretty cool. Yelp reviewing + Zombie is a creative idea that drew me in. The final product, however, did not sell. Geoffrey Golden is a talented author. If you have played Use Your Psychic Powers at Applebee’s, you can see his knack for humor and novel ideas, and I encourage you to do so. But You Are a Zombie Yelp Reviewer is a clever concept that needs more development for it to be palatable.
Oh no! Aliens have arrived and the fate of the city is now in your hands. Campus Invaders is a comedic sci-fi peril story about a normal citizen tasked with saving the day when aliens from space park a spaceship over Vigamus Academy’s campus. And here all you planned to do was attend a seminar!
Campus Invaders has ups and downs. On one hand, this is a great game for newer players because the puzzle logic is not too difficult (Spoiler - click to show) (ex. teacher stuck in a vending machine? Look around to find a coin. And you do. It is laying out on the floor of another room) while also having the player think outside the box, such as dealing with the alien in the bathroom. Objectives are also easy to follow because NPCs tell you want to do and then point you in the next direction after you have fulfilled a task. The downside is that the implementation of the puzzles is not as well-fleshed as the concept behind them.
The main issue is that elements are scarce. Gameplay follows a show/trade pattern of showing or giving something to one NPC in exchange for something that you need to give to another NPC. I think there may be a term for that. Because the setting is a research facility and the protagonist is prospective student, the interactions tend to be about gaining approval or permission to access new locations. Nothing wrong there. What falls flat is that character interactions lack substance which drags the game down since character interaction makes up a chunk of the gameplay.
NPCs have their one moment before retreating into the background as awkward scenery. It feels unnatural. Lack of responsiveness is primary issue. I was a bit surprised at how faculty do not react when you run tearing into their office amid an alien invasion. They just sit there at their desk until you talk to them. When you first speak to them, they have a verbal response, but afterwards you get a pre-recorded message that does not even come from the character, or when you first meet Mica Hela the game says, “Mica Hela welcomes you to her office and tells you that anything (or almost!) she can do for you, she will,” rather than her character speaking to you.
Besides character interactions, the other flimsy element in the game is with the scenery. While the room descriptions are interesting, the things inside them are only sparsely implemented. The description for the terrace is:
You went out on the terrace of the upper floor of the Vigamus Academy, on which a beautiful warm sun shines. From here you can clearly see the large alien spaceship that stands out in the sky and the thousand colored lights that turn on and off on the glittering metal hull. To the west, you can go back inside.
>x spaceship
You can't see any such thing.
I thought that the spaceship was clearly visible. It was frustrating to be unable to examine key items to learn more about them.
There are no true bugs that keep the player from making progress, but there some superficial ones. The game allowed me to pick up the trolley and carry it around in my inventory like a bookbag. It is ironic that it says, "You could use it to put in the bulky stuff you won't be able to carry by hand." You would still be carrying the bulky stuff anyway when you put it in the trolley. This was weak design.
It is not the most polished game but still decent. While most of this review has been spent analyzing the downsides of Campus Invaders, there is merit. It has spirit and is short enough to keep the story’s enthusiasm from fizzling out. Never does it waver from its atmosphere. Perhaps some testing would have tightened everything to make it more of a finished piece, but it still offers a fun time battling with alien invaders. (Plus, I liked the inclusion of a (Spoiler - click to show) secret section in the game).
This is such a gem.
You a ghost. A friendly, benevolent one. No one can see you or acknowledge your presence, but that does not deter you from wanting to help. The game takes place in the house of a small family. Even though your own identity is foggy, you have a strong desire to protect them.
As a ghost you try to prevent disasters, preferably so that the occupants of the house never realize that there was any chance of disaster to begin with. It is a lighthearted game, but one that ponders the balance of everyday events that can lead to (Spoiler - click to show) household disasters. To borrow its words, "a domino effect." This game is never judgmental, nor does it strive to teach a moral. Instead, it portrays a sensitive protagonist who looks at daily life through the unique advantage of a ghost. Contemplative.
This is a Twine game. Not only does it look nice, but the gameplay is smooth. The player moves freely throughout rooms to explore the contents. For choice-based games I like to call this as free range of movement, but the effect is more subtle in The Good Ghost. Lazy and casual, yet attentive. There is a thoughtfulness in your surroundings that encourage you to find the nooks and tiny details that usually go unobserved by the family in the house.
Now, this is not a puzzle game. Instead, it features small objectives, such as (Spoiler - click to show) finding a wedding ring, that are solved by going to the right room and carefully observing. This shifts the flow, so the game then leads you to the next scene. Everything is so fluid and organized!
The Good Ghost shines in every department, but the story tops it all. It is broken into several acts that documents the family over a lifetime. Seeing this process was incredibly grounding. As for the ending, it is the sublime moment of realization at the end that makes this game so emotionally powerful. I do not want to spoil the ending but know that it clicked perfectly. (Spoiler - click to show) So that's why the cat dislikes me... It was beautiful.
Excellent, excellent work. I highly recommend this game to anyone.
An old acquaintance named Edward Harcourt writes an unexpected and peculiar letter to you stating that he inherited a title to his family’s estate, and requests that you visit right away. This is a mystery game takes place in Scotland in the early 1920s.
Character creation comes first in this game. Not only does the player get to customize their character’s name, gender, and appearance, but they also decide on the protagonist’s history with Edward Harcourt and their past relationship with him before he appears in the game. There are quite a few possibilities, as indicated with a (Spoiler - click to show) dream sequence soon after you arrive.
Reflecting on the nature of your relationship with Edward, you find yourself thinking back to when you first met him…
The only plot element that the game gives us is Edward Harcourt’s reason for seeking out the protagonist for help. We learn that his (Spoiler - click to show) mother has been suffering from a mysterious form of insanity, and that he has been trying to find a cure for it. He thinks that the solution may lie through occultism which he has been studying to understand his mother’s ravings, but his only real lead is a cryptic letter from his uncle about exploring a castle. He wants the protagonist to help investigate.
So far, you navigate this mystery by snooping around and interviewing people (if they are willing to talk to you). As you investigate there may be clues that light up in the text. If you click on them more information is added to your nifty journal that summarizes your findings. This feature cultivates a detective vibe while also being incredibly useful.
The spoiler in the title of my review is that this game (Spoiler - click to show) is a demo. I did not realize that until it ended. It was sort of like biting into a chocolate bunny during Easter only to find that it is hollow, not solid chocolate like you thought. But there is an upside to this. Demo or not, this really is an excellent game. I hope the authors continue to develop it. So far, the game starts with a prologue and ends about halfway through chapter two. You arrive at the castle late at night and go on an excursion to town the next day.
Even as (Spoiler - click to show) a demo there is plenty of replay value while exploring the town, particularly with what you wear and where you visit first. So far, the gameplay follows the narrative of the outsider protagonist eager to get to work and start digging through the ancient history of a town where people are, at best, wary of you. You may pick up some Anchorhead vibes here or there.
The man bangs his hands on the table. His eyes are full of fury. Cognitive dissonance can be a real (Spoiler - click to show) bitch.
Clothing is important because it affects how people respond to you poking around. Are you a rich snob? A vagrant? Those are snap judgements that everyone makes, but it is interesting to compare these reactions among separate playthroughs. You already are the odd one out by being an outsider. It does not take much to make it worse (although sometimes, that is how you get the best answers).
The other replay factor is where you visit. There is a pub, church, harbor, and stores. You can visit two before the game (Spoiler - click to show) calls it a day and ends. But visiting the store first provides a different experience than if you visit it second. Same goes for the other locations. You can learn a lot from mixing and matching where you go. (Spoiler - click to show) The demo is not meant to played once. If you are interested in the story, you can find much more of it through replay. I recommend saving the game before you go exploring.
The game already has nice visuals. There is a stylish menu section on the left side of the screen. Some of the headers are writing in cursive (thankfully, not the gameplay text), and decorative swirls are also added. The screen is black aside from journal entries which are stylized to give the appearance of flipping through a physical journal. It all worked together to create an effective ambience.
In conclusion, The Trials and Tribulations of Edward Harcourt is an intriguing story with a lot of work put into it. When I went to play it, I was not expecting to see, (Spoiler - click to show) "You have reached the end of this demo. We hope you’ve enjoyed it!" I wish there was more, and I hope there will be. But did I enjoy it? Yes, I absolutely did.
Here's another EctoComp (or should I say ECTOCOMP?) review.
Escape from Hell is about the escape efforts of Zgarblurg, a demon spirit who got caught pulling a prank on Lucifer and was sentenced to inhabit the body of a zombie and count paperwork. But gradually, Zgarblurg has been regaining strength, perhaps enough strength to escape both hell and mind-numbing bureaucracy.
Gameplay
As a spirit, you possess NPCs to travel and interact with characters and your surroundings. There are six total, and each have a specialized skill centered around a verb that can be applied to certain puzzles. For example, the zombie counts things, the succubus smooches, and the golem shoves heavy objects. The main mechanic is to possess these characters to use their abilities to your advantage. I also found two solutions for two puzzles in the game, which was nice.
While it is not obvious right away, the overarching goal is to (Spoiler - click to show) indispose the demon princes so that you can escape through the mineshaft. Otherwise, they will intercept you to keep you from leaving. The solution for each (Spoiler - click to show) prince (I never thought of Beelzebub as a prince, but maybe I am behind on the times) were creative and inventive, especially since they involve using their own vices against them. In total, it is a longer game. I completed it in about two hours.
I am a big fan of Fagerburg's games which can be cryptic, but in good way. These games use creative gameplay mechanics that are streamlined for discovery and experimentation. In Dessert Island, for instance, puzzles feature a magical spatula with pre-prepared spells, but knowing how to fully use it requires some work. While Dessert Island, I feel, is a little more technical than the author’s other games, they all feature strong setting, story, characters, and other attributes that engage the player and motivate them to investigate methods of problem solving, even in the face of a daunting puzzle. Plus, the author also strives to make things user-friendly so that technical puzzles are enjoyable to solve.
Escape from Hell is not a particularly cryptic (if at all) game, but some puzzles will take longer to crack than others. For me, (Spoiler - click to show) it was learning how to cut the golden threads in the courtyard via food offerings. First, it was about discovering the mechanic of food offerings, and then it became a matter of making the right ones in the proper order. It took a while, but rather than being frustrating it was fun and felt rewarding once I solved it. The author has always seemed to have “signature” puzzles, ones that are creative with a distinct style.
In terms of user-friendliness, one of the best features is its built-in map consisting of a grid at the corner of the screen that expands as you explore. If you hover over a box, it lists the location title along with any characters in the room. Characters are also indicated by dots which is helpful since some move independently. You can also click on a location to have your character travel there automatically, room by room. By the end of the game, you will have a 7x7 grid of locations. For a puzzle-oriented game, this was extremely helpful.
Story
The game focuses more on puzzles rather than story, and there is not much else to add other than that Zgarblurg stepped on the toes of the wrong prince. And I do not think it needs any more than that for it to stand on its own because the focus is on exploring the landscape and interacting with (sorry, possessing) people for your own gains.
The bureaucratic monotony paperwork-hell in hell is reminiscent of Perdition's Flames, a TADS game about discovering the mundanities to be experienced after you die. Escape from Hell only touches on those themes lightly at the start of the game (such as the Infernal Cubicle), but they are still a humorous component in the game.
(I am not sure where to put this so I will just list it under “story.”) There are some fun easter eggs with the (Spoiler - click to show) cubicle forms. They list people who are destined to go to the underworld when they die. The catch is that these people are characters from other games. If you look closely, in the corner of each form is a reference number that you can use to confirm the game on IFDB. None of this has any purpose in the gameplay but I still had fun looking for games that I recognized.
Visual/Design
This game is a parser/choice-based hybrid. It looks like any of the author's parser games but instead of typing on your keyboard you click on links and buttons. The action buttons change depending on what actions are available based on your character and location. Everything is easy to use, and you can carry out commands at the same pace of a parser game. I also liked the appearance of the game. It has a purple background, white text, pink text for dialog, and pink links.
Final thoughts
Escape from Hell is another fun game by Nils Fagerburg. Great for Halloween or, quite frankly, any time of the year. It is a creative puzzlefest with technical but well-clued puzzles amid humorous characters. If you have played the author’s other games before, you will recognize the trademark qualities in Escape from Hell, and I recommend it to everyone.