There's one feature this game lacks that both "What's that Blue Thing Doing Here?" and "Come On and Wreck My Car" had; it literally ends after every single move, forcing you to restart or undo it each time, instead of resetting itself and allowing you to smoothly continue typing. There is a gameplay reason for this, but that doesn't make it less annoying.
(Also there's a typo in the opening text, and while this game was finished in a hectic rush for deadline, it's glaring, especially given the number of times you'll be looking at it.)
(Spoiler - click to show)It's a logic puzzle disguised as a barfight. Restart resets the person trying to punch you this week, while undo allows you to continue playing around until you find the winning move, which is easily found, thankfully. It does what it's trying to do, which is what I give a game three stars for.
Recommended for: any time, if you like reading about bar fights.
Brisk yet descriptive, it plays very quickly if you're accustomed to IF. If you're not, this is as good a place to try the genre as any - what you see is exactly what you get.
(The canon of intro-to-IF-games consists of large, intricate games. Which are great, but there's also something to be said for a game with immediate gratification, and this is it for a beginner.)
Recommended for: a pick-me-up when you're stuck on another, much harder IF puzzle.
One of the simplest stories in the Apollo collection, but the endings are well-worded and well-chosen. And as brief as it is, there's still a moment to delight the attentive player.
Recommended for: a date with a bowl of ice cream - you'll finish them at the same time.
It's a solid premise - childhood creepypasta videogame hilarity - and I would rate it higher but it also induced the only kernel panic I've ever seen. Leading to an amusing few minutes while I was rebooting and trying to figure out whether I was dealing with a computer game or a cunningly disguised computer virus.
((Spoiler - click to show)The endgame dynamics were a bit much for my OS, apparently.)
So, genuine sense of terror achieved! Mission accomplished.
Recommended for play: go all out and play at midnight. In a thunderstorm. With the lights off.
Surprisingly believable! It's a cliched scenario, but the game knows and plays on this. Not only are your actions far-ranging but the reactions of your director make him an unexpectedly deft NPC. Minor touches of weirdness (the "Reefer Madness" reference warranted a chuckle) add to matters.
Here's the list of actions.
(Spoiler - click to show)Before looking at the list below, try looking at the director's notepad. It'll have a suggested move on it, which may help you find more. You can look at what you've done so far with SCORE.
Be aware that repeating some commands will have amusing results, so it's worth trying things multiple times.
(Spoiler - click to show)
--open window, wait, ask for a hint, call 911
--look at the camera, examine the magnet, read the magazine, examine backpack
--request the score, tell a joke, undo, swear
--make a body noise, examine the boom mike, grab chest, live
--open the fridge, any unparseable command, jump, restart
--examine the brochure, quit, eat apple, coughing
--go in any direction, cry, sleep, lick the ashtray
--think, pray, sing, eat chocolate
--eat the paper, phone LifeCall, wake up, take or drink the beer
--smoke, say XYZZY, examine your wallet, take the gum
--die
--press enter (as in, literally press the enter key on your keyboard, with no text. Heh.)
Given the nature of interactive fiction, someone had to make this game eventually.
i'm just glad that it was in a context where it was actually sensible for it to have happened.
Recommended for: the commercial break of a show you're only half-watching, on a lazy Saturday morning.
An interesting one - it's a concise game played entirely through keywords. This could very easily be ported to Twine, but it works just as well as an Inform game
The author doesn't seem to have ventured much into IF, which is a shame; I would love to see more such writing. The protagonist is sketched in just a few short lines but is far more knowable and oriented than the heroes of some much longer games.
Recommended for play on a breezy night, with a warm wind. Then go out and look at the stars.
The author credited "Pick Up the Phone Booth and Die" as an inspiration; the format overlap is evident, but this one's more lovingly described and also has a reassuring score system to let you know when you've discovered everything. Catnip to a multiple-endings-aficionado such as myself.
For a lark, I tried putting together the possible actions in a natural flow. There are a great many variations with which one could approach the game, of course, but some endings suggest other endings, so here's one list.
(Spoiler - click to show)Crash
I
exit
fly
wear sombrero
get tape
open glove box
X severed head
call 999 (or 911, if you prefer)
X windows
X forward
x rear
take guitar
sing
X side
turn off radio
listen harder
take pencil
wake up
push button
X odometer (mileometer does not work for this one)
wake up
The title about sums it up, actually.
(Spoiler - click to show)There are no spoilers.
This is going up front in the hopes of helping someone else - I managed to utterly, utterly miss the point of the game's central mechanic, in which the reader is invited to actively participate by drawing symbols onto their skin, thus dissolving the distinction between player and character. It's implicit in the text, but I'm so used to the experience of a game being purely virtual that I entirely overlooked this, and therefore missed out on an intriguing manner of interactivity. Someday, when the memories have faded, I intend to come back and experience this properly. (Spoiler - click to show) ... And maybe I'll be lucky and met this fabled slime kid, too.
With that said, the game I experienced on screen was so rich an experience that it seemed complete to me. The worldbuilding is deeply, richly apparent, better so than many SF stories I've seen. One is is imbued with the fascination, trauma, and frustration the protagonist finds in - carefully limited - explorations that make up the story's heart.
(Now I'm having a go at Twine myself - my first finished game will have a "makes reference to" credit to this one - and I'm finding that one doesn't appreciate all the subtleties of coloured links and backgrounds until attempting to code. That's the kind of art that works by not drawing attention to itself, and Porpentine is a master at it.)