Ratings and Reviews by verityvirtue

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View this member's reviews by tag: 2018 choleric ECTOCOMP ECTOCOMP 2016 IFComp 2015 IFComp 2016 IFComp 2017 IFComp 2018 IFComp 2022 IFComp 2023 Introcomp Ludum Dare melancholic melancholy parser phlegmatic religion Ren'Py sanguine Spring Thing 2015 Spring Thing 2016 sub-Q Tiny Utopias
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The Moonlit Tower, by Yoon Ha Lee
5 of 5 people found the following review helpful:
Exploration in a lush, beautiful East Asian-influenced setting, July 16, 2017
by verityvirtue (London)
Related reviews: phlegmatic

The Moonlit Tower is a small, self-contained game, set in a lush, unusual setting. Who you are is not immediately clear; finding out is its own experience.

Again, the player's goal is not clear at first. While this would usually be considered less than desirable, in this case this encourages exploration, and what a world there is to explore! The setting here draws on East Asian influences, and various features give the impression of gilt and intricate detail, such as you might find in a palace in ancient China or during the Joseon dynasty, and it is this detail in the crevices of the text which encourages replay.

This is a small game whose sparse puzzles are enriched by the enjoyable writing. The game boasts gentle, evocative, lush descriptions galore, rich with odd turns of phrase. Story is revealed in vignettes, flashes of memory; nothing is concrete.

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Space Princess Coronation, by Marie Vibbert
2 of 2 people found the following review helpful:
A irreverent sci-fi/fantasy vignette, July 16, 2017
by verityvirtue (London)
Related reviews: sanguine

You're a space princess, and today's your coronation... or it was, until the Borgons started attacking! This is a light-hearted story about subverting your destiny. Your weapon: your knowledge of ceremonial rituals. Your awfully comprehensive knowledge.

I found the mix of sci-fi and high fantasy-style rituals novel, and the style has shades of Douglas Adams in its irreverence. Given that, consequences such as defending your people against invaders or a fiery death dwindle to an incidental outcome. Because, hey, you got to do what you wanted, right?

I would liked to do more with the setting. The choices in the game are mostly a binary choice between doing what is expected of you and not doing it; although the choices presented suggested vastly different personalities, there seemed to be little consequence to this.

Maybe I overthink. Space Princess Coronation is obviously lighthearted; this is a game that wants you to have fun. And it is fun, kinda: the PC is snarky and spirited; the protocol droid threatens to kick butt if you refuse to do what you're told. So if you're in the mood for very short, lighthearted sci-fi, then Space Princess Coronation might meet your needs.

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Psychomanteum, by Hanon Ondricek
3 of 3 people found the following review helpful:
Short "haunted house" game with reality-warping possibilities, July 16, 2017
by verityvirtue (London)
Related reviews: melancholic

Every year, your friends hold a Halloween party, and each guest must complete three dares. The Psychomanteum is new: a mirrored chamber, in which you must stay, in darkness, for an hour. That shouldn't be too bad, right? You're a connoisseur of haunted houses and all things Halloween, after all, so nothing should really surprise you.

This game has all the usual trappings of Halloween - pumpkin spice, haunted houses, darkness. This contrasts with the genuine sense of increasing derangement as the PC spends more and more time in the titular box.

Psychomanteum has a strong concept, aided by the background music and sound effects. There were some disambiguation issues, if memory serves, and I didn't know what to make of (Spoiler - click to show)the slate. Psychomanteum leaves its truth deliberately ambiguous, but presented some deliciously creepy possibilities.

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ISIS, by Liz England
verityvirtue's Rating:

brevity quest, by Chris Longhurst
4 of 4 people found the following review helpful:
Time cave RPG with sparse prose, May 17, 2017
by verityvirtue (London)
Related reviews: phlegmatic

This is an RPG in the barest sense of the word. You choose a class. You encounter characters and go places, each narrated within the space of one line. The brevity of each passage belies a very broadly branching decision tree. In fact, given how widely stories could diverge, I found the narration of your choices in the end to be a nice touch. brevity quest makes liberal use of familiar tropes and creatures, making the reader's imagination take up most of the storytelling slack.

Several games share the text-sparse, location-based mould. A few which come to mind: The Tiniest Room, vale of singing metals or even burning temples.

What makes these worth having a look at are how they simplify foreign terrains, diplomatic moves and combat into the sparse language they use. I found pleasant small surprises, at times, when the game (brevity quest, but the others as well) showed me that it wasn't just branching blindly - it remembered the decisions that I made. Of course, this is technically very easy to do, but satisfying nonetheless.

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Four Sittings in a Sinking House, by Bruno Dias
2 of 2 people found the following review helpful:
A barroom back fable about a haunted house, May 17, 2017
by verityvirtue (London)
Related reviews: melancholic

[Time to completion: 15-20 minutes; this game doesn't work in Google Chrome]

Right. Yeah. The whole island was sinking, really. I say island because that's the official term, but if we're being honest it was more like a pretentious sandbar.


On a house on this sinking island, you perform sittings to uncover memories and, by so doing, figure out what went on in the house. Four candles flicker in the background of your choices, each one going out as you perform a sitting.

In this self-described "barroom back fable", the narrator is cynical, jaded. I got the sense that they, like the titular house, has put their glory days behind them, though having never played into cheap dreams peddled by cons,

You can perform tasks in roughly any order, but you have to uncover all available bits of memory to really figure out what's at the heart of this house. Not to give away the plot, but what's happening in the sinking house reflects the island itself: a place that free market forces took over, yet was chewed up and discarded when it lost its value.

Bruno's writing belies a keen eye for detail. The house's fallen state shows through its faded, garish fittings; the hypocrisy of the promises that were sold along with the house, in its sterility. Four Sittings is a satisfying, polished tale of urban magic, with the same sort of seriousness as, say, American Gods.

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Flash in the Pan: ADHD Simulator, by Thom Simonson
3 of 3 people found the following review helpful:
A procrastination simulation , May 17, 2017
by verityvirtue (London)
Related reviews: sanguine

This game captures the experience of continually getting distracted: there are countless detours that one might take en route to completing a necessary task.

Flash in the Pan uses its medium well: hovering over nouns gives a tangential thought, and this mechanism is used for a tiny easter egg at the end.

It reads a bit as a "normal workday simulator", though some of the choices at which one could detour - stopping to help at a road traffic accident, for example - are not exactly routine. This game is very clear, though, about how it impacts the PC's everyday life, which is perhaps the most important point.

Games in this vein are not exactly uncommon, and while there's a spark of mischievousness in some of the side remarks, little translates to the rest of the writing. This game also lacked a sense of urgency - I got a feeling overall that even if the PC was late, it wasn't really going to matter, so why should I conscientiously avoid distraction? The opportunity cost of distractions, here, was low enough that choosing tempting distraction over boring duty was a trivial one.

A more colourful take on procrastination and the lengths to which one can go to avoid responsibilities is the now-classic Violet.

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The Skeleton Key of Ambady, by Caelyn Sandel (as Adalai Trammels)
6 of 6 people found the following review helpful:
A folk tale-esque game of uncommon depth, May 17, 2017
by verityvirtue (London)
Related reviews: melancholic

[Time to completion: 15-20 minutes; full content warnings given at the start of the game]

You are Adalai Trammels, Skeleton Key, and that means that you can unlock any safe, open any door... even intangible ones. It's a surprisingly nomadic job, and you carry naught but your key and the money you earn in exchange for your gift.

There is a surprising depth and breadth as to what you can do here. Sandel deftly creates a web of conflicts in the town that has no easy conclusion, no single villain. Every decision - including the decision to action or inaction - has consequences on the townsfolk: just because you can open any lock, doesn't mean you have to open all of them.

The Skeleton Key finds strength in its structure, borrowing the cadence of a folk tale or fairy tale. Like many fairy tales, the onus is on the hero to pass moral judgement on the villain, and the power of the interactive format is that we, the player, get to decide who we condemn and who we save.

This is a particularly strong example of Sandel's work, featuring distinctive settings and nuanced, sensitive characters; further examples of her work may be found here http://inurashii.xyz/games/.

Readers interested in the folk tale style but with a taste for horror may also enjoy A Good Wick, in which you play a lamp in a town shrouded in eternal night.

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Bring Me A Head!, by Chandler Groover
5 of 5 people found the following review helpful:
A gem in Groover's signature grotesque, vivid style, March 5, 2017
by verityvirtue (London)
Related reviews: phlegmatic

You are the executioner in the Duc's palace, and the Duc wants a head. You have to get it. The problem is, the next execution is four days away, so you'll have to... improvise.

The setting is one of the strong points in this work. The Duc's palace stars inhabitants so perfectly adapted to their role, it seems they would shrivel and perish if they were removed from it. The... oozy aesthetic reminded me of Nekra Psaria (https://jayisgames.com/games/nekra-psaria/).

Bring Me a Head is, at heart, a chain of fetch quests. Talk to characters, who will tell you what you need to get them. Chandler's writing is succinct, sketching out a disgusting, baroque setting, off set by wry humour - a double entendre here (Spoiler - click to show)in, say, breaking horses, an unexpected name there.

If you liked it, I recommend a tiny utopia by the same author, Skullscraper.

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A Good Wick, by Little Foolery
3 of 3 people found the following review helpful:
Visually attractive horror game about a doomed town, January 24, 2017
by verityvirtue (London)
Related reviews: melancholic

[Mentions violence and mutilation. Full content warnings are given on the first screen. Time to completion: 30-45 minutes]

Pyre on the Water is a doomed town, and you are one of its lamps. You've burned for three years, and that is no mean feat in a town with no more sun, in a town whose lamps must be relit by travelling knights. But it is in one of these knights who holds the town's destruction.

A Good Wick has strong writing, with the cadence of a folk tale. It makes deliberate, thoughtful use of repetition and chapter headings as transition. Characters are defined largely by their roles in the community - and the horror derived from their deviation from these roles.

This game makes heavy use of multimedia and text effects. The background flickers and writhes. Links glow like a lamp in the dark. It works well on mobile.

Sometimes, the effects that make it so visually distinct make it less than reader-friendly. The atmospheric backgrounds were occasionally distracting, and some of the links were hard to find - although that may well have been the intent. There seemed, sometimes, to be so many transition headings that it broke up the flow of the story.

Nonetheless, A Good Wick is a visually rich, haunting folk tale - without the immediacy of games like 1181, but with a song-like cadence.

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