Ratings and Reviews by verityvirtue

View this member's profile

Show reviews only | ratings only
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
Previous | 141–150 of 409 | Next | Show All


All I Do is Dream, by Megan Stevens
2 of 2 people found the following review helpful:
A short game about the inertia born of depression. , November 24, 2016
by verityvirtue (London)
Related reviews: melancholic

[Time to completion: 5-10 minutes]

This is a game about inertia. Every action you, the player, try to do is met with a refusal to do it: it's too daunting, it's too meaningless, it's too disgusting...

Conceptually, it's similar to Depression Quest, except that this game frames the PC's life in relation to Evie, their - I can't remember if it was explicitly said, but implicitly - the PC's partner, or at least girlfriend. However, it's very short, and it doesn't give a huge amount to judge it by. I can see it being expanded out, though. Even if some readers might tire of inhabiting the body of a PC who's tired all the time, the game as it stands makes me interested about, for instance, Evie.

I particularly liked this line: "You're good at pushing things, mostly because you have to push yourself to do anything, whether it's brushing your hair or getting a drink of water or going swimming with Evie. For that reason you're good at pushing everything back in the closet."

What really redeems it and lightens the tone of the game is how it ends on a hopeful note, which counterbalances the mood so far.

You can log in to rate this review, mute this user, or add a comment.

A Time of Tungsten, by Devin Raposo
1 of 1 people found the following review helpful:
A long Twine game about looking through another's eyes, November 22, 2016
by verityvirtue (London)
Related reviews: melancholic

You are looking through the memories of an Agent aboard some kind of space outpost or spaceship. Your job is to figure out what was behind some unnamed disaster.

Characterisation is one of the stronger points of this game. As the PC switches between their own memories and those of the Agent's, the viewpoint characters' affection for their colleagues becomes clear.

I liked the switches between narration styles as well, to distinguish between the two timelines. The banter between the PC and the operator is casual, riddled with jibes at each other; the crew member's narration, in contrast, is stilted, almost, but contributes to a sense of distance - and, if I may say so, alienation. Dimensions are given to the nearest 0.1m; descriptions of dialogue and people are conveyed through lists of adjectives; body parts and bodily functions described as if the narrator wasn't used to them.

It's a slow burn, and I can see where readers might be put off early. The story slips between different timelines. Tenses change, not always consistently. Sometimes there's a wall of text, carrying information that the reader doesn't necessarily need to know. This, at least, is not necessarily bad. It suggests the author has thought about the game universe in depth. But what made me finish playing A Time of Tungsten wasn't the meticulous world building or the thought given to the technology in the world - it was seeing the characters gradually grow and warm to each other.

You can log in to rate this review, mute this user, or add a comment.

Inside the Facility, by Arthur DiBianca
verityvirtue's Rating:

Molly and the Butter Thieves, by Alice Grove (as Cosmic Hamster)
2 of 2 people found the following review helpful:
A tasty parser tidbit in fairyland, November 10, 2016*
by verityvirtue (London)
Related reviews: sanguine

Someone - or something - has been stealing your butter and you, dairy farmer extraordinaire, are going to find out who.

Molly and the Butter Thieves is a well-designed, lovely game drawing on fairy mythology: there's the insubstantial but beautiful fairy castle; there's the thieving, mischievous, capricious fairies themselves.

There are some noteworthy design decisions - the first being the FOLLOW command, which allows you to follow NPCs, and a nifty trick which (Spoiler - click to show)allows you to wander around only in places the NPC leads you. This creates the feeling of messiness, of space, without having to implement every single bit of it.

Similar to The Warbler's Nest, content-wise, Molly and the Butter Thieves has relatively small game locations (i.e. number of rooms) and the actions the player needs to do to progress are clearly stated. Where The Warbler's Nest turns dark, though, Molly and the Butter Thieves keeps light, by keeping the stakes relatively low - it's more about protecting what's yours rather than rooting out an unwanted visitor in your home. Despite its brevity, there are still sufficient interactions with NPCs and environmental details to make it feel like a small slice of a vibrant world.

* This review was last edited on November 11, 2016
You can log in to rate this review, mute this user, or add a comment.

Eurydice, by Anonymous
3 of 3 people found the following review helpful:
A mid length parser about loss and remembrance based on the Greek myth, October 26, 2016
by verityvirtue (London)
Related reviews: melancholic

You, the PC, are mired in grief for the loss of Celine. Everything in the house, the initial setting, reminds the PC of Celine, down to the most trivial detail.

The setting, here, is both used to elicit the PC's memories and to create a sense of claustrophobia. Despite the social nature of funerals, the PC's grief is so intensely private, that to share it with others would be an invasion, almost. The tone is bleak - actions are sometimes rebuffed with terse messages: "You've been better"; "You can't remember anything important now".

Unusual turns of phrase - the curve like that of a human spine; the baboonish chatter - make everyday settings seem strange, something highlighted with the reality-bending lyre, one of the most obvious elements borrowed from the myth of Orpheus and Eurydice.

The game allows for exploration and is generally forgiving, except for the endgame, in which the player's sequence of actions is crucial.

You can log in to rate this review, mute this user, or add a comment.

Detectiveland, by Robin Johnson
verityvirtue's Rating:

Color the Truth, by mathbrush
verityvirtue's Rating:

The Queen's Menagerie, by Chandler Groover
verityvirtue's Rating:

Breakfast on a Wagon with Your Partner, by bananafishtoday
1 of 1 people found the following review helpful:
Short, dialogue-focused Twine about hope in the apocalypse, September 26, 2016
by verityvirtue (London)
Related reviews: sanguine, melancholic

This is a short, cosy Twine set on the back of a wagon, in which the PC and their partner discuss their future. It's been a while since the apocalypse happened, but you're alive, and the town up ahead is a new opportunity...

The setting borrows elements from Westerns, though it is not unique to them: travellers on the road, never knowing what lies ahead, being separated from human company for prolonged periods at a time.

There is something comforting about discussing what seems so trivial, so individual despite the world crumbling all around you. There is something comforting in planning for the future at the end of the world, and even more so in the NPC, Sam, who responds to even the most cynical of conversational options with good grace. Emphasising that is a gentle soundtrack, partly guitar, partly sounds of nature.

Design-wise, this game features the thoughtful use of colour schemes - with different colours for each speaker - and cycling links to present conversational options.

A peaceful, intimate diversion, not unlike laika's Heretic Pride.

You can log in to rate this review, mute this user, or add a comment.

The Hours, by Robert Patten
verityvirtue's Rating:


Previous | 141–150 of 409 | Next | Show All