Three Dragons was designed as a micro-RPG, and is a technically polished Twine with slick text effects. This game has several of the hallmarks of a usual RPG: there's an inventory system, combat, and a completely characterless PC.
Two things of note: stats are presented qualitatively, not quantitatively, meaning you see "You are in good health" or "The dragon is stable" instead of numerical values for health, or any other stat. This, for me, kept it from being a numbers game - it signalled that trying to keep track of health lost and damage dealt was not the point. What you have are tactics: do you feint, or swipe with your weapon, or retreat?
Second, combat is in realtime. This lends a sense of urgency to the fight: if you delay, your options dwindle. In IF and text-based combat games, this is a rare thing indeed.
So far, I haven't found any way to get anything resembling a 'successful' ending, though it's not actually clear why. Three Dragons feels like an introduction more than anything, but it introduces some interesting system which I wouldn't mind seeing in future works.
[Time to completion: 10-15 minutes]
In this small, exploration-based Twine, you are apprentice to root-mother Manya, and in exchange for story, you must help fetch herbs. The challenge here is in interpreting the indirect clues to match the description of the plants you find.
This game is relatively simple, and certainly has few frills. Nonetheless, I enjoyed this; I've found precious little IF about botany and plants (apart from Starry Seeksorrow; recommendations would be welcome), even though the act of collecting plants suits itself well to the traditional treasure hunt mechanic.
[Time to completion: 5 minutes]
This was written for the Tiny Utopias jam (https://catacalypto.wordpress.com/2016/04/13/possibilities-in-the-tinyutopias-if-jam), organised by Cat Manning (and is still ongoing!).
Skulls are not usual fare for utopias. Skulls mean death. Death means filth. But here, skulls are just another part of the PC's family trade, and what skull-scraper promises is plenty, abundance, enough for generations to come. Each skull holds a little vignette of experience, a ritual of transformation. Your role as a skull-scraper is not certain; what is certain is that there will be enough (see also Hannah Powell-Smith's take on the tiny utopia, Enough.)
[Time to completion: 45-60 mins]
Your Uncle Zebulon has died, and while you're sure you were his favourite nephew, he bequeathed you just one item - it can be any item from his house, but you can only take one out. Your relatives have been all over the house, though, so will there be anything left?
This game is one of the games I've played this year with longer parser puzzles. One of the reasons I have stayed so far from these is because I am very bad at visualising and manipulating machines in IF - I do better when I can actually move things with my hands, which is a bit of a feat in IF. The puzzles here, however, are well-hinted. As befits an old wizard's house, Uncle Zebulon's Will makes use of some simple mechanics which work once, but are consistently implemented.
The writing is enjoyable, and I know some have called it terse or economical. This was typical of the time, but it felt natural to me; also, as others have mentioned, the one NPC that you get to talk to feels convincingly bored, with in-character 'error' messages when the player breaks the game's rules (most notably being the one object restriction when exiting the house).
A very solid game with good implementation and enjoyable writing. Would safely withstand the so-called test of time.
[Time to completion: 10-15 minutes]
You're Amity, and you're out in the park to meet Li Anderson, your girlfriend, when somebody starts yelling for help. This starts as a cozy story about two girls, but abruptly turns into a story about fighting monsters.
The writing in the beginning is not as inspired, not as sharp as one might expect. There's some self-examination along the lines of "This is my average high school life", which is not entirely unwarranted. The conversation between the PC and Li touches on deeper issues, such as how sexuality is portrayed in media.
The later part moves faster, but I sensed that it was trying to hint at something greater through elements from mythology and metaphor and cultural references - as far as I could tell, anyway. It felt incongruous - perhaps because there was too little space, narrative-wise, to lead up to this.
I had strong vibes of Birdland and Astrid Dalmady's Yesterday, You Saved the World in this game, but the emotional impact didn't quite hit it for me. Birdland did it by establishing Bridget's and Bell's character and weaknesses earlier on, making their eventual triumph more satisfying. Here, there's a lot less tension from the start, which loosens the driving force for the resolution.
Some interesting elements in this one, and this game seems to have angled at invoking fuzzy good feelings, so it's probably good for a short diversion.
[Time to completion: 5-10 minutes]
Here, you are a husband to a grieving wife, and you have the curious power to rewind time. Each time you do this, it comes with a physical toll. Ever since the accident shattered your small family, you've been making more and more use of this skill.
This game is not always polished - in some places, the prose would have benefited from a rigorous editing. What this game does well, though, is give a sense of weariness as the narrator deals with what is now nothing more than routine - emotionally taxing and unusual it may be, but routine.
The in-game action of rewinding essentially gives a reason for undoing, but makes the reader think hard about the act. Do you want to risk hurting an already-unwell wife, or do you want to spare yourself an act you have been performing thousands of times? There are no happy endings in this game. It is not lighthearted playing.
The stage is prepared. The house is open. Now, you wait.
The author captures the inner landscapes of performance well here. There's the restlessness before the curtain rises. Reflecting this, there's a small number of things you can do in this game, which is randomised in parts. There aren't any obvious goals. You can do things for NPCs - tiny quests, if you will. Regardless of what you do, the curtains will eventually rise, and you will assume your role.
Another aspect of performance: the bleeding over of on-stage roles into how you see the actors themselves. NPCs are referred to by their roles - Chatillon, 1st Executioner - even before they get on stage.
I was attracted to this because I've had my share of performances, with very similar feelings. If you've ever been part of any kind of performance, you'll probably enjoy it.