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 Pool, by Jacob Reux
3 of 3 people found the following review helpful:
fight the monster of our own making, but self consciously, October 19, 2022
by verityvirtue (London)
Related reviews: phlegmatic

The storyline is a familiar one, of course. The narrator remains generic throughout, without a place on the lab team, and in fact so do the other characters. The explanations for each choice gives the narration a distinctly self-conscious air.

My overall impression was that it could use more polish. The writing feels rushed in places - as if it was trying to sketch out a scene and ran out of time. There are unfinished branches, which is a shame for a competition entry.

Without being emotionally invested in the narrator as a person, I felt no need to ensure their survival - instead finding all the branches felt like a story mapping exercise. There is definitely potential in the storyline to populate it with perhaps fewer but more realised characters to give the choices some emotional weight.

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The Lottery Ticket, by Dorian Passer
5 of 5 people found the following review helpful:
Chekhov short story adaptation described as “stateful narration” , October 19, 2022
by verityvirtue (London)
Related reviews: phlegmatic

The Chekhov story is framed as something someone is reading on her phone - this results in a whole lot of text, and multiple parallel storylines.

The decision-making points come in the form of free text, but not like a parser in the sense that you input commands (i.e. verbs) and seem to be largely determining mood. As far as I can tell, though, they don’t actually change the following text. Maybe the choices affect the reader more than the story…? Maybe the act of choosing is part of the game; the appearance of having an open choice changes the interaction.

The elements of this story were intriguing separately: the purple prose surrounding a meme site, a la Imgur; the lottery theme in a late capitalism-type setting. But together I didn’t know how they fit together (especially the juxtaposition of those two threads), and perhaps I missed something; I’m afraid it didn’t quite work for me.

An interesting mechanic, and I would be curious to see how it worked with different styles of story. I would have liked to see it used for more than aesthetics, and it would be even better if such an unusual mechanism tied in with the themes of the story.

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The Hidden King's Tomb, by Joshua Fratis
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Who Shot Gum E. Bear?, by Damon L. Wakes
4 of 4 people found the following review helpful:
comic noir: the world is candy, October 7, 2022
by verityvirtue (London)
Related reviews: IFComp 2022, sanguine

In the best tradition of noir crime fiction, you are a private eye, tasked by the police to find out who murdered Gum E. Bear. The world is indeed candy, but it’s not been the same since the old taffy plant closed down…

This was mostly a conversation-led game, in which you bring up topics and characters to each character. The scope is nicely pared down to the bare minimum, without feeling constrained.

The writing had a light touch overall - from the cultural references (”the sky was tainted by the old taffy factory”) to the dialogue - keeping the whole candy theme from becoming overly saccharine (sorry, had to do it).

Overall pretty straightforward, with what I thought was a very clever resolution/’correct’ ending.

implementation: good

mechanics: time-honoured

storyline: good

writing: just right

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After-Words, by fireisnormal
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Big Trouble in Little Dino Park, by Seth Paxton, Rachel Aubertin
2 of 2 people found the following review helpful:
Generic PC escaping marauding dinos, January 4, 2021
by verityvirtue (London)
Related reviews: sanguine

You play a kid working your summer job in a theme park with a teeth-grindingly twee theme. But everything goes wrong when the dinosaurs are let loose!

It’s technically sound, though some proofreading would have ironed out a few typos here and there. It did have the breadth I expect of an IFComp game, though with the multiple ways to die I almost expected a running tally or achievement board.

The biggest thing for me was that I found it hard to be invested in the player character. With few details on who the player character is, the stakes for their survival becomes relatively low. The way the story is laid out also means the player’s first time navigating the park is during the attack: without me, the player, being able to make a plan, the deaths might as well be random.

The setup is not bad, really; with more preamble and more distinctive characters I might even get invested in it. But as it is now, it feels more like a skeleton not given enough flesh.

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Savor, by Ed Nobody
2 of 2 people found the following review helpful:
Foreboding, creepy search for a cure, January 4, 2021
by verityvirtue (London)
Related reviews: melancholic

Seeking a cure for chronic pain, you meet a dying man in a strange house surrounded by strange creatures.

Foreboding from the start, it uses the “creepy country house” setting to good effect. The landscape echoes the story. The style is what I’ll describe as baroque, partly due to some turns of phrase which suggest the author’s first language is not English.

The branching tends to be lawnmowery, where redundant choices dead-end and lead back to the main path. Some choices are obviously signposted, and I would have liked more consistency in the formatting – especially since some choices that result in a premature ending are not signalled as such. What makes it more frustrating is the sheer speed at which the text is revealed. Mathbrush’s review on IFDB suggests that this is incredibly deliberate, yet something which even the author couldn’t stand on repeated playthroughs…

Another thing that struck me, in the time waiting for text to appear: the player’s main motivation appears to be a mystical curse, but in most aspects is chronic pain – a relatively common experience. Sans an obvious supernatural cause, I had to wonder why it warranted this treatment in the text.

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Sense of Harmony, by Scenario World
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Academic Pursuits (As Opposed To Regular Pursuits), by ruqiyah
3 of 3 people found the following review helpful:
Ostensibly about unpacking, October 18, 2020
by verityvirtue (London)
Related reviews: sanguine

This game is ostensibly about unpacking and furnishing your new office. It has a simple mechanic, but has enough intriguing details to make it more than an (ahem) academic exercise. To tell more would probably be spoilers…!

If you liked this, Bruno Dias's New Year's game Not All Things Make it Across should scratch the same itch. Unpacking, after all, is a liminal space sort of activity - marking a transition from one location to another, and in this case one stage of life to another.

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The Turnip, by Joseph Pentangelo
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