It's a sleepless night for you, and instead of laying in bed trying to go to sleep, you've started exploring the house. You can read books, listen to the radio, or do a million other little things; like Magical Makeover, there is a bit of combinatorial explosion, which lends a surprising but welcome depth to the game.
The breadth of the writing makes for entertaining reading. You can listen to a radio discussion between what we would probably call aliens, disputing the existence of parallel universes. You can catch the lunar moth which has been eating your books. Thankfully, the seemingly arbitrary worlds are unified with a few common themes, and things referred to in the beginning are remain consistent to the end, which stopped Beautiful Dreamer from being bogged down with beautiful but pointless detail.
It is stated in the ending text that this game was meant to be chiefly an exploration game. The order in which you explore partially determines what you experience, but otherwise there is a single ending. This is not meant as a criticism. Woodson creates gorgeously detailed worlds, awash with colour and light, as befits a world meant to belong in a dream - not your dream, but someone's dream.
This was part of Introcomp 2013, an IF competition whose entries are meant to be introductions of full-size games, so many entries are necessarily less well-implemented than the author might have liked them to be.
In Akkoteaque, you're being taken to an island to see your biological grandmother, which is kinda a bummer because you've not ever seen or heard of her all these years.
First impressions: this game is technically strong. Keywords and exits are highlighted, and the exits change to reflect the places they lead to. There's an inbuilt hint system, which I thought presented hints quite elegantly. All very nifty, and reflecting a good amount of polish. The writing is pretty good, and its occasional snarkiness helped to create the impression of a teenage PC who is growing into that age of sarcasm.
The problem is that there feels like very little content, for all the polish. The game is quite obviously unfinished, with areas you can't reach, and as it stands there isn't a post-comp release up on IFDB yet. A pity: I would very much like to play the finished game!
Some things I think are bugs: the suggested conversation topics unfortunately reveal puzzle clues in a way which I think is unintended. At least the way I read it, the PC shouldn't know of the topics suggested quite so soon. There are prompting sentences which appear if you wander around too much, but those don't seem to change with the game state.
Akkoteaque has some quite enjoyable writing and a PC interesting enough that I wanted to know more of their story. It's just a pity that it was so short, even for an introduction.
Content warning for explicit violence.
In this Ectocomp 2015 entry, you and the people you once called friends drive out into a cabin in the woods to fulfil the last wishes of Laurel, once part of your circle. What changed? How did you all drift apart like that? How did you know Laurel?
Ashes is particularly effective in delivering backstory, without ever being too wordy. Rather, Ashes uses gestures and off-hand remarks, succinct enough to give a sense of each friend's personality, and of the ever-present spectre of Laurel.
The characters in Ashes have a storied past with each other, rich with regrets and unspoken wrongs. The author cranks up the tension quickly, using both external events and conversation to create a risky space where each comment could spark off fury, and fury could so easily result in tragedy. As an Ectocomp entry - an entry in a competition for horror-themed games - this falls firmly in the 'man is the worst monster' genre of horror.
Play this if you like the kind of harrowing drama that hinges on dramatic tension and friction between friends. Play this if you want to read about friendships breaking apart, because this doesn't end well for anyone.
The Ritual is a game about summoning a tentacled god with the blood of a pesky inspector and a bunch of loyal but none too bright followers.
Tone-wise, it feels similar to Hunger Daemon or Pratchett, with its irreverence for cult-like events and its matter-of-fact treatment of the eldritch. The Ritual is quite wordy, with paragraphs of text at each decision point, but it is redeemed by Turner’s strong and snappy writing. There are also hints of a more fleshed-out backstory. There is some ambiguity, though, about the PC’s true feelings about this B'tek Mer character - it's not always clear what the PC thinks about this god and why the PC might be summoning it/him - and a smattering of typos.
In terms of structure, The Ritual has only one decision point, and then minimal clicking through. This made it easier to replay the game to tinker with the possible outcomes - and Turner is generous with each of these. It's a bit like a simpler, pruned-down version of Magical Makeover.
So... play if you like parodies of Lovecraftian horror, tentacles and all, and if you want a mildly entertaining twenty minutes!
This Twine game plays on the oft-repeated phrase ‘friend zone’, using it as a literal prison for Nice Guys. It brands itself as a horror-parody 'in the tradition of Franz Kafka’, but I’m not sure Kafka could have topped this level of bizarre imagery.
What is by far the most distinctive thing about this game is its writing and mythos, really. There are apocalyptic scenes galore, and Lovecraft inches his way into each scene. It feels like the game Neka Psaria. It feels like a slimy version of Stross’s Rule 34. It feels like some kind of regional gothic, made interactive. This game reads like Porpentine… kind of, with more effigies and less cyberpunk.
The story appears to be set in an elaborate mythos with Priapus (in its original form, a Greek god of fertility and protector of male genitalia) worshipped as a kind of malevolent deity.
It’s no surprise that there’s sexual imagery throughout, though the imagery seems less erotic than violent. There is also quite a fair bit of violence, though at that point it felt more abstract than visceral. This was partly because the targets of the violence were nameless and, for all purposes, not distinct.
Apart from that, I found it hard to get my bearings. The way to progress through the game isn’t really clear - you start off naming a person you’re looking for, but exactly what has happened to that person is very unclear. It made it frustrating for me, half because I kept 'walking’ in circles, half because I didn’t know how to advance the story.
Nevertheless, Vance’s writing is sound. It never veers into Lovecraftian purple prose, despite its influence, and putting aside my misgivings, this is an able piece of genre writing.
Disclaimer: This game depicts violence (specifically, animal abuse) explicitly.
Taghairm is a dark Twine game with a brutal, sparse way of words, which I liked. The writing is purposeful and builds atmosphere well - it implies a lot from very little. It suggests the ghost of a storyline: something (or somebody) has been lost, and this… this that you go to your cousin’s field to do, is the only way.
What moved this game from linguistic beauty to visceral horror, though, was the emotional stake. The game punishes the player at first for wanting to disagree with what the NPC is doing by not allowing the story to progress, and by having an NPC who dismisses your misgivings, trapping you firmly in the horror storyline.
There is a key decision-making point at a certain repeating routine which essentially allows you to choose what outcome you want. The more brutal path ends up showing the toll of the ritual on the PC and the NPC. It never returns to the context in the beginning, the reason why the PC did this in the first place, which made the story weaker than it could have been. Perhaps, in the search for your heart’s desire, you lose everything else, and you lose everything that made that desire so worthwhile in the first place.
I have mixed feelings about this one. On one hand, I found the visceral horror truly upsetting. On the other hand, though, the feeling of dread was weakened by the (Spoiler - click to show)repetitive sounds which lost its impact after a while because they were so predictable and the vagueness as to why the PC was doing that. This is a game which stayed with me.
An escape game - well, in a loose sense of the word - where you have to get out from a series of surreal, weird rooms. The overall feel of the game reminded me of Mateusz Skutnik’s Submachine games, especially the more abstract ones. Unlike Skutnik’s Submachine, though, the rooms in Recorded lacked an overarching theme, or a repeating motif - something stylistic which would have made it clearer that this was the work of one entity/being/person, and ultimately created a stronger storyline.
One problem is that there’s not much in the way of story, or puzzle. What story there is is delivered through cryptic messages, though they often felt more like flavour text - purposeless, and not hinting much at what the story was. I felt like this opportunity to build a distinct NPC had been wasted, and it’s a pity.
As far as I can tell, there was one puzzle, and it was of the ‘pick up this object and put it there’ variety. Not exactly the most inspired of puzzles, unfortunately, and it was not clear to me how to trigger the appearance of the object that I needed to solve the one puzzle (I used the walkthrough).
Recorded has the beginning of what might have been a very interesting concept in the game, but it might have gone way over my head, or it was never developed.
scarfmemory is a short game (about 10-15 minutes' play for one play-through), in memory of a lost scarf - something beautiful, now forever gone. More accurately described as an interactive diary, it reads like a stream of tangentially connected thoughts and experiences, accompanied by occasional photos.
The game works with links which expand out, when you click on them, to a related chunk of text. How to explain? It's like how Lime Ergot worked - you click on a link, it expands out to relate a related memory or experience. It muses on the fate of the scarf, and the musings of a creator: where are these bits of yourself, whose intimate history only you know? Is anyone using it? If they use it, would they know its story - how it came about? Would it matter?
I felt the reflection made it a little more than just a 'day in life' kind of game, simply because it was thoughtful, and it was born of something which other creators of things would probably have thought about.
scarfmemory is as simple as it sounds, and to say there was nothing else remarkable about this game would be to treat this little game unfairly.
(Spoiler - click to show)As a last thought, I got a BAD END at the end of the game, which left me wondering if I could get a good ending...