This is a deliberately simple romance story between a Chinese and an American student, intended for learners. The branching in this story branches and bottlenecks very quickly - it's a largely linear story. Is it good for learners? Hard to say.
The good: parallel sentence structures might allow readers to infer the meaning of similar sentences. Sentences are kept short and straightforward.
The bad: I saw the brevity and blandness of the writing as a missed opportunity to expand a reader's vocabulary, as well as showing a reader what lively Chinese prose can look like. For example, in the beginning, the reader can choose what impression one character has of the other. If the reader decides that they have a poor impression of each other, the resulting text simply repeats that, without explaining why.
The... questionable, maybe: I spotted at least one grammatical error. There was another which may be regionally idiomatic, translating "asking for his telephone number" as "asking how much his telephone number is" (the original: "她问王朋的妹妹, 王红, 王朋的电话号码是多少"). It's a minor point, but raises an interesting thought as to the extent to which teaching Chinese (presumably non-native) learners strongly idiomatic expressions would be helpful, if those same idioms would be considered grammatically wrong in other regional variants of the language.
There is scant intercommunication between the Chinese IF community and the English, and even putting in on IFDB is already a form of outreach. The intent of this project certainly fills up a void - few IF projects appear to be created for Chinese learners, one of which includes Wordswing (https://wordswing.com) - but the execution is distinctly lacking. With a stronger story and more natural, vivid prose, this could be a notable work indeed.
CWs as given in the starting screen: violence, implied murder, and implied animal cruelty
You are assistant to baker Benoit in this small town, and your first day coincides with the Saving Day Festival. What better chance to get to know your neighbours?
The small town with secrets is a well-worn trope of interactive fiction. Different authors and games handle it differently, and in this case this dark side is given a relatively light touch for most of the game. There is signposting throughout the story where the choices get more explicitly horrifying, which I found was a nice tone adjuster
What Let Them Eat Cake did really well was establishing the discomfiting experience of intruding on a close-knit community. Even with nothing explicit going wrong, there is enough awkwardness in the narrator’s interactions with other townsfolk, reaching a satisfying ending in the conclusion when the core secret is revealed.
The game is a good length to replay to try and get another ending as well, or to uncover more about the neighbours. No flashy implementation or mechanical tricks here, but solid storyline, good handling of the themes and enough detail in key characters to be intriguing.
You are a psychic for hire at this grungy late night diner, and you have one job: make people buy Schtupmeister beers.
There seems to be a small element of randomisation. The writing nails the “grungy” mood pretty well, and each character whose mind you read has a bit of a twist.
I think it works well on ink, creating an impression of a continuous unbroken narration - or, you know, one’s train of thought when doing some light voyeurism.
An enjoyable snack of a game.
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
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.
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.
Escape the zombie form of Debussy! Technically, a survival thriller; in practice, comedic horror. You can be done in 5 moves, and you might appreciate it more if you knew a little about Ravel or Debussy, but you don't need to, to enjoy it. Short and sweet.
Explore a thriving underwater coral reef in search of treasure, so you can report back to your local Adventurer's Society!
The imagery in this game feels like a summer's day, all bright colours and friendly characters. Some underwater adventures are characterised by peril; Santa Tortosa is punctuated with wonder. The logging was a particular highlight for me, and provided a fun added bit of flavour text.
Verb handling is, as always, a tricky beast. How much is an artefact of Inform 7 is not for me to question! However, item states can be unpredictable, and I found unreasonable resistance with the jar. That said, the puzzles are generally straightforward.
Under the Sea is a short game - I took about 15 mins - but is a prime example of a straightforward, cheerful puzzle game.
[Time to completion: 15-20 minutes]
Yesterday explores what happens when the excitement over and the gilt is peeling. You are Lucy Newman, in eighth grade, but yesterday you were a Stellar Warrior. You had to face off The Void alone. And today, you have to wake up and go to school.
Two groups came to mind, reading this, who would probably identify with the PC strongly.
The first: those labelled as “gifted” in childhood. The burden of expectation from family, school, society lies on you, but you get all the wrong support. All the support to develop your abilities - to win all the competitions, ace all the exams - and too little to equip you emotionally and psychologically.
The second: those who do jobs that require them to run towards danger - emergency services, healthcare, mental health services, social work. You are the help that people call for. Sometimes you face things that terrify you, absolute disasters on a scale big or small, and you run out of resources, knowledge and wits. Yet, you can’t abscond from your responsibilities, and when you go back into the “normal world”, you have no words to explain to your friends outside this line
Structurally, Yesterday flashes back and forth between the PC’s life as a schoolgirl and her previous magical girl life. This is further set off by a parallel choice structure. Yesterday also uses the limited choices afforded by the CYOA format to illustrate character development.
Amongst many other things - a vivid protagonist, thoughtful design, a subversion on the magical girl narrative - Yesterday is a really good example of how a choice-based narrative can play with choices to reinforce the story.
[Time to completion: 10-20 mins]
The blackbird is one of the most common birds, certainly in the UK, but surprisingly beautiful in the right light. Its feathers are black speckled with white, or so glossy black they shine blue; they are small but complete, and perfectly formed.
Holly Gramazio’s How to be a Blackbird captures the same sense of finding beauty in the smallest of things, using playful text effects, a stream of consciousness style of writing, even the background noises that make up this game’s soundtrack.
This game is a pleasure to play: it is a world not without worries, but with no bad endings, starring a character incredibly comfortable in their own body (with the glossiest feathers and the prettiest song).
This is a pared-down parser game with an exceedingly straightforward premise - help the animals in the town for a small profit! The setting is pastel-colour simple, with friendly NPCs; the puzzles, relatively straightforward retrieval tasks.
This game has several player-friendly features which fans may be familiar with from DiBianca’s previous work: an ASCII map and a running summary of your progress.
Overall, an enjoyable, light game - possibly one you could play with a friend. If anything, possibly even a little frothy. If you liked this, you might like Foo Foo. Same talking-animal setting, but playing on noir tropes, and with crime at its heart.
[Time to completion: 15-20 mins]
You are the mayor of the hilariously named Buttsville and, as you deal with the various problems (like the city breaking down around you), there’s a mysterious tool, left to you by your predecessor. A button that allows direct contact to… the Authority. How much will you rely on that omniscient, omnipotent force?
For such a jokey setup, most of the game is quite earnest in following through all the awful things that can happen to a city.
One playthrough is relatively short, but with frequent branching and checkpoints, it’s quite replayable.
If you like Jasper Fforde’s Jack Sprat series, a novel series giving a noir spin to nursery rhymes, you’ll probably enjoy this. All the field mice have been leaving town; someone’s been bopping heads - and it’s up to you, Fairy Detective, to find out why.
Hudson’s writing is extremely readable, and while the characters may be talking fluffy animals, there is sharpness underneath. The forces working in the town are the familiar push and pull of racism and the search for better opportunities, anthropomorphism or not.
Foo Foo is directed enough that I could figure most things out with just a little guidance and some in-game hints. Overall a well-written murder mystery, with an intriguing setting that I enjoyed.
A short, minimal puzzle parser game, with a similar concept to Clue, in which you have to figure out the location of a murderer, the weapon used and the murderer. As a slight complication, you can’t use the same element (location, weapon or murderer) in consecutive accusations.
There are some self-referencing Easter egg-style props, and characters that sound like they could be condiments on a fried egg, but the game is basically that. If you’re used to this kind of game, one playthrough could take about 5 minutes. A little rough around the edges, but it’s a bit like one of those little plastic toys you can fidget with.
Time to completion: 45 mins - 1 hour
One of the top-rated games on textadventures.co.uk, Victorian Detective has you take on the persona of a distinctly Sherlockian police detective to solve a murder.
The structure of the game is, intentionally or not, very similar to the Conan Doyle stories, in that the titular detective makes an impressive but slightly far-fetched inference about some tiny observation, which determines the entire course of the investigation. Victorian Detective rewards detailed reading by carefully firing Chekhov's guns, even if the clues given are sometimes frankly esoteric (Spoiler - click to show)(I don't know, but can you identify the smell of haddock compared to other fish? This isn't Toby's Nose!).
Although this game predates Toby's Nose, the way both games get the reader to come to their own conclusions is quite similar, and indeed constructing a web of clues for the reader to pick apart is no mean feat.
This game is relatively well thought out. Occasional illustrations add a whimsical tone to the story, and in at least one point serves as a plot point. Not the most solid mystery, but mildly entertaining.
You're on the train to meet your family for the weekend, and the thought fills you with dread.
The cover suggests a cutesy story aimed at younger readers; the blurb suggests something deeper, with a hint of unhappy family life.
Vague allusions to emotional baggage (at least in the branches that I played through) and a mundane beginning taps on a common urge in IF, though not necessarily the most attention-grabbing. Infrequent binary choices are sprinkled in the midst of linear text. The sheer amount of linearity actually hides the broad branching, and players might be put off from replaying by the verbosity. Conciseness would have helped this game, but at least one of the branches is weird enough to warrant all this.
Off the Rails has some good ideas, but could be more compellingly presented.
You are a maverick (and frankly dangerous) scientist, and, at long last, you have your crowning glory: the time scryer! Allowing you to see into the future - well, ten minutes - it might finally be your way out of obscurity…
The premise - which you might have guessed from the “escape your fate adventure” description - was intriguing. I’d expected something like (Spoiler - click to show)My Angel or The Art of Fugue, which play around with delayed actions, but Inevitable is so short that that never really comes into play. There simply isn’t space for repeated themes, because there’s no space for repetition.
This game’s style is jocular in the way that, say, Peregrine Wade’s work is. Its brevity means that the humour and style never gets overbearing; on the other hand, the payoff could definitely have been more dramatic.
I’ll admit that I’m not fond of the “mad scientist” genre. Works in this genre rarely seem to acknowledge the incremental nature of empirical scientific research. Also: unappreciated brilliance does not a maverick scientist make — rather, it is the lack of accountability; the refusal to document anything; the insistence on unsafe practices. But that has little to do with this game - so that’s all I will say now.
You play a very old witch who’s not quite at the end of her life… and she feels like something is missing.
Witchcraft, here, runs along the lines of Pratchett’s practical, world-wise witches. Our witch is fully equipped with hexes and curses, but also browses mail catalogues for entertainment. Her attempts at plugging the gap in her life are quite old-style witch, though, including seeking out motherhood. Women finding their fulfilment in motherhood is not a new story. This game subverts it - though I would have been delighted if this had been lampshaded with a bit more of the spunk that the witch PC herself shows.
The Very Old Witch eschews anything more than a veneer of branching narrative, making this mostly a work of dynamic fiction. Nonetheless, it’s not too tedious to click through this linear story - and indeed I think I would have enjoyed this as a short story. There are areas where I would have appreciated a more biting wit - the titular characters don’t quite take things lying down, yet this isn’t always conveyed so well in their dialogue. Overall, The Very Old Witch reads with the simplicity of a children’s story, with some uniquely urban/modern twists.
It’s Christmas, or thereabouts, and you have to go… but first, you need to charge up your sceptre. Well, at least that’ll give you some precious last minutes with your boyfriend.
Rainbow Bridge is a cosy treasure hunt - cosy both in scope and in-game universe. For something focused on colours, though, I had expected more… colourful descriptions; it seems a little bare at the moment. The game would definitely benefit from a little editing; a few more details would give the impression of a much richer world.
There are some touches which made this game a little more interesting - the choice of names, for instance - though the premise struck me as a little… cheesy. Still, a pleasant, well-meaning game.
DiBianca's Inside the Facility won Miss Congeniality in last year's comp, featuring a huge in-game map, a pared-down parser and puzzles which involved not much more than the simplest object manipulation.
The parser in The Wand is similar, with well-circumscribed limits to what verbs might be used. This time, though, we have a much smaller map and a configurable wand to play with, which gives the player different abilities, paring down the parser further.
Puzzle clues are given abstractly, like Flash escape room games of yore. Object manipulation is more complex, since the player can do more with each object. Puzzle-solving in The Wand doesn’t quite have the same snappiness as In the Facility, but there’s some nice framing of the central game premise here.
The Wand is overall a polished game, with a streamlined puzzle system. If you enjoyed this, you might enjoy Sub Rosa by Joey Jones and Melvin Rangasamy.
Written for ECTOCOMP, Bloodless is a short game which takes inspiration from - what else? - Christie's Murder on the Orient Express. You play a vampire on board a delayed train. Someone's had the life sucked out of them, but it definitely wasn't you. Time to investigate!
Bloodless may not be hugely surprising, but is a solid, short game, with light-hearted, bare-bones narration along with relative straightforward puzzles, of a variety familiar to IF.
Bloodless, being set on a train, has a spatial layout similar to the long, featureless corridors so beloved to this genre, but grouping rooms into carriages chunks them into more memorable sections. Bloodless is a pretty entertaining, bite-sized riff on the vampire genre.
[Time to completion: 15-20 minutes]
You are Cinderella, and you must infiltrate the ball to steal the King's secret military plans - and fret not, it's all in aid of the revolution!
The visual novel-style illustrations define the tone of the story and, in parts, deliver information relevant to the story. You, intrepid reader, will need to pay attention to detail, and, like me, you may get imprisoned a few times before figuring out how to escape in one piece.
The directions were my main stumbling block; I had trouble correlating compass directions, map and directional arrows. Otherwise, though, this is a fun one.
Taking about fifteen minutes' playtime for a runthrough, Secret Agent Cinder would make a great lunchtime game - mischievous, well-executed and often surprising.
[Time to completion: 15-20 minutes]
You are a space knight. Earth has been laid to waste, and you are one of many setting out to discover new inhabitable planets. This planet on which your space pod has crashed seems ideal - if it weren't for the evil bees!!
This is a pastiche-y work by Hennessy similar to You Will Select a Decision by the same author, both featuring consciously imitated writing styles/speech patterns and a delight in subverting and lampshading tropes.
Conscious effort has been made with the styling. 8 bit fonts shout retro; typos and awkward sentence structures suggest a non-native English writer - a similar tactic used in You Will Select a Decision. (Spoiler - click to show)The plot twist is reflected in a major change in style - which is reflected even in details like the number of choices.
A bite-size game - ideal for a lunch break, maybe - in a cheerfully weird sci-fi setting.
In what is essentially a one-move game, you play the unfortunately-named Doctor Bonesaw, who has finally uncovered the names and locations of the four people who have ruined his life. Finally, vengeance is his! (or even !!)
The writing leans toward the absurd, but never gets a chance to be over-the-top. In the spirit of The Northnorth Passage, there is really only one thing you can do; the parser's illusion of choice is just that - an illusion. (Spoiler - click to show)Mostly. Even the illusion of space is an illusion. It would have been fun if more objects in the starting location were implemented. If you think simply and act simply, it feels just too short to make the final move, however inevitable, feel satisfying.
There are, however, hidden depths to this compact game.(Spoiler - click to show)It's pretty well-hinted textually, so if might be worth going back to it a few times to see if you can, in fact, stop the inevitable.
You start as a single-celled organism, wriggling in primordial ooze, but by making decisions on your approach to other cells and what to eat, you slowly build up an organism, then a population, then a civilisation. A game with a similar premise is Epitaph, although that approaches the evolution of civilisations from an outsider's perspective, while this is very much an insider's view.
Systems-wise, it might be the most similar to Evolve; both use quality-gated choices. It's a good fit for the platform. While Evolve aims to be educational and brings the reader through the actual nuts and bolts of evolution and other concepts, The Little Lifeform takes a much looser view of the science, with a whimsical touch. Hats feature greatly.
A polished, simple game - could make a longish lunch break game.
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.
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.
Masks tells a charming, fairy tale-like story of a magpie who encounters various woodland creatures (all with alliterative names - Margaret the mouse, Owen the owl...) who have some problem or another. The story is linear, with branching via binary choices: to help, or not? As befits a fairy tale, of course, the morals are simple - ignore people in need at your own peril, with potentially terrible consequences; as befits a fairy tale, too, the 'right' action is equally simple.
Most of the story text is integrated into the illustrations, while choices are in text-only screens, which struck me a being a bit jarring. It would have been lovely if the layout was more responsive: removing the sidebar, for instance, or allowing resizing.
Nonetheless, Masks is worth clicking through if you're looking for a fairy tale told straight, with pastel-hued illustrations.
[Time to completion: 5-10 minutes]
Fun fact: in the past two years, there have been at least one game with 'cat simulator' in its title. What's not to like? It's certainly fun to speculate on cats' motivation for their inscrutable behaviour, and since domestic cats live in such proximity to humans, it does make one wonder what they think of us, as a species.
In this cat sim, the titular cat is a lazy domestic cat looking for a spot to nap. It's broadly branching, largely relaxing and self-aware: 'good' and 'bad' endings are indicated as such (although is there really a bad ending, if you're still a cat at the end of it?); there is even a list of AMUSING things to do, as in some parser games. A short, pleasant diversion.
In this wordplay-based game reminiscent of Counterfeit Monkey, you have been tasked with retrieving the 23 letters of the alphabet not currently known to man. In this world, spelling takes on a much more concrete role.
It's a good premise, supported by enough puzzles to showcase the author's ingenuity and reflect the depth of imagination. Importantly for a potentially sandboxy game, Spellbound handles error messages pretty well, though in some cases the solutions to the puzzles were not as informative as it should have been. The game, though, feels complete: there's a path to the ending, and the proposed expansions involve making the game comprehensive.
It's an impressive effort, and while some of the locations feel like a bunch of narratively-relevant objects just rained down on them, I imagine it would be good if you liked Emily Short's Counterfeit Monkey or Dubbin and Parrish's Earl Grey, and are a Scrabble fan. This is one game that I would love to see finished.
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 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.
[Time to completion: 20-30 minutes]
This cyberpunk-styled Twine is based on the Shufflecomp release. I could not access version 1.5.
You are a space baker in a galaxy where everyone's voice is surgically removed at birth. For entertainment and relaxation, people watch ASMR videos; in fact, people have implants to enhance the effect of such videos.
This game is broadly branching, with a few major decision-making points leading to different and distinct endings. The author has really thought about the setting, here, and merges the incongruous (Viennese pastries, ASMR) with the typically dystopian (a great plague, a disfigured people) to create something wonderful.
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: 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.
Magical Makeover is a self-styled parody of over-the-top Flash games 'for girls', namely those whose interactivity consists wholly of choosing outfits. It starts with floridly named makeup products and a rhyming, snarky mirror but delves into a touch of body horror, and into riffs off fairy tales.
This game is generous, in various senses of the word. The writer revels in description, evoking sparkly, colourful images. While the passages got lengthy at times, this was made up for by the wit: the game lampshades tropes from fairy tales and adventure stories. ‘Lampshades’ doesn’t even begin to describe it - much of the game felt more like an exuberant riff.
The level of story branching was certainly generous as well. As the author says, there are seven possible endings, but I was impressed by how distinct and well-developed each of them were, with their own backstories.
In Rough Draft, you’re helping Denise, a writer suffering from writer’s block, decide the course of her story, a fairly generic fantasy-type story. At some points, though, the narrator decides that the story can go no further; you, as invisible editor, can go back and get her to rewrite at a certain decision-making point. It takes the concept of the meta-writing game and really runs with it.
What makes this game unusual is being able to visualise the story structure. I liked how information from one rejected branch unlocked decisions in other branches – a reflection, perhaps, of how brainstorming sparks off ideas, even if the original ideas never do make it into the final product.
Story branches are quickly pruned off, which means that players must do a bit of lawn-mowering (this is not necessarily meant as a harsh critique, goodness knows I’m guilty of that myself) to find the ‘right’ story branch that allows progress. It would have been great to be able to complete the story using a variety of ways – that, after all, is the power of the imagination.
It’s a pity that the meta-story (the fantasy story the player helps to write) is relatively bland. The fantasy story seems to follow stock tropes and template-like encounters; dialogue sometimes feels stilted. Nonetheless, it is evident that the author has spent much effort on this – the screens which show the story in progress are in reality separate images, as is the story map – and its implementation of this idea, which has so often been talked about, is laudable.
Time to completion: 20-30 minutes
You play Jack, whose girlfriend Elizabeth has left for Mars for a position teaching anthropology. Constrained by cost, the only means of communication you have with her are the letters, and each takes three months to arrive. Three months is a long time...
The gameplay reminded me of First Draft of the Revolution, with the epistolary format and the way branching is achieved. 13 Minutes of Light introduces a wider story arc of political unrest and social inequality to contextualise the relationship, contrasting the content of the letters with snippets from a mockup of Reddit's /r/mars.
I particularly liked Elizabeth's development from anthropology graduate to (Spoiler - click to show)political leader. This game also plays on the uncertainty and tension that comes with such a restricted form of communication as letters: how do you know what the other party really means?
There are some bits which could have been improved to make 13 Minutes of Light more enjoyable, one of which was a feedback system I didn't understand. The game tells you which parts of the letter go off well, which don't and which are mysteriously relevant to the story. This felt out of place with the theme, given that we are told (repeatedly) how long letters take to be delivered - and whose point of view are these from, anyway?
13 Minutes of Light could maybe stand to be aesthetically more pleasing, but it still represents a solid example of epistolary branching IF.
Time to completion: 40-45 minutes
Groover presents a game in the best tradition of the locked-room murder mystery, featuring a canine protagonist. As with other games featuring canine protagonists, the sense of smell is tremendously important. In fact, in Toby's Nose, >SMELL acts like how >EXAMINE does in Lime Ergot. In fact, the author's note acknowledges the contribution of Lime Ergot and Pacian's Castle of the Red Prince in his coming up with the game's core mechanic.
Toby's Nose is generously and lavishly written; almost everything is implemented and written in vivid, eye-catching detail. As with other games using 'telescopic' observations, the parser remains a uniquely flexible tool to shift the PC's focus from objects distant both geographically and conceptually.
There are generous hints provided, but the writing gave clear enough hints to allow the reader to figure out what's going on. That brings us to another thing unique about this game: the reader has the responsibility to make the observations and deductions. Unlike many other mystery games, the game reveals nothing of the correct answer (i.e. whodunit), not in the form of a notebook, not in the form of a list of clues, leaving any explanation of the crime to the end. Shifting the responsibility to the reader to figure out what's going on invests the reader much more in the game.
As with other dog-PC games, this game remains lighthearted, even when the PC is recalling other characters' sordid details, and maintains a gentle sense of humour throughout. A comment about the ending is below, but overall, I found Toby's Nose a very charming and highly polished game, featuring excellent writing and a good use of the core mechanic.
(Spoiler - click to show)One might complain that the ending of Toby's Nose is a bit of a wall of text. One would not be wrong! However, this echoes the structure of the original Holmes stories - Doyle's idea of a resolution was quite often to have Holmes explain what he had been doing right under the reader's nose - so Groover is perhaps justified in this aspect.
Time to completion: 30-40 minutes
You are 10-year-old Allison. When you were very young you were in a horrible accident, and since then you've used a cyborg body. But today, your parents have prepared a surprise for you... your own spaceship body!
The game is set in a space colony, in which AIs make up a major part of society. Despite that, there is still a distinct division between AIs and 'true' humans, leaving cyborgs like Allison in a grey area. The author takes full advantage of the world building by focusing more on exploration rather than plot - its approach felt a little like some of the moon scenes in Creatures Such as We. The writing is rightly described as charming.
Allison is, on the surface, about a girl's adventures, but the story world has enough detail to allow it to touch on more contentious subjects like discrimination, about identity, about growing up. It feels like a gentler version of Birdland, with its focus on relationships at school (even if those in Allison are entirely platonic), its child protagonist and its themes. Allison is a thoughtful, charming game with a nicely fleshed-out world - recommended.
Smoke and divots and scorching and stinky brimstone – there’s only one thing this could mean.
There has been demons in your garden.
So begins this tale of a God-fearing parish worker whose dog has disappeared. Armed with a motley crew of, uh, vegetables and one puppy, he ventures deep into the depths of Hell. He has to battle various trials and tribulations to get his dog back.
While the premise of the game is rather linear, the puzzles are all fairly straightforward and stand alone. In case you don’t get it, location-based walkthroughs are also available. Some of the puzzles require a small amount of lateral thinking and most will make you smile and go, “Oh, right!”. Although it is possible to die in the middle of the game, abundant contextual hints are provided and it is always possible to undo the mistake. Special mention should go to the endgame, which I thought was (fridge?) brilliance: it was quite a "Why didn't I think of that?!" moment (for me, at least).
There is also some characterisation near the endgame, which provides some background to an otherwise colourless PC and pathos to an otherwise light game. Suitable for those who are just looking for a fun diversion, or who are bad with puzzles.