Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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Keeper of the Sun and Moon, by Brynn Chernosky
1 of 1 people found the following review helpful:
Standard but solid YA novel story: kid discovers powers, goes to school., September 5, 2026
Related reviews: about 2 hours

This is another game in the most-played top 20.

It's classic YA fare. You discover a magical world alongside the real one, discover you have powers, make friends with magical people who are impressed by your powers, and go to school to train yourself in magic while simultaneously foiling a dark plot.

It makes sense that it's popular; if someone enjoyed things like Percy Jackson and wanted a hosted game for it, this would be my first recommendation.

It has mostly good points with some rough.

One thing it does great is combining 'hanging out with friends' with progressing the plot. I complained about The Golden Rose that almost nothing happens in a million words and you just hang out with your friends all the time. This game makes the hangout sessions drive the plot, where talking to your friends gives you worldbuilding lore or info on your investigation.

The school stuff is class, even generic YA material. Classes on things like the basics of magic, potions, runes, etc., with students still complaining about the tediousness of it all.

I wonder how much branching their is; it felt like a very long game comparatively but only has 300K words. Is it because it branches less, or was it just due to circumstances in my own life?

The biggest negative to me was a certain lack of descriptiveness, and now I see where the fans of Golden Rose are coming from. I played a couple hundred official Choice of Games games first before switching to hosted, and there having literary prose is much more common (games like Martian Job, Rent-a-Vice, Fool!, or Night Road come to mind), since there's a resume/portfolio submission process and really bad writing usually get screened out (not bad plot, per se; that's harder to test for). But in Hosted Games, there are no barriers, so there is much more variety in the writing quality. This game's writing isn't bad, but it could be more. My biggest complaint was in the powerful artifacts; the whole game centers around them, and once we have them, the game just says 'use the artifacts!' and the NPCs 'use the artifacts'. How? Did lightning come out? A blast of flame? Did angelic messengers descend? It was really anti-climactic.

Some of the writing was great, though; I felt like some of the NPC dialogue felt very authentic.

I'm more of a plot person than a writing person myself, and I like this game's plot and reveals. I had a good time.

The other point I have about writing is that you get better with practice, so I'm definitely looking forward to playing the next game in the series in the future.

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Maximilien, by Yohan Dupuy
Illustrated steam-bound game with 1800s investigation of spirit entity , September 5, 2026
Related reviews: 2-10 hours

Maximilien

This is an interesting game. I've decided to write my views based on a games individual merits rather than investigating them for potential AI use.

Maximilien is a highly polished game, and is destined for a future Steam release according to the author and website. The author's name on the IFComp page links to a page about the game, and that includes a page about the author and the creation process.

That polish includes several pictures, many of which are morphed or animated with various techniques, giving distortion or fire effects. The opening screen includes a particularly detailed-looking demon embryo thing, made in the author's style (who has been doing digital art for years).

The story is that you are living in Boston in the 1800s and have horrific and surreal nightmares that end with you waking up covered in blood. You have to investigate what's happening to you. Investigations increase your progress on 4 tracks of knowledge and hints, with each track giving different ending possibilities. I got the bad/possession ending, but I thought it was good.

You investigate through a map where you can choose where to go and spend action points on each of 4 days. You also have an inventory you can read, and there are several text-box entry 'tests'.

The original was in French, and the translation is extremely ornate and rich. Combined with the necessarily non-linear nature of the investigation and the surreal jumps in location and space, it was often difficult to keep track of the story. Here is an example of the ornate text:

After a moment of eternity, I finally rise with a soft hiss. A sweep of my gaze lets me take in some twenty yards, where I make out a tangle of tombstones merged into the night. I curse myself for not having made use of one of the two fellows’ lanterns ; and despite a careful look, I cannot see them. A curtain of trees a little farther off, its shadowed rim standing out against the sky, seems to mark the cemetery’s boundary. A little path of pale gravel stretches before me, in one direction toward the tree line, in the other toward the thickening mist at the heart of this resting ground.

or another:

The spectacle unfolding before my eyes defies even the oldest myths, whose obsolescence could not withstand the apprehension of the world through the prism of the most enlightened minds. Even the most unbridled imagination could not have engendered such a syncretism of credibility, belief, dreams, and nightmares, in this vision my senses transcribe with a pernicious exactitude, as only madness can produce.

Writing styles and preferences differ from person to person and culture to culture. For me, I like precision of language, where simpler words are preferred and complex phrases are only used if the provide clarity. All of the sentences make sense, and the meaning, once deciphered, is interesting, but like I said, combined with the jumping around and the surreal environment (and the distortion and warping of the text as play progresses), it can be difficult to follow the story thread.

The story that I did perceive is interesting. It reminds me of the Cognomen of Edgar Allen Poe game from a few years ago with its city investigation or aesthetic. This game includes a lot of details about Judaism, Boston and I think Ukraine.

Overall, I had a polished experience. I didn't feel compelled to replay, but I admire the effort put into the game and found the villain compelling.

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The Neverending Story, by Ian Weatherburn, Simon Butler, and Fred Gray
2 of 2 people found the following review helpful:
Truly awful game adaptation of The Neverending Story, September 5, 2026
Related reviews: about 2 hours

The Neverending Story is one of my favorite books; I got a red-and-green text hardback german version in my youth and used it as part of my tools to learn German.

The movie, while good, isn't as great as the book, which has wonderful themes about self-identity, growth, love and the meaning of life.

This game slaughters both the book and the movie and leaves nothing of their themes.

This is a text adventure for the Spectrum (it comes in 3 parts in the version I played). I played it on the fuse emulator.

You wander around a map as Atreyu. You can carry five inventory items which are represented visually on the screen. There are two main kinds of items: standard adventure items that have nothing to do with the story, and items from the story that have no clear use in the game. Puzzles consist of grabbing most things you can find (there is a 5-item inventory limit and about half of items are red herrings) and then using each item in one spot. The game has a background timer (needed for one or two puzzles) so if you take time to think it has automatic input every few seconds.

The game contains no item descriptions, character descriptions, or player-initiated conversation. You run into characters and it just says 'look, it's Rockbiter' and you get a small pixel portrait of their face. Very occasionally the characters will do something. Falkor was the worst; you can summon Falkor and it just says 'Falkor is here", then you 'take Falkor' and you have him.

I love richly described games with emotional themes and interesting interactivity. This had none of that. One of the best books I've read, with no themes at all in its adaptation. No messages of love or courage or anything. Of course this is due to constraints, but Adventure has more compelling descriptions and emotions than this (like the Bear and the Volcano, or the creepy mirror) and better interactivity/clever puzzles like the eggs.

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The Count and the Communist, by Tristan Pun
Very long, ascii-art illustrated polished game about a spy in early 1900s France, September 4, 2026
Related reviews: 2-10 hours

The Count and the Communist

The original French version of this game was one of my favorite games of 2025 when it originally released. Alas, mine is the only review on IFDB. Hopefully the English version will meet a broader audience.

The design is daring. Every page has ASCII art, either of people, a map, or something else. These drawings adapt to different circumstances, changing clothing and items carried.

More daring is the command input structure. Like Superluminal Vagrant Twin or Skybreak!, it's a menu-based parser system. It also has many parts that require typing a period followed by enter to get to the next page, which slows down things a bit. In French, it was perfect, as my slow reading speed benefitted from a slow input system. In English, I found it annoying, until by the end (5 or so hours later) I was quickly double tapping the keys.

Everything is accessed through menus, including saving and looking around. Again, some shortcuts were very annoying at first. EXAMINING and USING items that are carried requires an entirely different menu than objects in the area around you. Yet the game is long enough that, by the end, these menus can be mastered.

The game is very long, taking place over about a week. You are a communist spy supporting the Red faction after the Russian revolution, and you are sent to a count's household in France to support him as a laundress. The game tackles themes of communism, misogyny and homophobia in the early 1900s.

As a spy, your main job is to gather information. At first you are strictly limited to a small set of rooms, and you quickly learn your duties as a laundress. SAVING often is good as UNDO doesn't work here (due to the complex structure producing the images).

Over time, you gain access to many more areas. This game is huge; the wordcount is higher than Never Gives Up Her Dead, though much of it is from the ascii images. But over and over more areas and events unlock in the game, including complicated devices (some requiring pdfs of old French war manuals) and code transcribing.

The attached hints are absolutely useful, especially later on. It is possible to beat the game without doing everything; I didn't bother doing the last 3 optional puzzles as I had played the game all night for 2 nights and was reaching midnight and wished to finish.

The characters are well-developed, including the beautiful spy Marceline who leads you and the complex housekeeper whose young dreams of fame and success have been subverted by the cold Count.

The communism propaganda is huge here; our character spends every night trying to teach herself communist theory. Tons of conversations and lessons on communism are had. It is essentially like playing a religious crusades game with heavily Christian themes, except the all-consuming religion driving one to violence has been replaced with communism.

Overall, I think this is a fantastic game. It is clunky, sure. Some puzzles are not fair without hints, true. It is probably too long and too hard for IFComp. Fine. But I think it's a fantastic game, and my time playing it was worth it.

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Verb Noun Adjective, by Rybread
3 of 3 people found the following review helpful:
Buggy but entertaining comedy wordplay game, September 2, 2026
Related reviews: about 2 hours

This game is described as being by 'Rybread', and ABOUT text starts with: "Rybread returns. Funemployment has let me tackle Inform 7 or at least try."

That suggests to me that this is Rybread Celsius, who was a well-known author many years ago and contributed to the IF theory reader. The previous Rybread Celsius games that I played were often buggy but had a creativity and a surreal quality that was enjoyable, like in Acid Whiplash.

Writing for Sub-Q magazine, Anya DeNiro wrote:

When I first became involved in the interactive fiction community online, back in 2001, my head was blown open by the possibilities afforded by parser-based games. I dutifully tracked down a copy of Lost Treasures of Infocom to find my footing with the "canon" that most others were building from. But there was someone else who seemed to be working on the fringes of the community, who some people considered an Ed Wood-type figure making monumentally bad game after game. Many considered him the worst writer of interactive fiction on the contemporary scene. Still others, fewer in number, considered him one of the experimental geniuses of interactive fiction. His name is Ryan Stevens, but he wrote under the name Rybread Celsius.

This game is both similar and dissimilar to those older games. It contains a giant carpet you can search/enter for candy, like his game Candy. Room directions often don't match what's actually available. There are numerous bugs; for instance, there's a coin in a well that you can't pick up unless you are in the well. So if you drop it anywhere else or put it on a supporter, you can never pick it up again (unless you can put the supporter in the wall). There is a dead adventurer that you cannot refer to by that name. I got around this by using 'it' immediately after entering a room, but found later on it responds to 'corpse'.

Dissimilar is the tone. His earlier games were somehow more frightening and unsettling to me, almost as if designed to subtly corrupt the human soul. This game feels more gentle and fun, almost whimsical, and is inspired by counterfeit monkey.

With the walkthrough, decompiling, and an eternal wellspring of hope, I got to 13 points. One point can only be obtained by taking a certain action on turn 127, so missing that locks you out, but I swear the turn counter jumps around from time to time. I never solved the grue puzzle, found the clock room, or the false coin.

Overall, I found it fun. While it's not polished, there's always something to do, and it's nice to see a long-retired author come out again to surprise the world. I liked the use of glulx's text styling, and the counterfeit monkey-inspired machine puzzle was cool.

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Dinosaur Island Escape, by Chris Viola
1 of 1 people found the following review helpful:
Parser-like Choicescript game based on Jurassic Park, August 16, 2026
Related reviews: about 2 hours

Dinosaur Island Escape

This is another shorter Hosted Game that breaks the traditional mold. It has a lot in common with text adventures; instead of a forward-moving plot arc, it has a world model with keys, door, and items, just like parser games.

Unfortunately, I love parser games and just got through replaying the 50 or so best parser games of all time, and this doesn't quite measure up as either a text adventure or a CoG game, perhaps due to a lack of familiarity with what's possible in that puzzle space. But, I did still have fun! (until my untimely demise).

You crashland onto an island that is essentially Jurassic Park, which the game calls out several times (using character names or a city with the name 'Jurassic City' but a lot of letters are missing). You then explore the island from a central hub, with interesting things in all cardinal and ordinal directions. Essentially, there are locked buildings, keys, and pieces of rescue equipment in all areas, as well as dinosaur encounters. Grabbing a key unlocks other keys, etc. The game ends once you complete one piece of rescue equipment.

Then there is a part 2 with another character along with you with similar themes. I got close to beating this but died when I tried running past a t-rex with an athleticism of 5 (which was enough for all other athleticism checks). There were no savepoints or retries and I didn't feel like replaying the entire game 2 more times to get back to that point, so it sadly ended there.

Overall, the writing is generally utilitarian, and the code has some errors or inefficiencies like posting the 'you've come here already' text right after visiting a place for the first time, or repeating messages that should only happen once, or keeping the underscore in stat names.

All that said, the game is still fun. For $3.99, I'd say it's worth it; I could see me or my younger family members playing this in the airport. The dinosaurs are cute and interesting. I see this author has 3 more games; I am looking forward to them because of the non-traditional setup.

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Relics of the Lost Age, by James Shaw
3 of 3 people found the following review helpful:
Archaeology game with a very large amount of hot-button issues included, August 12, 2026
Related reviews: 2-10 hours

This game was very interesting. I am actually really impressed out how it handles complex geopolitical issues. (I’m going to over-exaggerate somewhat but this is the impression I got):

It’s hard to confront topics like racism, the Israeli-Palestine conflict, colonialism, and other issues in games. People can get upset, it can come off as manipulative or stolen valor, it can be appropriation, it can be done wrong.

This game doesn’t worry about that at all. It’s like, “What if we put Hitler and Martin Luther King Jr in a room and give you a machine gun and you can just blow away anyone you want to? Or, form a polycule? What if it shows the Chinese as Triad gangsters that smuggle goods and also as murderous oppressors of the Tibetans, but also the most murderous individual Chinese oppressor had a serial killer alternate personality that you thought was super hot and you wanted to kiss? What if you plundered Jewish antiquities in Palestine to avenge a dead Jewish woman while making out with a hot Arab man who is part of a swingers couple?” Well, the first one was a metaphor but the other two are real. I don’t know if this is excellent representation or horrible representation, but it gets the job done.

The game centers around the recovery of 6 artifacts in the 1930s, with you as the swashbuckling archaeologist who recovers them along with reams of potential paramours. Each one features its own mini-games like ancient riddles, dangerous traps, a small-town murder mystery, tower defense minigame, etc. Every chapter is action-packed.

I thought the writing was good and the plot was good, and the characters interesting. For some reason, though, I found it a lot of work to get through. At no point did I think it was bad or low quality, it just felt like each chapter was really meaty, more like a million word game than a 400K word game. I think having just 6 chapters total + epilogue might be part of it, as well as a lot of branching that comes back together quickly (like conversations where you have to lawnmower through most items before moving on).

I’m interested in the second game. I wonder where things will go next. I think my kill count in this game is one of the highest I’ve ever had; I have no idea how I wasn’t arrested in America after gunning down ten or more people during a standard police investigation.

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Slappy Squirrel Gets The Girl, by Charles Moore, Jr.
2 of 2 people found the following review helpful:
Very funny parser game with cartoon logic and humor, August 7, 2026
Related reviews: about 2 hours

This is a genuinely very funny game. I laughed at a lot of parts.

I was just thinking before this how one thing I really value in a text adventure is adding some storytelling to it. I was thinking, “like a big plot arc or humor”.

Well, this game has a lot of humor. You play as a squirrel named Slappy, and the love of your life has been kidnapped! You have to head into town to save her, only you’ve lost your car keys.

I think the moment I realized this was going to be a great game was when I bemusedly tried painting the bus stop sign. I thought it was really funny that it worked. That’s when I realized that, instead of having regular puzzle solutions, everything in the game was going to be about using the items and objects in the funniest way.

The cliff and safe gags were especially funny to me. Finding the feather, I knew what to do it with it right away, and tried it on everyone, to funny results. Over and over I found a problem and later got something and thought, “Oh, I know where to use that!” which is, to me, great puzzle design. The ambient storytelling is great too, like the signs in the Carnival. Lots of care and detail are put into some of the default messages too.

I had a few hiccups with typing things in and one weird response, but no bugs to speak of. This is definitely my favorite improvmonster game so far, and I’ve added it to my IFDB list of fun comedy games.

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Paradox Factor, by Mike Walter
Intricate time loop puzzle game, August 1, 2026
Related reviews: about 2 hours

This unique game uses the Choicescript engine for an entirely different kind of game.

There is only one chapter. You play as a grad student interested in time travel. The science here is 'soft' science, with hints of hard science but mostly just 'cool science', which I had a lot of fun with. You basically take the idea of Schroedinger's cat and make a time travel machine based on it that allows you to remember the future.

From that point on, you have access to memories of different times in your life between 18 or 19 and 50. Once you've learned about your future, you have the chance to go back and change things.

This is definitely a 'monkey's paw' scenario for the most part (but not entirely). Fixing one problem can cause two others. Some whole branches can get pruned when you realize a person or goal is just not worth it. One particular scenario involving a farm house and a redhead took about a third or more of my playtime.

I liked the ending I had (named after the game itself), and peeked at the code for some other endings. I like time travel games a lot and the final results here were fun. The only drawback I can see is that there wouldn't be a lot of variation if I wanted to go back and replay; it feels like a somewhat ironically linear non-linear path to get to any of the endings. But there is still a ton of variation. I see the author has a lot of different games; I look forward to trying them!

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Magikiras, by Gabriel Chia
5 of 5 people found the following review helpful:
Million-word mech game that's mostly chilling with your buds, August 1, 2026
Related reviews: 2-10 hours

To adapt a copy pasta that's been around for a while:

looking for a new hosted game
ask people if its plot, simulation or OCs smirking
they don't understand
pull out illustrated diagram explaining what is plot and simulation and what is OC's smirking
they laugh and say, "it's a good game"
play game
it's OCs smirking

All 3 categories have good and bad games; there are some games with great plot or complex simulations that aren't fun to play, and some OCs smirking games that are fun.

Here's what I mean by OCs smirking: the game seems centered on getting to know the personalities of several characters. Any events or plot develpoments not involving these characters requires extensive scenes debriefing with these characters. Most major choices revolve around which characters to spend time with. For some reason, a lot of these games use the word 'smirk' or similar words (like grin) in inappropriate situations where no one in their right mind would ever smirk. This has led me to wonder if the 'OCs smirking' games stem from a common source or culture (maybe AO3?).

Games I would put in this category (including some of the bestselling of all time!) include Wayhaven, Soul Stone War, The Golden Rose, Creatures Such as We (one of my favorite games), and, now, Magikiras. I'm interested in upcoming games in my playlist that are OC smirking games, so if you have any favorites I should check out, I'll add them to my queue.

This game has some cool stuff. You are a pilot of a magical suit in a new continent raised by magic users. You can choose to be a magic user or not; I don't think there's any downside. Using magic seemed to be the best option whenever I tried it.

Characters include your partner (who has a significant plot line), a psychic, your father The Major, a quirky scientist named Edgar, and several other characters (I believe you can choose between sets of side characters; I chose to work with a tough guy named Luis and a cute shy girl Karin who was coded to like someone else).

The mech suits have surprisingly little relevance. Fight scenes are common, but are written as if you weren't wearing a suit (for instance, shadow fiends are pulling on you and you are screaming, but it just made me think of that part of Big Hero 6 where Fred is being stretched until he realizes he's in a suit and nothing is hurting him).

I reached an ending that was open ended after a plot twist, and the author said that the story would just stop there and never be continued. Others have reported getting to the second to last chapter and being told that their choices made winning impossible and they needed to start the whole game over.

There are a ton of plot details. A psychic soldier sees a vision of you finding a magical artifact. So she's transferred to your unit. But your boss doesn't tell her about the magical artifact. What's the reasoning here? Why transfer her at all if you're keeping her in the dark?

Dialogue is often stilted as well. You boss talks to your group, which is mostly young people and one older person, and the boss says:

"That's right, kids, except Balogh, who's not a kid."

Another example (this one's not bad, it just shows what I'm talking about with games using smirk in weird ways):

"We just have to wait for Altug and the others to arrive before we get things done for the rest of the day. After that, you wanna get a drink with the rest of the team?" he asks, trying to make it sound light.

You open your mouth to answer, but you turn your head to the door at the same time; it swings open just before you can answer, and you smirk to yourself just as Altug enters the briefing room.

This is a lot of complaining (I have more I haven't written, like stats being handed out pretty stingily and a reliance on code puzzles like Pride and Prejudice and Murder).

So what are the good points? Well, the game atmosphere is fun. I may be flippant towards "OCs smirking games" but they're great social simulators and help you build friendships with and internal models of the characters. I did like several characters in the game, and there is more plot in the game than in many others. I felt like my decisions actually mattered and, because I happened to chose a good spread of stats at the beginning, I only had to restart chapters a few times and felt like I was really challenged.

I've played many games far worse than Magikiras. I might even play it again. But it just solidified in my minds some patterns I've seen in games. Now that I've seen more of this genre, I can approach it with a more open mind and not complain every time I run into it. (Official Choice of Games don't really do this as much, as significant plot events are more important and are required as part of the outline submission process. The closest one I can think of is Escape from Death, and maybe Luminous Underground?)

Edit: I got some pushback on this from the Choice of Games forums: https://forum.choiceofgames.com/t/mathbrush-reviewing-hosted-games-latest-magikiras/175455/138?u=brian_rushton

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