This game is by Adrao, whom I know from Hero or Villain. I associate this author with complex mechanics-focused games that let you try out interesting systems.
This game was both more ambitious but less polished, even unfinished, then the last one I played.
For one, it is the sequel to two unrelated games, one a fantasy game, and one a game set in modern Tokyo. You can import a character from either one of these games. The differences between the two are slight; you end up in an underground cavern with a skeleton protecting you, and you explore your base while dealing with otherworldly creatures. In the Tokyo version, I made a surface cult and there was an alien/elemental attack on Japan, while in the fantasy I didn't see a surface cult option.
There also is a way to make a new character for both, but the stories feel a bit incomplete. The Tokyo one is short but leads into the cave pretty well, while the Fantasy one just jumps from being a weak spellcaster to a very strong one.
The incompleteness isn't just inferred; there are notes throughout the work saying that the game is incomplete, mostly saying that the author might expand one storyline later. The most notable part is the epilogue, which is blank, saying the author might add one at some point to link into another game.
Gameplay itself was hard to get into the rhythm of but improved over time. I played on easy mode, having learned from past games that this author likes to provide real challenge. At first, rats ate all my stuff, so I made ghouls to stop the rats. I had a big army mining and making weapons, when a dwarf came and overwhelmed me. It turns out I needed unassigned monsters to fight random visitors. There is an attack power level based on you, your spells, and your unassigned minions. If it's higher than the enemy you win, otherwise game over.
So I started over and focused on making tons of guys. My health and will were continously depleted because my cult was making ghouls, but that gave me a big army and I found spells to replenish myself. I thought I had a strict time limit, so moved fast (the game kept saying I needed to make a portal whenever there was a lunar occurrence of some kind and I missed 3 or so before I finally made one). But it turned out I had enough time to research 2 mega-spells (Death Knight and Banish) before the end happened.
I made my army big. Too big. By the end I was riding my dracolich, summoning demon allies, fighting alongside 2000 rat zombies with my army of skeletons and zombies led by a fully armed and armored Death Knight against alien invaders. My attack power, due to my careful planning, was over 600. The alien overlord had 30.
So, I won! Using the ring of time and harvesting elementals for my ascension.
Near the end I had ran out of most story-based options and was just in a cycle of learning what I could until I ran out of useful options there, so I just cranked out studying for my big spells.
If someone wants a simulator for manipulating a necromantic army as a lich, this game works well. I just wonder why it was released with gaps in the story?
This game takes the structure of the first Open Sorcery and fits into a Christmas theme.
Like the first game, you are a sentient fire spirit that is also part computer program. It follows the 'canon' ending of the first game where you save everyone. In this game you find spirits by identifying their 'matter' and 'motive'. There are a lot more nice spirits in this game (although I did find out that I murdered a potential nice pet in the first game. Oops!)
The biggest new addition is that each dream is its own playable game with a variety of puzzles. They can be pretty hard, but you get multiple attempts. An optimal playthrough of the game is very hard, requiring a guide or lots of attempts. A fun but okay playthrough is pretty easy.
I was a little torn on this game. I love Christmas and it was fun seeing a sincere appreciation of it, especially through a new lens. On the other hand, part of my love for Open Sorcery is for the sense of growth and development and newness, and progression, and this game had less of that. It's like the difference between Season 1 of a show and season 4 or 5 where they're really established.
I did love the gnomes in this, very fun. And the emphasis on us learning how to give gifts. For its small price, I'd definitely say it's worth it; while it's not as fun to me as the original, it is still more fun that most games.
This is another Hosted Game that goes completely off the beaten track with its own mindset. So, another caveat here that while it's not what I was seeking when I started playing Hosted Games, I believe it achieves its goals well of providing a progressive strategic gambling experience.
You enter a casino with 5 floors, and are given some tokens. Each floor becomes progressively more strategic.
Floor 1 is purely random, with games like roulette or lotteries. Higher floors include things from Blackjack to poker all the way to a variant of Risk.
I get easily addicted to things (and so do my family) so I generally do my best not to enjoy gambling, so I was at odds with the game's desire to be entertaining to me. Instead, I tried to maximize my success.
The game is like a reverse casino, because you have an inherent luck trait that gives you an edge over the house. Once I realized that, it was easy to get past the first few floors. The reason casinos work so well is that the law of large numbers says that the longer people play, the closer their winning average is to the theoretical average. And every casino game is designed so that the house, on average, wins. That's why high rollers get so many perks; the longer they stay in the casino, the more likely they are to lose it all.
In this game, you have the edge. So, for instance, I can just go to roulette and pick any bet and blindly play over and over again until it gets high enough, then increase the bet and repeat. The standard deviation isn't 0, so you can run out of money, but there's a bank with infinite loan amounts with no interest, just repaying.
Blackjack was easier since I learned how to deal it for a fake school casino event. Poker became a little harder; it's 7 card poker (2 in your hand, 5 on the table) and you can pick the best hand of 5 cards, so flushes almost always won.
Commander, on 4th floor, is the one that really got me. I wanted to rush through since I had been playing an hour longer than I had planned to, and it has a system where you have to guarantee you know whether a certain hand will win or lose, as well as winning 3 out of 5 hands each round. I eventually realized a way to guarantee I'd know.
Each floor has minimal story, with an option or two to get a little text. I did like the building up of the story over time, and the shape of the plot arc is solid.
There are essentially no advantages to the text format here; seeing the cards would have helped a lot. I realize that the graphical gambling game market is already heavily saturated, but if you take an overly common game format and remove helpful features, it doesn't bring extreme joy. IF often thrives when it does what graphics can't or allows much more content than the artists of a graphical game could be paid to create (and that is achieved here in the narrative portions, just not the rest).
The progression worked well for me, although like I said commander was pretty hard for me. I don't think that the author could have done better with the goal in mind (to make a text-only progressive gambling casino with a focus on games and a de-emphasis on narrative).
This is the series I didn't know I needed. I never was a big 'military' guy outside of a book I read as a kid called "Arms and Armor" that had pictures of English, well, arms and armor throughout history; I used to use it to look up what weapons in D&D manuals and David Eddings books looked like (like Lochaber Axes).
But I always thought things like rank and chain of command were interesting. One of my closer coworkers is a marine veteran and talks about things in the military a lot, and my ex-wife's grandfather was a lieutenant colonel when he died, which I found out is what most officers retire at.
This game really helped explain everything a lot. Now I know that doesn't sound like a resounding endorsement, but one thing I like about really peak media is how it teaches you something about the world or makes you think that it's teaching you about something (a non-real example would be like Mistborn's system; a more realistic example would be Moby Dick, which I enjoy quite a bit). This game made me feel like I really was an officer, climbing up the ranks.
It is a continuation of the last game in the series. You engage in a series of serious battles, and can gain temporary authority even up to lieutenant colonel. There are two main branches, and competent women make a significant appearance (unfortunately, my character, while interested in the spy woman, failed to make a good impression on her, to the point that she hated me).
I was dismayed to import my character from the first game only to be essentially told "Your character will fail. Make a new one." I appreciated the warning though. And it's not wrong; I had made an uncharismatic, boneheaded soldier who mastered individual warfare.
Once again I died at the end; once again I didn't mind due to the save and the realistic circumstances (many battles are lost due to random chance or poor decisions).
I'm looking forward to the next game. I heard the fourth game is on ice, and read the authors's Jan 2025 post about it, which puts a lot of things into more clear context. I definitely wish him the best!
The art for this series has been fun so far as well.
I really liked the writing in this game. You play as a soldier in a time of sabres and muskets in a fantasy world that only has light changes from our own (in this game, the only different was some sensing abilities and magical fire).
I'm posting these reviews on IFDB and the Choice of Games forums simultaneously, and I was really shocked when I came to IFDB and saw the most common rating for this game was 3 stars. I thought it was great! I think the interactivity might have been what turned people off; while there is significant, signalled branching, there are also long chunks of 'next page'. I don't mind that nearly as much when the story is solid, as it is here.
This games serves a specific niche. You are genderlocked male and war, training, and comrades are the main focus. There is no romance that I saw, although the relationship with the two main male NPCs can definitely be coded as yaoi-esque (using that term rather than mlm because it really reminds me of manga ships that my students really like, like Gon/Killua, Hinata/Kageyama or Deku/Bakugo where there's nothing canon but you can infer tension). I interpreted the relationships as friendship, doing my best to be a buddy to the grim and glum illegitimate nobleman I was rooming with.
You choose your overall stats fairly early on, with some chances to adjust them here or there. Time and money are perhaps even more important as stats; I chose to spend money on lodgings for my soldiers.
I died once, but the chapter save helped. I played the entire time as a combat maniac just wanting to bash everything.
My dad growing up used to spend a lot of time on wargames, buying those old tabletop hex wargames that were largely replaced by computer games such as Fantasy General and Panzer general, which he also played. He also liked (he's still alive, just not into this stuff as much) civil war stuff. I'd watch the shows with him and play the games, this really gives me that vibe. Also reminds me of war books like All Quiet on the Western Front. Very excited to read the rest of the series.
This game was very different than the usual hosted game. It eschews a lot of the conventions; if there was a book on 'don't do this in interactive fiction', it would break a lot of those rules. Actually there is a book like that and it contains Graham Nelson's Player's Bill of Rights (originally for parser games):
1) Not to be killed without warning
2) Not to be given horribly unclear hints
3) To be able to win without experience of past lives
4) To be able to win without knowledge of future events
5) Not to have the game closed off without warning
6) Not to need to do unlikely things
7) Not to need to do boring things for the sake of it
8) Not to have to type exactly the right verb
9) To be allowed reasonable synonyms
10) To have a decent parser
11) To have reasonable freedom of action
12) Not to depend much on luck
13) To be able to understand a problem once it is solved
14) Not to be given too many red herrings
15) To have a good reason why something is impossible
16) Not to need to be American to understand hints
17) To know how the game is getting on
This game breaks about half of them, but maybe some rules are meant to be broken. It unabashedly presents the player with a 'gauntlet' style game, where almost all choices lead to death, and you have to go to a savepoint (which is provided once a chapter) every time you die. Except it's possible to get into 'dead man walking' scenarios where every option from your save point kills you, and there are items that you have to have from a shop at the beginning of the game (which is very easy to miss as you have to guess the correct option out of 5 to get to it) and pick the right items (which you need to gamble a little to get all of) and make sure not to use the item at the several useful parts of the game where it could come up, repeatedly requiring you to play the entire game.
On the one hand, it makes a 100K word game punch above its weightclass as each playthrough takes a lot longer. On the other hand, it's pretty frustrating, and I quit after navigating a maze one death at a time (where the options are like 'left, right middle' and all but one of them kill you and send you to the back of the chapter) and reaching a city with a lot of options, only to realize that every option lead to death since I didn't buy the correct option from the first chapter (yet again).
Story-wise, it's an old-school British exploration game rooted in traditional archaeological action story tropes, like brutish savages who are technophobic cannibals and dashing adventurers that accompany you through the jungle.
I did read some of the code after I died, and I was close to the end. Parts of the game were quite funny; there is a monkey involved with a lot of choices, many of which accidentally or purposefully injure the monkey. After accidentally getting into randomized rpg combat with the monkey, I tried to dance with the beautiful boxing champion lady on my team, only for her to say:
"I'm sorry Jack but watching you beat that monkey senseless in the middle of the dancefloor hasn't really put me in the mood for a dance. I guess it's a lesson for us all really. We think we are better than the animals, but I wonder if we aren't worse?"
You apologise.
Overall, it was a fun and wild ride, but I just didn't enjoy having to start from the beginning so many times (at least 10-12 playthroughs from the start and 20+ restarts from chapter saves). Too many of the choices were just 'go left or go right'. This was all completely intentional, so I think the author has completed their full vision and doesn't need to change anything, but I like not repeating several parts over and over without variation.
This is a bunch of wordpuzzle games within a thin shopping-based story trenchcoat.
The game has 26 word puzzles of varying types for you to solve, many of them food-related. My grandmother, around the turn of the millenium, always had fun puzzle booklets in her house, like crossword puzzles but with more variety in them. This felt like those books. You have things like anagrams, finding hidden words, arranging syllables, cryptogram (which I just used a solver for, since I don't like the process all that much), etc. There was one that completely stymied me even with both hints and I had to look at what other people used to solve it (the true/false puzzle).
There is an overarching story: you're shopping in the store, and there is an app you can use to get discounts on different objects. Each puzzle you solve gives you 25% off that object (although I think you get a different amount for the very first puzzle).
Every 5 puzzles you solve, you get additional chunks of story. The story segments reminded me a bit of Andrew Schulz's wordplay story segments but I can't lay my finger on why. Maybe one part where there's a know-it-all that you show up, and another where someone kind of takes advantage of you and you let it happen (both things that happen pretty often in Andrew Schultz games).
Now why 5 stars if I thought the story was thin? Because I feel like it wasn't accidentally so or lazily so, I feel like the game had a goal on what it wanted to be (a puzzle game) and succeeded at that goal very well in a way that I personally enjoyed.
This game is a parser game written in QuestJS and entered in the 2026 Text Adventure Literacy Jam.
In it, you enter a strange villa with a number of rooms accessible one at a time, each with a diorama or statue representing a stage in human progress (from hunters and gatherers to mathematics). Gameplay mostly consists of finding something missing and assembling it, or finding a code and applying it elsewhere. Doing so unlocks the next room and part of one meta-puzzle.
Overall, the concept is an intriguing one and one that has been explored in a satisfying way in other games like The Edifice, though this game has a unique take.
That writing is not bad. I poked at the code at one point and there is a version in German as well, so I suspect it may have been translated at one point, but there's no sign of that really in the version I read.
Why the low score? To me, the parser was just a lot to wrestle with. I constantly felt like I was typing the wrong things. A lot of nouns were missing synonyms (especially a headboard that was prominently mentioned and part of a major puzzle). The author decided to eschew compass directions, so doors had to be typed out instead, but you can't ENTER DOOR or GO DOOR, you have to USE DOOR, except when you're in a room outside the main hall, you don't USE DOOR you USE HALL.
I eventually had to download the game and pop open the code to figure out how to get to the ending. Each individual puzzle has some nice creativity to it, it's just hard to figure out how to deal with the parser. This game would have benefited from more testing and feedback, but it's also the kind of game it's hard to get testers for, which is kind of a vicious loop. The overall plot felt a bit missing as well; while there was an overall progression, nothing much is explained or even hinted at. That's kind of par for the course for old-school puzzlers, though, so it's not a big complaint.
This game was part of the Text Adventure Literacy Jam.
It's written in the Thinbasic Adventure Builder, and is quite a bit better of an experience than most Basic-written download-only windows-only adventure games I've played: shortcuts like X and I are recognized, for instance, and there's a character that can move around as well as context-dependent hints.
It's still a bit rough, but I only ran into one or two actions I really struggled with (one of the last actions of the game is to (Spoiler - click to show)POUR VIAL ON PEDESTAL but I kept trying (Spoiler - click to show)POUR MERCURY ON PEDESTAL, POUR MERCURY IN PEDESTAL, PUT VIAL IN PEDESTAL, POUR VIAL, PUT VIAL ON PEDESTAL, etc.).
The map is a bit confusing, especially as magical connections open up that lead in circuitous loops.
Story-wise, you're in search of the elixir of life and have to find ingredients in a monastery. Puzzles typically revolve around getting info for passwords or codes in one room and using them in another (like asking a character about 4 items and then combining the ones they tell you to).
The writing and plot felt very standard Catholicism-influenced fantasy, like the Deryni books or parts of David Eddings, but with a lot of elements that were both hyperspecific and generic. Orders and symbols were alluded to and not explained, characters were introduced but not commented on or involved, and there wasn't a clear progression or escalation of story. All in all, it reminded me of AI-generated plotlines and text that had some human editing mixed in, not necessarily because AI was used (it might not have been), but perhaps because AI was trained on a lot of stories similar to this one.
This game is a collection of 55 very short stories, each of which has a quiz at the end. In hard mode, you have to type the answer; in easy mode, you have to select from a list of choices.
They're organized in groups of 10, with 5 bonus questions at the end. Some segments parody famous mystery characters like Encyclopedia Brown or the old Clue books.
The level of difficulty for most mysteries is incredibly low. Some mysteries are literally like 'Mr A, Ms B, Mr C and Ms D walk into a bar. Who walks in next?'
=Mr E
=Mr F
=Mr G
=Mr H
I can only assume that the target audience is fourth grade or younger. I remember reading much more complex mysteries in sixth grade, so it can't be that old.
The writing has a selection of jokes but is overall fairly non-descriptive. It is polished. The interactivity is relatively low, and I didn't feel strong emotion from reading the stories.