This game had a really interesting structure. There is a framing story (you’re a trick-or-treating kid competing against a bully) but after that it’s essentially 19 Halloween-themed short stories. You navigate around a map shaped like a calculus fence optimization problem and interact with people to get candy.
This includes a maze (which was thankfully very simple), a fetch quest or two, and even a miniature CYOA-game (which I think was acting like Mad Libs a bit, as there are tons of options for what character you can pick but it seems written in a way to easily adapt to different characters).
You can end the game at any time, and the ending doesn’t vary too much if you end soon or late (only the result of your contest changes), so if you decide to skip out after a few houses you can still get a good feel for the game.
This definitely had a 90’s or earlier vibe. Kids go trick-or-treating alone, people in the neighborhood seem to know each other, the only computing devices used are plugged-into-the-wall computers. The bully plotline is really reminiscent of 90s media (and IRL, in my experience) as well.
The candy descriptions definitely made me hungry, and the coding and creativity in house/host descriptions was impressive.
This was a downloadable game where you navigate by clicking on parts of an image, needing occasional searching.
It’s a translation of a Spanish game (I found a tiny fragment of untranslated spanish early on, for ‘leave to the corridor’). It regards a legend of a local kind of monster called the Vunche or Invunche, in connection with witches.
It has three main gameplay segments: an intro on a ship, a larger village exploration section, and a short finale.
I liked the mysteries and legends aspects, and the slow unveiling of the plot was intriguing. Gameplay was generally satisfying, just clicking to each area, going through the possibilities, then following up on any directions in the Notes tab.
There might be two endings; I picked up a special item in the ship early on but didn’t use it. Actually, while writing this I loaded up my save game and tried using it but to no avail. So I wonder if more options were planned at one point but not implemented; that would make sense, as there isn’t much freedom to stray off the game’s chosen path, and most of the characters feel like they could use another scene or two for a full story arc. But the game that is here is polished, well-written, and fun.
This is a long videotome game with custom characters and a variety of backgrounds. It is mostly linear but has some important choices and uses of options near the end.
The beginning was ambiguous enough that I had a lot of different potential scenarios in my mind. It started with characters named Thirsty and Kill who host a TV show called Love it or List it (connected to the name of this game itself) who are talking with someone named “Cont.”, and I thought it could possibly be like SCP 2030 “Laugh is Fun” (game show where people are murdered) or a more philosophical game or a continuation of a long-running series of visual novels that I didn’t know. It really did feel like the game assumed I knew who these people were or who they were referencing. It wasn’t until I had played for ten or fifteen minutes that a more clear picture emerged (especially when I realized this was connected to the GUTS series of games, a great collection of short IF with interesting interactivity and bizarre stories). And I’m just now realizing that Cont. must have stood for Contestant.
What it comes down to is that we have a lesbian couple named Franzine and Eiric who have reached a doldrum in their relationship where each thinks the other hates them. Eiric gets to make the decision to stick with Franzine or date someone else.
In the meantime, each of them spends time with one host. Franzine gets remodeled, constantly worrying that she’s unchangeable and can’t be fixed in the process of trying to get fixed to bring back Eiric.
Eiric goes on to meet three other people. The first one I went on had nude images, which I would usually stop playing for, but the art style renders it less erotic and more as a sign of vulnerability. The story at this point is rough and sad, showing the awful reality of cheating (in this case, with an asexual person). The other dates aren’t much better.
In the end, it’s a dismal picture for the couple. The ending I chose in hopes of change and a better future did not result in what I hoped for but is completely realistic for the story being told. It also jibed completely with my experience of the 30’s-40’s dating scene.
Overall, I became engrossed in the story and in imagining the feelings of the two protagonists. Despite my initial confusion and my haunting feeling that I’m lacking the background of the setting, I felt like this game had something to say about the human condition that was valuable to experience.
I was delighted by this game. It's in the author nilsf's custom javascript parser system (I believe), which has always been on par with the big 3 of Inform, TADS and Dialog.
It's a short two-room game. At first, I was entirely stymied on what to do. There were several cryptic messages and a way to die but that's all. I was about to post a hint request, but carefully replaying the game to describe the setup gave me the hint I needed to succeed.
The second room had a lot going on. I felt like there just wasn't enough info to proceed, but when I finally figured out what the vials were for, I was really impressed with the solution. Finally, figuring out the skulls was a real unusual thing that was not something I've seen very often at all in parser games.
So, this was great. There were a few typos (I think a wall was called 'souther') and I had trouble referring to one vial, but otherwise this worked great, and I'm impressed it was put together in such short time.
This was a great game! Both cute and genuinely creepy, with the two facets playing off of each other.
It’s a parser game where you play as a bug, and everyone else around you is a bug in a bug society with jobs, writing, culture, etc. While bug-based media has existed for decades, I pictured everything in the Hollow Knight art style as that’s the bug-based media I’ve seen the most of recently.
Unusually for a parser game, it has multiple paths to progress the story and a variety of achievements. However, it keeps the classic parser game play loop of exploration, grabbing items, and solving puzzles.
You’ve come back from a long trip and you’re just starving. Strangely, some of your fellow bugs are missing. Your goals are to sate your hunger and investigate the disappearances.
I had a lot of fun with this game, and it does get disturbingly creepy later on (more so because the horrors exist in real life).
This game overall reminded me a lot of Slouching Towards Bedlam, both because of the multiple paths and because of the overall plot.
This game is based on a book by the same author.
It’s written in Gruescript, and is one of the better Gruescript games I’ve played; I didn’t encounter any bugs or missing descriptions.
You play as a young man with the ability to read the minds of appliances (or at least communicate with them) and to see the hideous tentacles coming out of those machines. You are convinced that your girlfriend’s TV is out to get her, while she’s convinced that you’re being a paranoid conspiracy theorist.
You have to get advice/help from all the appliances in your apartment and in your girlfriend’s as well, devise a plan, and take down the TV!
The story is amusing, and in general felt paced well. I was surprised by how readily helpful Amanda was given the issues we had at the beginning of the game.
Puzzles are engaging while being fairly straightforward; if you just explore everywhere and carry out requested tasks you can win pretty easily.
This was a tricky game for me! It’s a Spanish-language parser game that uses a lot of wordplay and clever phrases. I also had some trouble with the parser occasionally (which is normal for me when playing a game not in my native tongue). I’ve attached a transcript if anyone wants to see me struggling to get even the bad ending (I also decompiled the game to get some help).
You play as a private detective, but, as you are a ‘detectivo privado’, you can only examine yourself! That’s an example of wordplay that I didn’t quite get as a foreigner; I assume ‘privado’ has a dual meaning between the english word ‘private’ and a meaning of ‘self’ or ‘personal’ or something.
You are alone in a locked room with nothing but a photo of yourself, a pistol, some handcuffs, and a cushion. But, as the game tells you, you can only examine yourself, and you need a crime (in the form of a cuerpo delito), a client to contract you, and a criminal!
I eventually discovered that the key to progressing was to (Spoiler - click to show)sit on the cushion and to look at the photo (possibly needing to meditate first). Once I did that, the game became complex and I was able to interact with a lot more things.
Like I said, I received a bad ending in the end. Some things are on a timer, and it looks like I was caught up in a bad end, but I liked the clever concept of the game and enjoyed playing. It was funny and mind-bending, and I was impressed by the concept and story.
This is a Spanish-language parser game which is (thankfully, for this non-native speaker) well-implemented and fairly brief.
It has a framing device of being a text adventure generated by an AI (starting with a ‘sure! I can help you with that’ kind of message), and then starts you off in a jail cell as a captured soldier. It becomes a sort of escape room, but a fairly easy one; the hardest thing for me was remembering/looking up spanish parser verbs (at one point I had to use PULSAR instead of EMPUJAR and I’m not sure why).
After the main game, there is a little meta twist, which I thought was great, and enhanced my appreciation of the game. It made the game about twice as long. Then there was a fun message at the end, and it was over.
While AI is mentioned several times in a meta way, the writing didn’t have the negative aspects I associate with AI, and had many positive aspects I associate with the author, who has written several games I enjoy. So I suspect it’s handwritten, but if it’s not it’s well-done regardless.
This is a ZX spectrum game that I played on an online emulator. It worked great; the only issue I had was that I have the habit of typing L for LOOK whenever I want to see if a room changed, but typing L in this game randomly scrambles your game by putting you in a random room with random objects.
Because of that, I used a walkthrough for everything after the first area.
You play as someone trying to help find some lost children. To your dismay, you soon find evidence that they were kidnapped, and you have to go on a dangerous easter egg hunt to find them.
The game has a helpful vocabulary list to help you get around, and has some classic tricky puzzles (like an object floating in a nearly-empty barrel that you just can't quite reach). Some of the puzzles rely on things like examining objects twice and waiting for events to happen, and quite a few have adventure-game logic where you know you have to do something but couldn't really predict the result (like the use of the ice cream, for instance).
Overall a solid, shorter adventure thoroughly grounded in Spectrum and Spectrum-era gaming nostalgia. For fans of the era, it will be a real treat. For people used to recent parser games, it may be less guided or player-friendly then what they're accustomed to.
This game has a lot of interesting ideas (the phone dialing was especially interesting) but has deeply broken implementation.
It's a one room game but only the first time you look is everything described; after that, if you want to know what's in the room, you have to scroll back up to the first look you gave, at all other times it just gives a terse, unhelpful description. Parts of the room are implemented that aren't mentioned in descriptions. The floor is covered in 5 or 6 groups of things called 'objects' but if you 'x objects' the first thing that it defaults to are objects that aren't supposed to exist until later in the game and are described as missing and not visible even then. The help system asks you to type in keywords, but 90% of the time if you do it asks you to be more specific but doesn't give you a hint on how to do so. At one point you gain an object that let you unlock something, but UNLOCK doesn't work, you just have to OPEN the thing while holding the object. There is dirty underwear whose printed name is dirty socks but in messages its called dirty unmentionables, and if you TAKE it it describes you taking it but it spawns back into the hamper it came from.
So the clear issue here is practice with Inform. These kind of issues can be ironed out over time. I like to spend about equal amounts coding and testing/beta testing, because it takes a long time to figure this stuff out.
A lot of the actual material in the game is pretty good. The setting is creative and the numbers you can dial on the phone have some fun and unexpected responses. So all this needs is some more 'time in the oven'.