It's hard to review this game objectively. I got into IF for parser games, and it wasn't until I tried You Are Standing at a Crossroads by Cat Manning that I realized I could like Twine games.
Once I got started into Twine games, the funniest games I found were by Brendan Hennessy. I was very excited when, in my first IFComp, he entered a game, Birdland, which is the most-rated game on IFDB since 2013 and the most-rated Twine game ever. I thought it was brilliant and have shared it with many students since. The couple of mini-sequels that came out since then were enjoyable.
So when I think of 'what should a good twine game be like', or, I guess, 'what do I like in a Twine game?', it's basically 'whatever Astrid Dalmady or Brendan Hennessy write'. Which is why this isn't an objective review.
Anyway, as for the game itself, you plays as Bell Park, one of the longest-recurring characters in his games. While in past games you were a teenager full of promise, you are now an adult with history. Unfortunately for you, your younger, 12-year old self has travelled to your present and wants to know all that history.
Meanwhile, the two of you team up to find the fiance of your old crush Cassidy. In the meantime, you encounter a wide cast of characters and use a nifty map screen to choose how to navigate around town.
This game is different from Birdland. Birdland had a very consistent day/night mechanic over a week, making it clear how the game was progressing and allowing for a sense of excitement and overall motion. While the mechanics in this game are also interesting, it lacks that overall drive. Instead, though, it has a lot of real poignancy and emotional depth. How would your teenage self view you now, with all of your hopes and dreams having been tested by time? (or, if you are a teen, what's your older self going to be like?) It's a mechanic seen before in other stories, but I like all those stories (thinking of 13 Going on 30 here). It is a less substantial story physically, but has more to say, I think.
The game has excellent artwork (I went through a phase where I wanted to copy Hennessy's design for my Twine works but it was too hard and didn't really go anywhere, but I ended up commissioning art more often and he does that so maybe it did go somewhere?). The backgrounds and fonts and colors are easily readable and unobtrusive.
This game does a lot good that is unnoticeable because it's just not doing what bad games do. It gives you a sense of agency without pushing but also lets you feel like you didn't miss out on branches you didn't click on.
To me the highlight is the humor, subtly leading your expectations and then defying them. I enjoyed (minor spoilers (Spoiler - click to show)the part with with the two crowns, as well as the taurine chewing gum, just the fact that it exists). The many bizarre worldwide events over the last decade made for a lot of potential jokes at the time traveller's expense, but were selected with good sense and care (could have made a lot of darker jokes, which I'm glad didn't happen).
I really like this game, glad it was made.
The name of this game comes from the fact that you have 5 remaining hours and each big action or scene takes up one.
This is a short Twine game, but it seems like it has the worldbuilding for a much larger story. There is an ancient, near-immortal Shogun (named (Spoiler - click to show)Charlie????) that enslaves and tortures special people who have Curses.
A weird apparition gives you a weapon to fight the Shogun (from searching, the weapon may be inspired by Sword Art Online). You can have various fights, or just remember all the deaths in your life and give up, etc.
The game feels a bit rushed or unfinished, with lots of plot threads left hanging and some little bugs (an option near the end wouldn't let me click it, for instance).
Overall, I think this just needs more time in the oven. The slavery in the game doesn't really seem to serve a purpose besides being a shorthand for suffering.
I really am not sure how to review this one, because sometimes I think it's excellent and sometimes I think it's a bit choppy.
This is an adaptation of the book The Thirty-Nine Steps. I haven't read it myself, but from Wikipedia it looks pretty cool, about a man on the run who is hunted down everywhere he goes.
This adaptation adds a good deal of additional content, and allows you to focus on being Bold, Open, or Clever. Interestingly, the choices not only increase your ability in that area, but they also affect the way you see the world about you, making you more paranoid or clueless, etc.
The game gives you a lot of freedom, but I feel like, due to that freedom, I missed a few essential plot points, such as never really learning about the people I'm pursuing. A couple of other things I feel like are confusing without context (late game spoilers:(Spoiler - click to show)I pushed a fireplace rod and a bunch of steps disappeared in a cloud of chalk. Why? What's the purpose of such a mechanism?).
So I'm wavering between 3 and 4, but I'll round up to 4.
This is one of the more polished Texture games in the IFComp 2022 competition. Texture is an engine for IF that involves dragging verbs onto nouns to make choices.
This game is primarily a phone menu system. There are a lot of options, many of them creative (like turning it all into Polish).
The overall feeling is a sense of futility or frustration. I tried out several endings, and all of them seemed to express the same sentiment.
Overall, the game is very polished and descriptive, and conveyed its sense of frustration to me. I wonder if the joke could have been extended a bit or if there could be more of a central narrative, or something else to extend this a bit. Unless of course I missed a big final ending! I've missed stuff like that before.
I've avoided playing chess most of my adult life. so I never learned about famous endgame positions and puzzles.
I've learned a few recently through Schultz's work. He has several chess-based puzzle games that teach principles of few-piece chess positions, including a few mini-puzzles that teach a single position.
This one involves a setup where each side has the king and 1 pawn each.
I found it enjoyable, and liked the backstory. But I spent a long time on it due to encountering a bug in scenario 2, which I forwarded to the author; essentially there is an unintended solution to that scenario, so I couldn't figure out if my unintended solution was blocking the 'real' one of if I could still solve it. I looked at the walkthrough and found one line that more or less gave away the second solution, to both puzzles in fact (the line was that (Spoiler - click to show)the king can only focus on one pawn at a time). If that bug were patched, I would definitely put 4 stars for the rating.
As a side note, I think this game struck a good balance between 'let the player keep playing in a losing position to see why it's losing' and 'cut them off right after the first mistake'. One quality of life change I would like to see is a more dramatic heralding of completing one of the scenarios. Right now, it is very similar in appearance to losing, so if one is repeatedly replaying quickly to try different strategies (especially since there's no undo), the text can blur together, so some kind of major break (like bold, or a line of asterisks, or some other signifier) can be nice. The counter in the corner does go up, and that's the main way I noticed the scenario number increase.
Overall, it's been fun to learn more about chess through these puzzles.
Almost any game can be polished up and made great. This game needs a lot of polishing.
This is a parser game that puts you in the middle of 9 rooms, 8 of which have the same description that includes a typo. None of the standard responses are changed, ABOUT, CREDITS, HELP, etc. have no response. There are only two items.
It seemed like there was absolutely nothing to do. I eventually decompiled the code and used it to finish the game; the following set of rules may serve as hints to others:
(Spoiler - click to show)When Floor 1 begins
After dropping colored egg when the location of the player is flod room and Floor 1 is happening
When Floor begins
After jumping when the location of the player is pled room and Floor 2 is happening
Every turn during Floor 2
When Floor 3 begins
After inserting something into something
When Floor 4 begins
After touching monkey during Floor 4
Every turn during Floor 4
After pushing when the noun is Ye Shiny Red Button and Floor 5 is happening and player has golden egg and player has golden seven and player has golden octagon and player has golden monkey
After pushing when the noun is Ye Shiny Red Button and Floor 5 is not happening
According to my rubric, this game is not polished, descriptive, has obscure interactivity, did not have an emotional impact, and I wouldn't play it again in its current state.
But I don't think the effort is wasted or the author is bad. Clearly there are some good ideas here; this just needs more stuff implemented. I would recommend the author to pick the source code of one of the games you find when you search IFDB with the tag "tag:I7 Source Available", and look around to see what kind of things authors can do to make games more polished.
This is another surreal Twine game based on exploration (after just having played Lucid), but I'm happy with that since it's one of my favorite genres.
This game is built out of a bunch of literary references, starting with Neuromancer (which I've never read), and branching into Kafka, Alice in Wonderland, etc. Most of them are oblique references, ones you have to puzzle over or which potentially could describe several stories (at least for me).
The tone is fairly dark, beginning with unwanted surgery and poisoning and including a lot of theft.
The game is somewhat narrow; at first I thought there'd be tons of options or strategy but the game funnels you pretty effectively. I can say there are several options that are hard to discover and the endings can take work, so that's actually pretty good, now that I think about it. Maybe the funneling is actually a good thing, since with Lucid I had the opposite problem of too many choices.
Overall, it was pretty fun to try to puzzle out the literary references. 'Diary of Anne Frank' is a bit of a bold choice to have alongside more goofy or wild entries. But I had a good time with this. The main drawback to me was the lack of weight in the endings; to me, the endings were abrupt and didn't resolve many narrative arcs (I saw 3 endings, including a death).
This game definitely seems like a good contender for the Best Use of Multimedia XYZZY award specifically for its map 'feelie' attached to it, which is a complex map that folds and unfolds multiple times.
That map is an essential part of the game, since it marks the main treasure or objects you're looking for.
Those objects are Golden Snitches. The idea of this game is that the programmer made a real-life treasure hunt for his daughter, hiding four golden snitches in the house and creating a map that reimagined their house as various locations from the Harry Potter series.
The game itself is sparse in comparison to the lush map. Your father, Papa, follows you around, serving as a hint system, and rooms he doesn't enter are unimportant, as he feels no need to give you clues in them.
I was struck while playing with the casual, unaffected display of wealth. I've been both moderately wealthy and moderately poor in life; in my youth, my father was a video game executive and supported 7 kids in a large house with a big backyard. But his business went under, and years later after my divorce I've experienced food scarcity and can't afford a reliable vacuum or a washing machine. With that background, this house seems quite magical, with a balcony over a grand hall, a spacious backyard with water features, multiple secret passages and hidden rooms, and multiple rooms for the child, including their own bathroom. It feels like reading British books like Middlemarch (which I've been doing), seeing the life of the upper middle class or lesser aristocracy.
The game itself is charming and full of love. The two areas that I think are drawbacks are the sparseness of the room descriptions and the lack of implementation of several objects mentioned. For instance, when I first encountered the bookshelf, I couldn't X BOOKS.
As a final note, the Harry Potter themes are heavily prevalent, as a heads up for people that have strong feelings towards JK Rowling.
This is an interesting game, and kind of intimidating at first.
Basically, you are in a surreal landscape, perhaps a dream. There are many, many options at first in this Twine game, so many I felt a bit overwhelmed. They are all bizarre, like someone with a singularly non-descript face or a host of voices telling you to avoid a specific thing.
As you explore, it becomes more clear how to navigate around the map. You will also die, or end, many times, resetting in a loop. Sometimes things can carry over.
I peeked at the walkthrough a bit at first to gain confidence. I really like how this played out; the surreal imagery was cohesive and coherent to me, and it really felt sinister.
I think I would have appreciated some way to have more guidance at first without using the walkthrough, and I was a little frustrated with the very last choice (Spoiler - click to show)going into the light resets the whole game so you can't try the other option without replaying everything. Great writing overall, fun game.
This is quite a large and complex Twine game that has a lot of humor. It's about a mysterious male protagonist who wakes up and seeks the help of two magical detectives named Cannelé and Nomnom. They are a duo who act like siblings (maybe are?) and express intense dislike for each other while also acting pretty dumb.
The game has excellent styling with colors used for text, animations, and some minigames that are quite well done. One is a card game; another is a complex 'detective board' with red string and post-it notes that unfortunately doesn't always work well with saving and loading, but is fun while it lasts.
The game is very long already, lasting over two hours for me, and is actually incomplete. The player is invited to post their hypotheses and guesses for the finale online, with the author taking these hypotheses into account for their later writing of the big finale.
I loved the images, the interaction between the protagonist and the two detectives, the minigames, all of it. Except...
I don't like the dynamic between the two main NPCs. It's just pure negative all the time, completely unrelenting. It can be a funny bit, but I wished for just an occasional gleam of fondness, or loyalty, etc. There may have been some, but it was few and far between. This is 100% just personal taste; I think there could be many people that like this so it doesn't have to be changed. But I like 'jerk with a heart of gold' more than 'jerk with a heart of jerk'.
I also found more than a few small typos and had some trouble with saving and loading and keeping the 'memory board' the same.
Overall, this is one of my favorite games of this comp, and the criticism above is just a small detail in a great work. I'm looking forward to the finish, and can recommend this.