From the picture, blurb, and length on the IFComp page (which I swear used to say 2 hours, but I think I must have misread it because now it says 15), I expected this game to a big, polished Twine game with cool visuals, like Porpentine's Crystal Warrior Ke$ha.
Unfortunately, this is a very short Twine game with 1 major area, with simple links to rooms and back (each room being one passage). State doesn't seem be to be tracked at all. Almost all the endings are just vague statements that you slept with someone.
I think the author can do better. This kind of game can be written up in 30 minutes or an hour. That doesn't mean you can't make a great game in that time, but it's hard and needs good luck. I'd like to see more length and/or effort and/or cool new idea.
This one-room parser game has about 20 endings, of which I found 3 (one significantly more difficult to achieve than the others).
You are tired and hungover on the couch but need to get up and exercise by walking outside; it's explicitly set during this Covid-19 pandemic we're in, and I have the impression it's during a lockdown/quarantine.
I zig-zagged a lot with this game. My first thought when I started it was 'Oh man, that's a lot of unnecessary items in the first room.' This is what it said:
"The Living Room is standard-issue, complete with television, sofa, floor lamp, coffee table, side table, window, ceiling fan, rug, hardwood floor, and a thick layer of dust."
My second thought was, 'ha, if this is just a badly implemented game, I can just TAKE ALL and it will tell me what is important.' That seemed to work well, but then I started trying to explore and realized that this was actually a one-room game, and all those things were there not because this was a poorly scoped 'recreate my apartment' game, but because it was a single room with tons of detail.
The first puzzle was pretty hard for me because I wasn't exploring at first, just trying to reason things out. Once I worked out the game logic, I got better. I started using the hint mechanic in the game before I knew it was the hint mechanic (I felt less clever about solving all the puzzles I did once I found out I had technically been using all the hints).
Overall, it was clever how many puzzles were crammed into one room. I think that the descriptions could have used a bit of fleshing out; minimalism is a good style, but this didn't feel like aesthetically chosen minimalism, just quick and dry descriptions.
I think this game is fun, and can generally recommend it for puzzle fans.
This is a Texture game, involving dragging commands onto nouns, one of several written in a writing group and entered into IFComp.
This one deals with grief; a loved one is gone, and a letter from her appears and follows you.
I played through twice, one being peaceful and accepting, one being hateful and destructive. I felt like it made a lot more sense the second way. This game has poetic and abstract style, and I didn't connect with it. By that, I mean I would often read a page and feel like I couldn't remember anything I read or anything I felt. The words felt slippery in brain.
Overall I liked the branching paths, but I didn't like how the text often lacked paragraph breaks and sometimes changed font size dramatically from one page to the next; I know that can be a stylistic effect but I couldn't the connection between the text and the font size.
Overall, I like surreal games and enjoyed the 'dark' ending of this. But the formatting and phrasing threw me for a loop.
This is a Twine game with a significant world model. In it, you explore a ship you've crashlanded on which is empty except for an AI named SOLIS.
There are a lot of areas to explore, and you have both an inventory and notes of all important information.
It has puzzles that are honestly complex and can be fairly difficult. The inventory allows for quadratic complexity: you have to be in the right room, and use the right item.
I enjoyed the AI, and felt an attachment to them. The nice thing about IF containing AIs is that the AIs exist in reality, in a sense; the organic characters are just described in words, nothing like their 'true' selves, but the AIs are supposed to be code masquerading as a person and that's what they actually are: code in Twine or Ink or Inform that takes your inputs and reacts to you. It's weird to think about.
Anyway, the game is fairly non-linear and has multiple endings and paths to victory. I think a large chunk of content is the same in each walkthrough, especially conversation, but you can replay those parts with different attitudes.
Navigating back and forth got a bit tedious by the end, but fortunately a new mechanic gets introduced that lets you 'warp' around ((Spoiler - click to show)following the robot).
Overall, I really enjoyed this polished game.
There's a long tradition of games about completing a magical education, including early games like Enchanter and more recent games like Winter at Hogwarts and Junior Arithmancer.
This game is a pretty standard example of the genre, where you have 5 tasks to perform and must search for spell books and ingredients to complete the 5 tasks.
This game uses a custom web parser. It's actually not too bad, being able to handle things like hitting the up arrow to repeat earlier commands and getting a lot of commands I typed right. It does have weaknesses, though, like not understanding pronouns like 'it'.
The nice things about this game include multiple paths to solutions for many puzzles. It has a built-in hint system, but I often found the hints were only available for things I already knew about. I had to check the walkthrough for about 30-40% of the game, and finished at 2 hrs 7 minutes (according to the game's handy timer).
I found several typos in the game, and it wasn't very descriptive. But I had fun with this game, and appreciate how the engine seems to be coming along nicely.
This game is a fairly hefty parser game where a spaceship is sent spiraling off into space with only one person, you, in it.
You have a to-do list that expands and contracts as the game demands. There are a lot of little devices: cabinets, panels, fuses, etc. and a very intricate-seeming fuel injection system.
The puzzles are generally clever. Some of them are moon-logic type puzzles.
As a case in point, very near the end of the game (heavy endgame spoilers) (Spoiler - click to show)you find the captain's journal and need to unlock it. The captain has two pictures: one of a dog named Pluto and one of the moon. The idea is that the password is Pluto's moon, Charon. But why would someone, in their own room, make their only personal objects just happen to be an obscure hint for their own password?. But most of the puzzles are fair.
Implementation is sometimes missing but when it's not it's very solid. So a lot of cool objects are implemented (including a large rope) but a lot of scenery objects are just not there or are missing reasonable actions. (For instance, (mild lategame spoilers) (Spoiler - click to show)if you unlock the starboard chest, it has wires, but you can't refer to them or interact with them in any way. Similarly, there is an operations console on the bridge which isn't implemented.
I think this is already a good game, but I think with a few tweaks it could become a great game. Maybe there could be a post-comp release with a bit more things written in? Either way, I enjoyed playing this. It was a little unpolished, but had nice puzzles, pretty descriptive, and was enjoyable, and I would replay it if it was tweaked.
So I have to shout out this author for being the first person to release a Gruescript game in a competition outside of Robin Johnson (that I know of). It's a cool language and looks neat.
This is a surreal game where you explore various dreamscapes after having failed at a musical career.
In a contrast to Robin Johnson's puzzle-filled games, this is more of a thoughtful introspection game where you wander around and follow directions given in-text.
I love surreal games in general, and Gruescript is cool, so I have a lot of good feelings in general. The execution needs a lot of work, though. The author says they want to learn, so here are my thoughts on things that could be improved:
-I feel like there could be a little space between the output window and the room description window; it felt a little crowded (I don't know if this is adjustable?)
-Some buttons had underscores (Who_Am_I) and some had spaces; I think it would look better if they were standardized.
-Some options seem like they unintentionally lock the player out of an action; like going south in the very last area and finding the envelope. Even if you don't open it, you can't go back north.
-The writing is descriptive, but it often feels like something's off with punctuation. I had similar problems and always check my games with Grammarly (I promise this isn't an ad lol), may be useful here. by playing through and copying and pasting the output
Overall, I think the game could be substantially improved, so I'm giving a lower score for now, but I definitely think this is promising and would like to see more from this engine and from this author.
This brief Ink game follows two teens, May and Jason, who are graduating soon and preparing to head off to college. They stroll through the woods and discuss their future.
Things start just slightly surreal and go further, but it never seems to shake the protagonists, just like how it is in a dream.
There might be some plot branching, but most of the choices feel like character determination to me, like role-playing, not even necessarily saved as game states.
There was some beautiful imagery in the game, young adults trying to find their place in the world literally represented as a journey through an allegorical world.
It felt a bit disjointed and brief, though. I worried I had skipped a whole chapter when I reached the end of the first act and clicked on a tiny, almost missable 'right arrow' and ended up in a very different place than the last chapter ended. But the table of contents seems to indicate I saw all 3 sections, so I guess the game itself is just a bit smaller than its story could allow.
Overall, a pleasant game to spend time with. According to my rubric, it's polished, descriptive, has good interactivity, and reminded me of pleasant times, but I wouldn't play it again.
This is the third game by Eric Zinda with the Perplexity engine. The first two games were intended to be played with voice, I believe, while this game didn't seem to have the voice option.
The Perplexity engine is still really rough, but each game has been better than the last one. I imagine there's a ton of backend work going on between games, but I think the front-facing part could use a tune-up.
In this game, you explore a bunch of surreal areas, usually involving nature, a deer, and traffic-related imagery.
While the game is a significant improvement over previous entries, it's still pretty rough.
Polish-wise, the game tends to form uncapitalized sentences when using automated descriptions. It is smart enough to answer the question WHERE IS THE _____? but not smart enough to make the output easily understandable. This version seems to understand most traditional IF commands and abbreviations (like X for LOOK AT and I for INVENTORY, which is a big relief.
Descriptiveness-wise, the game has many rooms with a cursory description followed by a list of visual objects, sometimes kind of confusing (like 'A bush, a bush, and a tree').
When it comes to interactivity, the game is mostly fair, but at least one point in the walkthrough asks you to interact with an object that is not visible and doesn't show up in the description of other objects (specifically the (Spoiler - click to show)branch in the mossy log area).
Emotionally, I liked the surreal theme and thought it was cool. The little clues were nice. The other issues made it harder to stay invested but I like the concept.
There's not a ton of replayability, but overall I wasn't sad I played.
This is a very large IFComp parser game where you in a sort of simulation trying to find a 'kernel' of some sorts.
The main area is a giant tree, from which you can eventually find 8 sub-areas. Each sub-area is a simulation of a different part of the world, including the Amazon rainforest, Missouri, Elizabethean England, etc.
Gameplay consists of finding objects in one world and generally using them in another. It can be fun to try and think where one can be used.
Content-wise, everyone has things they like and don't like; while I enjoyed the mini worlds idea quite a bit and some of the sections like the Viking ones, I felt uncomfortable with some of the others. There's some sexual wish-fulfillment in play (like a dominatrix pirate and a harem of succubi), though nothing explicit seems to occur, and there are some cultural moments where I thought it wasn't an entirely respectful depiction or relied on surface-level depictions. At times I feel it reaches too hard (at one point, an extreme not repeated, it even says "they wander off[...]together to figure out what to do with the rest of the wreckage of their miserable lives (this is called "pathos", by the way)."
Overall, the level of polish is high; there were a few sticky situations (like how (Spoiler - click to show)ENTER BAOBAB works but (Spoiler - click to show)ENTER CRACK doesn't in the first room of the Savannah).
I messed around for about an hour on my own, accruing 11 points, then followed the walkthrough. Some of the later puzzles seem to require a great deal of mind-reading, but I suppose there may be more in-game hints if I had reached those points naturally.
Overall, it has a lot of satisfying parser elements. While the tone and characters didn't always reach me emotionally, there is a lot of craftmanship evident. I don't plan on revisiting it, but it is polished, descriptive, and has much good interactivity.