Ratings and 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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The Hidden King's Tomb, by Joshua Fratis
1 of 1 people found the following review helpful:
A short, minimal parser game about a hidden tomb, October 20, 2022
Related reviews: 15-30 minutes

This is a short parser game with a premise similar to Infidel. In it, you explore an underground tomb and have to discover a way out, since your friend shoved you into the tomb so that he could take the treasure for himself.

The map is pretty simple, laid out mostly east to west with a couple of branching rooms. There are a lot of unimplemented objects and identical objects (like a large proliferation of candles).

There's only one real puzzle; the rest of the game is essentially a red herring. The descriptions do sound cool; seeing it depicted visually would be fun I imagine it would look a bit like the tombs in Moon Knight.

I struggled with the main puzzle because I didn't pay close attention to the room descriptions. Overall I think does the story pretty well and some technical details pretty well, but overall could use some work. I think the author has good potential if they get more practice and maybe more beta testers.

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An Alien's Mistaken Impressions of Humanity's Pockets, by Andrew Howe
A short Twine game with a few puzzles about aliens inspecting humans, October 20, 2022
Related reviews: 15-30 minutes

This is a brief Twine game that has some complex parts to it. You play as a alien technician or researcher working in a lab with a professor, going through a pile of human artifacts and trying to figure out what they're for. It's kind of like Little Mermaid, when Scuttle tries to guess what human artifacts are used for.


The game is a little unpolished; I found several typos and capitalization errors. It's pretty descriptive though, and it's funny when it shows the items it's been describing. The author does a pretty good job of thinking of objects from an alien point of view, but sometimes it's too on the nose (for instance, some human keys are described as possibly a physical form of an encryption key).

The puzzles can be pretty interesting (a color one threw me for a loop), but some segments that seem like they should be puzzles actually are taken care of as cut scenes.

Overall, I found it generally amusing, but didn't feel a strong desire to play again.

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Approaching Horde!, by CRAIG RUDDELL
4 of 4 people found the following review helpful:
A real-time resource management zombie Twine game, October 20, 2022
Related reviews: 15-30 minutes

In this game, you have a brief introduction explaining how zombies have caused an apocalypse, and then you become the commander of a base that needs to defend from zombies.

As commander, you have people you can assign to tasks. In the Easy Mode I played in, there were 6 roles (farmer, builder, etc.) each with several subtasks. It was overwhelming at first, especially when different bars started counting down in real time, but once I realized how slow it was I realized there was tons of time to make decisions.

Maybe too much time; the game got a little repetitive pretty quickly. I focused on farming and finding more survivors until those maxed out, then built a research base and focused on finding a cure.

Overall, the writing was goofy, but descriptive and vivid, and the simulation held together surprisingly well. I think it could have used a bit more variety though; I spent most of the game with the game in a side window just running, waiting for it to be done.

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4 Edith + 2 Niki, by fishandbeer
6 of 6 people found the following review helpful:
Very short Twine game about picking a partner, October 20, 2022
Related reviews: less than 15 minutes

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.

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A Walk Around the Neighborhood, by Leo Weinreb
2 of 2 people found the following review helpful:
A charming compact game about getting everything ready to go outside, October 20, 2022
Related reviews: 15-30 minutes

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.

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INK, by Sangita V Nuli
3 of 3 people found the following review helpful:
Surreal, abstract game about loss and ink, October 20, 2022
Related reviews: less than 15 minutes

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.

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A Long Way to the Nearest Star, by SV Linwood
7 of 7 people found the following review helpful:
Explore an abandoned ship with a faulty AI, October 18, 2022
Related reviews: about 2 hours

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.

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Lazy Wizard's Guide, by Lenard Gunda
2 of 2 people found the following review helpful:
A custom web-parser game about completing a magical examination, October 18, 2022
Related reviews: about 2 hours

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.

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Crash, by Phil Riley
3 of 3 people found the following review helpful:
A fix-the-broken-spaceship game with plenty of hints and multiple npcs, October 17, 2022
Related reviews: about 2 hours

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.

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Lost at the market, by Nynym
3 of 3 people found the following review helpful:
A surreal gruescript game about being lost in life and playing music, October 16, 2022
Related reviews: less than 15 minutes

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.

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