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.
This seems exactly like the kind of game that would be made by a talented and energetic individual who had never played a text adventure made in the last three decades if they woke up one day and said "I'm going to make the coolest text adventure on earth" but didn't have many people test it.
It's a python game with a bunch of actually really good ascii art. It has a maze, randomized combat, some tricky puzzles, art that sometimes changes according to your actions. Seems like everything a text adventure would need.
Except it has very few of the quality-of-life expectations most parser games have, and many of the solutions are poorly hinted.
For instance, on the very first screen, you are around some trees. Commands like N, NORTH, I, INVENTORY, X ME, LOOK ME don't work at all, but that's okay, this is a custom parser so it has no need to follow conventions from other games. Rereading the help text shows that STATUS gives inventory (although I didn't notice this till later). X TREE and EXAMINE TREE don't work, but LOOK TREE does. It turns out you're supposed to (Spoiler - click to show)CLIMB TREE. Once you make it to the next screen, it's not a big jump to (Spoiler - click to show)LOOK PLANE, but now what? After several fruitless minutes, I turn to the guide to discover I should (Spoiler - click to show)LOOK IN POCKET. But why? If the author had had several people try this game out, they would have found quickly that few people would guess this. You can access a HINT that generally helps you, but most people seem to like games to be solvable without HINTS, using them only when stuck.
The randomized maze combat was hard. I was determined to finish this game, although I kept randomly dying (and there is no UNDO and typing the wrong command after dying exits out of the game entirely, and the command for loading a game during the game is different than the command for loading the game after dying and typing the wrong one will also exit the game as will hitting enter just one too many time). Combat is just pressing enter over and over after picking your weapon, and looking at the code the strongest-looking weapons are incredibly weak while the weakest-sounding weapon is the strongest. There are several insta-deaths in the labyrinth as well.
Overall, it looks like it was magnificently fun to code and make the art, but it doesn't seem like a game that was created with a lot of player-side input, and I ended up frustrated. My 1-star rating is not indicative of the effort put into the game or the total amount of fun that can be derived from it, but merely results from the fact that my usual grading rubric (polish, descriptiveness, interactivity, emotional impact, and replayability) evolved from a different style of text adventure than this one.
(Note: for a much more positive review by a different reviewer, see this link: https://intfiction.org/t/b-j-bests-ifcomp-2022-reviews/57995/3?u=mathbrush)
I helped beta test this game.
The idea of this game is that you are part of an alchemical society that possesses the ability to travel back in time. It is your job to go to the very beginning and discover the truth about Cain and his Mark.
The alchemical system in this game is rich. It consists of the four humours (blood, phlegm, etc.), their 'poisons' (substances that counteract them), and a host of other substances. It is accompanied by a gargantuan book with many pages, dozens of them. It's too big to just read straight through, so I strongly recommend NOT taking the book as soon as you get it and looking up every topic you see; the game will guide you in using the book later on.
The main gameplay is unlocking memories of Adam, Eve, Cain and Abel through alchemical means, gathering more ingredients, and learning the mystery of this early world. Often you will told a formula you need, but for which you lack an ingredient or two and must find them.
There are some tricky puzzles I struggled with as a tester, including mechanical puzzles and flashes of intuition.
The game has a darker tone to it; this is an unhappy and grim retelling of Cain and Abel's already grim story. It doesn't conform to my personal beliefs, but it's clear this is a work of fiction and a well-written one at that.
I beta-tested this game, so I won't post a score until after IF Comp.
This is one of the longest games in the competition. It's a Twine game with 7 chapters, and it has quite a few choices that have a major effect on the game.
I beta tested it a year ago, when it was unfinished, and it has been substantially improved and extended since then.
You play as the young princess of the kingdom of Vestria. Your brother has taken ill. You have to go on a quest to find how to save him while also dealing with the political fallout of a failed marriage and disastrous rebellion many years prior.
The pacing, writing, and interactivity are all imperfect, but come together in the way that really good games do (for my taste; everyone has different styles they like). The genre might theoretically be described as young adult (a young protagonist, no profanity and little sexuality or gore), but the game does allow you to be frequently ruthless in ways typically reserved for adult games. There is a family-friendly version for people who want to play with kids.
This game is noticeable for having several choices that affect big chunks of the game. When I beta tested, I killed someone early on; in this run through, that person ended up as my companion for much of the game.
There is a timed section in this game which can be rough; it gives you 10 minutes, though, for a single puzzle, and you can save and reload if needed.
This is a brief Twine game about a painful breakup of a relationship.
I have to preface this by saying that I didn't play the actual game. I noticed it had timed, slow text which I found difficult to read as it didn't sync up with my regular speed, so I'd finish fast then wander back above and miss the next part coming in, having to catch up again, etc. So I downloaded the game and opened it up in Notepad++ changing all the (live: 12s) or other such numbers to (live: 0.1s) using regular expressions so it all loaded a lot faster. I noticed one chunk of text was timed to slowly spool out over 156 seconds, while with my normal reading speed it took 31 seconds to read the same material.
Anyway, sorry for digressing about something unrelated to the actual story.
The actual story is heartbreaking and felt familiar to me from events in my own personal life, so I really felt a connection to the situation. The emotions are handled pretty well, as is the internal dialogue; it felt true to life, for me.
Interestingly, (spoilers about the breakup details) (Spoiler - click to show)in my playthrough at least, it doesn't seem there was physical infidelity, or that if there was that it was the main issue. It seems instead that emotional infidelity is the problem, the idea that you were once someone's number 1 and now someone else is.. That really hit home and made this a lot more visceral, to me.
Overall, it lasts just as long as it seems it ought to; it's fairly maudlin but that's what I like. It contains some strong profanity. I think it's a great work; I personally would like no slow/timed text, since reading text naturally paces itself through spacing and paragraph size, etc., but this is of course completely up to the author.
Edit: I saw another review that had a very different take on this, and I realized that different paths must have different endings. I replayed and found a very different path that is actually the opposite of some stuff I said above. That's pretty cool to have that non-linearity.
In this Twine game, you play as someone born as a Beast, someone who is marked with a strange symbol. You have to run away to a place where everyone else is like you or respects you.
The game seems like it will be huge, with two input fields and 4 status bars or conditions. But I played to two different endings in less than 10 minutes, both of which seem like full stories.
There are a lot of great ideas here; the overall storyline, the lush background graphics and sounds, the compelling choices and the way even the writing responded to my actions. But it all feels very unfinished and unpolished, with some typos and grammatical errors (like 'corspes' for 'corpses'). This just needed more time, I think.
This is a short, basic Twine game about an aquarium where weird monsters are in a pool and you have to run away.
The game does give you some options; there are several situations where you have to search for items by clicking on a variety of links. There are also some big branches in the story, especially at the end. At least one final choice just lead to a blank page.
The formatting doesn't put blank lines between paragraphs, which I found pretty difficult to read. There are many typos such as no spaces after periods, it's vs its and capitalization. The dialog felt a bit unnatural, but I don't know why.
I found the overall story to be descriptive, but otherwise I think this story needed a bit more work. I think the author is capable of pretty fun stories given more time and more feedback prior to releasing.
This game was listed as a 2-hour game, so I was expecting the largest Texture game ever, but it turned out to be less than 15 minutes long.
In this game, your roommates are going on a trip while you are left behind. Alone in the night, you face a few frightening encounters, and have a disturbing morning.
This is a Texture game, where you drag actions onto nouns, and here all the actions are represented by emojis.
I had trouble forming a coherent story out of this; it's mostly vibes, but it seems to contain elements of anxiety, self-harm, and something weird involving your friends?
An interesting experiment, but not one the grabbed me. It's polished and descriptive, but I didn't form an emotional connection and struggled with the interactivity.