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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Escape from Hell, by Nils Fagerburg
1 of 1 people found the following review helpful:
Big, puzzly hybrid parser game about possession and archdemons, November 10, 2022
Related reviews: 2-10 hours

This is a complex, rich game written using a custom parser-choice hybrid system similar to Robin Johnson's Gruescript, in which you have traditional parser actions like NESW movement, taking, and dropping, but all through a choice interface.

You've been trapped in hell too long, and want to get out. Fortunately, you are capable of transferring your consciousness between others, able to possess all but the lowest beings (gross!) and the highest beings (that's what got you into trouble in the first place).

The map is laid out visually on the screen in a perfect grid, and has several affordances to allow you to travel around the map.

This is primarily a puzzle-fest. For those who like parser puzzles (including me!) the ones here are excellent, with timing puzzles, pattern recognition, and required leaps of intuition. I got through most of the game but needed a major hint for finding the last 4 or 5 squares of the map.

Some of the best parts of the game involve finding a way to defeat all 7 arch demons, each representing a different sin. This part was very clever.

There is some sexual content in the game but very non-explicit, more just hinted at or left to the imagination.

The only drawback I found was the sparseness of the text. Minimalism in games isn't a bad thing; there are many minimalist games I've played that can evoke great effect. And some areas of this game were very well-developed. But I feel like some more parts or people in the game could have used a little more shine, especially since I've seen lots of bits of excellent description from this author both in parts of this game and in past games; I may not even have noticed the sparseness in, for instance, the statue rooms, if I didn't know what he's capable of.

Still, I think the broad majority of parser fans will like this one, it's very clever and fun.

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Nowheresville, by Morpheus Kitami and Cody Gaisser
1 of 1 people found the following review helpful:
An expansive city with sparse puzzles and creepy atmosphere, November 10, 2022
Related reviews: about 1 hour

This is an interesting game; there is a large city that is literally part of hell, with tons of streets and cross streets.

Each area either just connects to others or has 2 buildings in it, with each building usually having a single person in it and a sparse description.

Wandering around, your goal is to leave the city. There is a vague air of menace, with hints of a threatening Candy Man and a creepy emptiness around and uncanny valley of NPC interaction.

You can progress pretty far by grabbing everything and combining them. I ran into some difficulty because I didn't realize that some of the random scenery in each room was useful. I've found in the past that it's generally pretty frustrating for players to have a large group of similar rooms and hiding important objects in a small number of them with no special indications; the worst case of this I've seen is the Horror of Rylvania, where there are baseboards in every room and in exactly one room you have to exam them to find a mousehole. This game is much more generous than that, but still it was hard to find the needles in the haystack.

Overall, the big city was cool. It had a similar feel to Winchester's Nightmare, which is also a giant hellscape city with sparse rooms. But this game has it's own character and style and is, I think, worth playing, especially using the source code, which accompanies it and which is organized very neatly.

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Reg and the Kidnapped Fairy, by Caranmegil
3 of 3 people found the following review helpful:
A goofy over-the-top short combat game speed-IF, November 7, 2022

This is a parser game written for the Petite Mort version of Ectocomp 2022, written in 4 hours or less.

The game is intentionally silly; a fairy begs you to help her against a bad fairy, but you have to eat a taco and taco medicine first and punch an undead gorilla.

It's short, with three main scenes. Punching is the main action, and always works, which reminds me of One Punch Man (although this would be multiple punch man). Examining yourself shows an image of a werewolf.

I teach creative writing to high schoolers, and I have a couple that likes to write stream-of-consciousness meme stories about Tyler Blevins and people in the school and random whacky fights, and this story reminds me of that style of writing.

It's quite descriptive, but unpolished. The interactivity surprisingly works well, since there's only one important verb. It was funny, but I wouldn't play again.

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There Those Dare Doze, by Andrew Schultz
1 of 1 people found the following review helpful:
Quick and short wordplay game centered around rhyming pairs, November 7, 2022
Related reviews: 15-30 minutes

This is the the first Petite Mort game I've played this year (games writtern in 4 hours or less) and the fifth entry in Schultz's series of rhyming pair games. It has less of the glitter of the other games, but has some nice coherence.

You play as someone summoned to aid some ancient beings in a great battle. To help them, you need to gather allies. The map is small, basically a cross shape, with a central area and a room in each of the 4 cardinal directions.

The story here is much more coherent than most of the games in the wordplay series, and it's nice having concrete goals and an honestly cool backstory.

The rhyming pairs are a bit tricky, though, and due to speedy implementation there are a bunch of rhymes that didn't make it in, especially in the main room. I eventually turned to the walkthrough.

The game is not yet polished and because of that I had some trouble with interactivity, but was emotionally impactful and had some fun descriptions. I would play again after more polishing, it was pretty fun.

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The Spectators, by Amanda Walker
4 of 4 people found the following review helpful:
Complex and rich historical tragedy with multiple perspectives, November 6, 2022
Related reviews: 2-10 hours

This game is a fine game, one of the most complex and deep I've seen during Ectocomp. I may be making this up but I swear I heard the author say she was planning on entering this in IFcomp but decided to enter it into Ectocomp to allow for more polish time. This might not be true, but it would make sense, as this game has the kind of structure and polish that high-ranking IFComp parser games tend to have.

The idea is that you play as multiple player characters, each with their own chapter, but sharing a large map: a duke's castle, where the young duchess, only 15 years old, is struggling to please her older lord, and his anger has found its expression in unpleasant ways. The various chapters provide a solid narrative arc, from introduction to rising action to climax and denouement.

The story is based off a poem (whose name I'll omit, as the authors has), and has the feel of a richly researched game. Period-appropriate clothing, art, jewelry, architecture, horticulture, etc. are described in detail.

The game has a high ratio of words-to-action; new scenes will often have page-long introductions, and single actions will often set off large chunks of story. This is often paired with a short game, but this game is quite large, with a big map and many things to see and do. Instead, the game strikes balance by providing significant guidance for most events, a style that is more of a guided tour than a puzzlebox. (I've adopted similar a similar playstyle in some of my own games, including a Sherlock Holmes adaptation; it fits adaptations well, as it keeps players on the main narrative path).

This is an earthy game in a grim world, though happiness exists for some. Players encounter domestic abuse, rape, sexual abuse, degradation, intimidation, underage marriage, and psychological manipulation. Most characters are on the bottom tiers of Maslow's hierarchy of needs, concerned about physical safety, food, and sexual desires, while a couple reach for love or even esteem, but none are situated well enough to reach for self-actualization.

The map is a large castle, hard to navigate at first but slowly becoming more familiar. By the end I could make my way well-enough, but I found out after finishing that there is a map available for download. I don't feel it was completely necessary, as the oppressively large castle and getting lost adds to the sense of fear or awe in the game. And getting lost is the main source of in-game hints, outside of talking to people.

Speaking of conversation, it's a topic-based system that works pretty well, especially since you're primed on how to speak early on. I think adding 'A' as a synonym for 'T' would be useful, because ASK/TELL is a fairly common IF trope and it's usual to implement both (just now, going back in the game, I see that T stands for TALK [Noun], not TELL [noun], which makes sense. It might be worth making A/ASK/TELL synonyms for TALK/T).

It's interesting to see the connections between this game and the authors' other games. The use of poetry, either author-written or as inspiration for the whole game is a strong pattern (at least 6 other poems have inspired games by this author, including 4 in a single game). The darker historical setting is also common in these games, although the exact time period varies. This game is unusual in that there are less puzzles and more roleplaying as a renaissance character.

Overall, a strong game and one that I think everyone should check out.

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A Pumpkin, by fos1
2 of 2 people found the following review helpful:
A spooky halloween text adventure, November 6, 2022
Related reviews: 15-30 minutes

This game is the first released by fos1, a long-term supporter of IF through helping to organize ParserComp and other IF writing competitions and moderating IFDB.

It starts off with a gentle, fun recreate-real-life experience; there is a house that seems modeled off a real-life house, and you're asked by your wife to carve a pumpkin with your son Greg. The house contains things where you'd expect them (in drawers and cupboards), but it thankfully avoids a lot of clutter by not implementing a ton of red-herrings.

After working on your tasks, though, things change drastically and you find yourself in the Pumpkin World (as the description says, Be careful in the dark side of Pumpkin World!). Pumpkin World has more puzzles and some interesting characters.

Overall, I ended up making my way back. I had to use the walkthrough for the final command.

I think this is a promising first start. Some things I think could be improved, given more time. Probably the biggest thing I would do is add some flavor to parser errors and default responses, since that's what people see the most when playing. I find it helpful when writing games to type RESPONSES ALL during a game; it gives you a list of every default response in the game. You can then rewrite them yourself (like, The standard report waiting rule response (A) is "Okay, Dr. Law. I'll wait."), which I think is a neat effect.

Because of that, I think the game could be more polished; while the descriptions are minimalistic, they are heartfelt and positive; the puzzles were fairly well-clued; the overall emotion was cheerful; and I think my one playthrough was enough.

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This Old Haunted House, by Jason Love
2 of 2 people found the following review helpful:
Multiple choices for making a truly terrifying haunted house, November 6, 2022
Related reviews: 15-30 minutes

This Inform games looks very polished and refined, unusual during Ectocomp, which often features quickly-written games.

Also unusually for Inform, most of the machinery of parser games is omitted in favor of essentially binary choices.

You are Bone Villa (a riff on Bob Villa), working with the Property Boo-thers (a riff on the Property Brothers), and it's your job to select the perfect haunted house. You walk through ten rooms, in each of which the two brothers, Hoary and Terry, present competing alternatives to the design. At the end, your choices are summed up as one of 33 different possibilities.

The first playthrough was pretty fun, seeing the different possibilities and coming up with strategies in my mind. It was longer than I thought, since 5 rooms with 2 binary choices each would have been enough for 32 possibilities, with the 33rd being special. So it wasn't just a binary tree, which was interesting. It said I should try to find more possibilities at the end, so I replayed.

Replaying shortens some descriptions but is the same material, same choices. Eventually the game can give you hints, but it wasn't until I had played several times that I realized there was an 'ideal' house. That was confusing to me, because both descriptions just seem contrasting styles; at first it seems like they're going for an 'over-the-top vs restrained' thing in the choices but that turned out not to be the case. I was puzzled on how you could have a best house when there was little chance to distinguish between them.

Eventually, you can summon help, which helps you find out that (moderate spoilers) (Spoiler - click to show)different choices correspond to different 'colors'. But even with that hint I was a bit bewildered.

I think 10 choices is a lot for a game that is intended to be replayed quickly and has no other new content between rounds besides finding out your score and placement. I think more clues as to the system could have helped as well.

I played about 5-6 times through, then decompiled to see what a perfect game would be like. I saw in there that this game is actually (Spoiler - click to show)based on an earlier 10-choice game by the author, reskinned to be haunted.

Overall, I think experimentation like this is what drives IF forward, but as an overall game experience I felt an imbalance between the rewards for success and the effort required to achieve it.

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Quintessence, by Lapin Lunaire Games
3 of 3 people found the following review helpful:
A lovingly illustrated short horror story based on Slavic folklore, November 5, 2022
Related reviews: 15-30 minutes

This game has really high production values. It's even got a custom loading icon! There are nice custom-styled fonts and colors and background images, and the text is rich and subtle. It includes cyrillic letters in cursive (I think) which say 'Welcome, sister' or something like that.

The story is about Rusalkas, water spirits that are created when someone betrays a woman and she drowns afterwards. There is a prelude, telling the story of a rusalka, and then a longer story with more choices about a young girl and the boy in the village she broke up with.

I was very impressed with much of this game, but I had some trouble, too. The text is complex, and I had difficulty following along between figuring out what's implied, jumping between multiple narratives without clear indications, and following the allusive language. And, for all the setup, the game feels incomplete; we only see the story of one rusalka, when the game seems set up to tell more.

In any case, this game could serve as good inspiration for people wanting to see how they could style Twine, it looks great, similar to Grim Baccaris's work.

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You're In Deep, by Xuelder
1 of 1 people found the following review helpful:
Branching supernatural disaster game during Hurricane in Louisiana, November 5, 2022
Related reviews: less than 15 minutes

This game has you play as a well-prepared Louisiana resident hunkering down during a category 5 hurricane. Fortunately, you have an attic stocked with tons of equipment. Unfortunately, all sorts of supernatural creatures are messing around with you.

This game has nice presentation with Chapbook and music/sound effects. The color and font choices worked well for me. It's pretty brief, but has some nice non-linearity and several endings.

The thing I liked best about the game was the specific local flavor. Several of the monsters are referred to with French names or have characteristics unique to the area.

The only drawbacks to me were that each path was fairly short and a lot of the items didn't really do much that I could see.

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Civil Seeming Drivel Dreaming, by Andrew Schultz
2 of 2 people found the following review helpful:
Rhyming pairs in a strange parser dream, November 5, 2022
Related reviews: about 1 hour

Andrew Schultz has made many wordplay and chess games which are a lot of fun. There is a series of games now (I think the first was Very Vile Fairy File), where you have to find rhyming pairs of words. This game is the 4th in the series, which is called the "Prime Pro-Rhyme Row".

For me, the quality of these wordplay games specifically (not all games) depends on a couple of things.
1. Is it fair?
2. Is it challenging?
3. Is it coherent?

My favorites in this category are probably Shuffling Around and Threediopolis. In this series of rhyming words, I like Low-Key Learny Jokey Journey in the current IFComp. They do a good job of tying everything together and offering several paths forward.

This one does #2 well but feels a bit weaker with #s 1 and 3. There are less options for progress, both in terms of the map and in terms of words. At least one required solution used a word I hadn't heard marked as 'archaic' by online dictionaries, and a few combos used a feature the game had actively hinted against previously (specifically (Spoiler - click to show) 1-word answers, where the game says that usually those won't be needed).

There are things to help you, like the machine that says if your rhymes are close, and the Jumping Jerk, which tells you the answer once you've tried enough. I used it 5 times in this game. And, of course, there is always the walkthrough.

The other thing I think I miss from the other games is a bigger tying-together of the story.

Overall, I enjoyed this game, but I would only recommend it to people who liked the other rhyming pair games and want to get more of that experience.

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