Marco Vallarino is an author who has entered several complex and well-regarded games in previous IFComps, including the fun Darkiss series.
So it comes as a surprise that this game is very basic. It has a simple map; each room in the map has a sparse description and one or two items to interact with. The game is a series of fetch quests that tell you what to find next after depositing the most recent item.
I got stuck at one point because I didn't think to (late game spoiler about bypassing robot)(Spoiler - click to show)search the junk in the closet, and there was a key response that misled me: (Spoiler - click to show)Trying to unscrew the mirror when you don't have the screwdriver says 'you need to unscrew the mirror' instead of 'you don't have anything to unscrew it with' or something similar,, so I just assumed it was bugged till I looked at the walkthrough.
+Polish: The game has some missing punctuation and some misleading responses. But it works generally smoothly, with most the problems falling under the next criteria.
-Descriptiveness: The descriptions are very plain.
+Interactivity: Basic fetch quests are more or less the bread and butter of parser games, and this was short.
-Emotional response: I didn't feel a strong reaction to this game.
-Would I play again? No, it was pretty clear the first time through.
2 stars is pretty harsh, but I know this author is capable of making very fun parser games. This one was just not as fun as Darkiss to me.
This game is very much a story, not in the sense that it's not a game, but that it has a strong central narrative, creative setting, and interesting characters.
It's an Ink game, with two main kinds of choices: role-playing ones that have temporary effects but let you get into character, and branching ones that affect big chunks of the storyline.
You play as a courier running around the rooftops of a desert city. There is a lot of worldbuilding here, between enemies, friends, and strange creatures.
The branching storylines are very different. In one, I spent a ton of time with two academics, eventually becoming one. In another, I spent much more time with my friend Karae and robots.
Overall, I found it polished and descriptive, and had some emotionally touching moments. It was interesting interactivity, but I feel satisfied with my playthroughs and don't plan on revisiting.
This author's game Skybreak! is one of the most popular games from 2019, even getting nominated for a Best Game XYZZY Award. I really enjoyed the game myself; it was procedurally generated, bouncing from planet to planet trying to complete various success criteria.
This game is a fantasy version of that (kind of like how Agnieszka Trzaska first made 4x4 Galaxy then 4x4 Archipelago). You are a dreamer exploring a vast ocean of procedurally generated towns and cities. You generally pick choices by typing capitalized words or selecting from a menu by typing a number. Some choices are always available to type, like STATUS.
What this game does well is replayability and freshness. Procedural generation here has dramatic effects on the story, and includes nice chunks of unique content. The setting is compelling, and there are many approaches to the game and customization of the character.
Where it's worse for me is in difficulty and polish. The game has you start with goods and food, and it's really hard to consistently replenish these. Very few locations sell both or either, and usually you can only do one action at a port. You can do pretty well without either, though, at least for a while. Getting injured in some way is very common.
Polish-wise there are occasional typos, once there was a popup error when starting a new character (something like (Spoiler - click to show)first dreamer has been removed), and there was a reoccurring bug where exits were listed that didn't actually exist (possibly if you try a wrong direction the game includes it in the list of exits? I'm not sure).
I ended with a score of 150, mostly made from Recording my secrets (as mentioned in the manual). I died (or won?) by repeatedly ignoring directions in a cool Fallen London style (specifically by (Spoiler - click to show)returning to a tower every night when told not to). This was a satisfying ending.
I'm sure there's tons more content, but for now I've seen enough for a (positive) review.
There are a ton of ways to author IF. One way I've seen is to experiment with different styles in an attempt to find what players like, and respond to feedback by making big changes in future games. Another style is to keep making exactly what you like, making games that are all alike, consistent with each other. There are other ways, too, of course.
The games by this author seem to fall in the latter category. Each of these games is written in qBasic by the same system and features a large building that contains different areas containing diverse historical or other themes, often accessed through portals, minimal descriptions of areas, potions or elixirs, riddles and codes, and multicolored devices. The idiosyncrasies remain the same as well, such as objects in containers not being 'in scope', so you can't examine or take things in an open container directly, instead requiring the command TAKE ALL FROM ____. The author has a type of game he enjoys making, and I appreciate the consistency.
I played around for 10 minutes or so then went to the walkthrough, as I knew from experience that this game would be hard to finish in two hours without doing so.
I ran into some trouble with the parser. For instance, 'STAND ON LADDER' or 'STEP ON LADDER' didn't work, but 'CLIMB LADDER' did. In a room described as having many books, X BOOKS said it didn't understand, while X BOOK said 'you don't see the small book', an object I had yet to encounter.
This game is best enjoyed by enthusiasts of text adventures that prefer the pixel art/command line look, like puzzles over story, and want something long and tricky but fair to digest. An author with a similar feel is Garry Francis, for those looking for even more.
The author of this game entered the first two-player IFComp game a year ago (The Last Night of Alexisgrad) which inspired at least one other multiplayer IF game (Ma Tiger's Terrible Trip) by another author.
Those games featured a few pages or so of text interspersed by choices which were then communicated to the 'other player' via passing of codes (in the first game) or a server (in the second game mentioned).
This game is different in several ways. In the first place, it is a substantial chunk of text. Each of the two stories takes well over an hour to read through. There are only a few choices to make that get transmitted; the bulk are not.
I'll spoiler much of the rest of the discussion below to various levels of detail. Before that, I'd say that this game has a lot of disturbing content of various sorts: (Spoiler - click to show)occasional extreme profanity, slurs spoken by people presented as villains, torture, execution, and affairs. Overall, it had a gritty/depressing vibe to me.
I'm putting the story descriptions in spoilers, even though they're mostly spoiler-free, because knowledge of one story can be seen as a major spoiler for the other. Reading just one should be fine, with Caroline's suggested as first story.
Short description of Caroline's story:
(Spoiler - click to show)This is a well-written story of a woman balanced between duty and excitement. A young housewife of an arrogant politician is offered a job showing around a handsome and exciting foreign diplomat. Said diplomat has an entourage that keeps him safe and occasionally asks Caroline to carry out an essentially pointless task that seems to be about agency.
Short description of Leon's story:
(Spoiler - click to show)Leon is a military soldier specializing in interrogation. His job is to interrogate suspected war criminals and sentence them to death, torture, release, or return to their cell. However, he can only provide suggestions, which are then sent out to an ordinary civilian who then decides whether to follow the suggestions or not, allowing some plausible deniability.
Bigger spoilers for overall combination:
(Spoiler - click to show)Playing Leon's game was very surreal, at the beginning, as he was none of the characters in the first story and he seemed so disconnected. I was shocked to find that the mechanism of communication between them wasn't the words or choices of the first story but simply the trivial color choices (this would have been more apparent had I played multiplayer first).
It seems clear then that this is the connection to the philosophical experiment in the title of the game, 'The Chinese Room'. In this thought experiment, a person is placed in a room and receives instructions with no understanding of what they are, processes them according to prescribed rules, and then outputs another message which they don't understand. Theoretically, with sophisticated enough rules, the output could seem truly intelligent, the work of a genius (such as chess moves or even conversation), but the person running the room actually has no clue what is going on.
So in this game, you make many many choices that are deeply meaningful and clearly informed by knowledge, but your communication between players is limited to laughably ineffectual systems. An especially amusing/sad point is when the Leon player, after having innocents murdered or hardened criminals released by the opposing player, can send feedback on their performance; however, this feedback only shows up as the color of a handkerchief in a pocket in an incidental sentence I hadn't even noticed in single player mode.
Overall, the two stories together are much stronger than either individually. In a very specific way, this game is a comment on multiplayer systems and communication itself, and is an interesting experiment.
This is a somewhat brief Twine game with at least 3 endings.
In it, you are a woman who is set to be married to a man you barely know, wearing a wedding dress you don't even like. You actually are deeply in love with a woman, but in your small, religious town everyone is violently opposed to lesbian relationships.
You are driving away from it all, but feel like you never get anywhere.
There are at least 3 endings I saw; most of the game is linear, with a couple of branch-and-return points and two major choice points that I found.
Here are my thoughts:
-Polish: The game's formatting was a bit all over. It often switches from a prose-mode to a more poetical-mode by putting a line break after each line, but it was little cluttered and might look better with more spacing.
+Descriptiveness: The writing is vivid and imaginative, often visceral, like when describing the death of an animal or the horrific aftereffects of (Spoiler - click to show)a car crash. The vivid writing is the main selling point.
+Interactivity: While its mostly linear, the choices available do allow for you to characterize yourself and it feels like your choices have understandable and clear consequences.
+Emotional impact: I felt a lot of sympathy for the protagonist.
+Would I play again? Yeah, I enjoyed this game personally and replayed it a few times.
In this Ink game, you are a spirit or something similar in the physically manifested version of a witch's mind. Or rather, the witch is in the 'mind cave' and you give her directions while she describes them.
There are several puzzly elements. I never died or got locked out, so its possible that you can't lost, but I'm not sure. I found things like a maze, a giant that attacks you, and then a wide, branching area with different doors, where one 'ultimate door' was unlocked by all the others, as well as alchemy puzzles, a whole city street, etc.
Sometimes things seemed like they had to be done exactly 1 way, but I got by anyway (for instance, I used one ingredient wrong in a potion). A lot of the game seems more about roleplaying than about getting things right, and I'm okay with that).
Overall:
-Polish: The game could be more polished. There were a few occasional but noticeable grammar problems, and the storyline feels a bit incoherent.
-Descriptiveness: Things are often assigned interesting names, but few details are given about them. We know nothing about a 'window with a yellow frame' except it's a window with a yellow frame. We know nothing about a giant except that he's giant; a cat is just a cat. Minimalism can work, but for me here it didn't.
-Interactivity: I just forged forward because I've seen this type of game before and figured almost any choices could work, but I wished there was more feedback.
+Emotional impact: I found the game actually fun; surreal stuff like this is one of my favorite types of writing.
+Would I play again? Yes, it would be fun to explore.
I played this game for a couple of hours, but didn't find the ending. I ended up poking around in the code, though.
This is a choicescript game with some neat css styling. In it, your sibling has been abducted and you have to find them.
Gameplay consists of moving around quadrants. There are 100 quadrants, and it costs fuel to move between them, a small amount for adjacent quadrants and a large amount for distant quadrants. Each quadrant has 4 sectors, which costs battery power to move around.
The game is procedurally generated in a minimal sense; each planet has a randomly selected 'level', which determines how many shops and things there are. Then text in each shop is pre-determined with blank slots that have words chosen from a random list.
I quickly realized that almost everything on a planet was pointless except for the trading and refueling. You can buy info, but it's rarely helpful, usually talking about planets so far away that fuel costs eat into your rewards. Travel guides don't seem to do much.
So I just bought and sold and moved around. I found an asteroid and claimed it, and started improving it.
But there were significant bugs: for instance, mining never has anything in it. Peeking in the code, it's hard coded, line by line, for 350 lines, for there to be nothing in the mines.
More severely, there are separate variables for available cargo spaces and total cargo, and only one is updated when upgrading your asteroid, so every time you upgrade your asteroid you permanently lower your cargo capacity.
I saw in the code that you can find a cheeky companion (didn't see how), possibly get married, and that there is an ending coded, but I'm not sure I'll be able to find it.
Dialogue-wise, in the main story bit, the game has character, but it likes to play tricks on the player in the sense that the guy you're talking to will treat almost anything you say as something wrong. I wasn't used to that, but it worked overall.
I think this game needed a lot more playtesting, including by the author; it doesn't 'feel' like the author played through a complete game by himself, and I'd heartily recommend doing that a couple of times, tweaking the game to make it easier or harder as needed. I would definitely raise my star rating if that polishing happened!
This is a wordplay game by Andrew Schultz, the third in a series involving double rhymes (like the name of the game itself).
I found it more appealing than the other two. Like the other games, this is a surreal setting, with names and locations picked more for their rhyme possibilities than anything else. But somehow it felt more coherent than the others. Also, the map is more manageable in this game.
Gameplay mostly consists of taking locations or items and typing two words that rhyme with two words in the location or item. There is a help system that is carefully explained, except for its main feature consisting of two dials. I got about halfway through before I realized that it (Spoiler - click to show)was telling you how many letters to add or subtract to your first and last words, although I'm still not sure what the last two decimal places mean.
I had to go to the hints increasingly more as time went on, and there was one word that I honestly had no clue ever existed (heavy spoiler for later game) (Spoiler - click to show)FLAIN.
The main boss had what felt like consistent character development, and the storyline felt taut and trimmed of fat. Overall, I found this to be above average for a wordplay game.
This game has a fairly unusual format. Like parser games, you type in text and get a text response. Unlike parser games, it's not necessarily deterministic; instead, with a chatbot structure, it reacts to keywords. I tried to see if it was using GPT-3 or something similar, but it was hard to tell; it knew a bit about Harry Potter but not so much about Chemistry. Overall, it felt somewhat more like a hand-rolled chatbot and less like a standard AI bot.
There are several things to discover in this game, but it can be hard to know what to do first. Just messing around will eventually lead the game to guide you towards a solution. I was able to finish without hints, and it took me about an hour.
For content warnings, the game does contain a fairly gruesome realistic image later on (a (Spoiler - click to show)blue-lipped overdose victim).
Overall, the chatbot system was a bit hard to use but I felt like it guided me to where I wanted to go. The text has a fairly descript 'voice' and nice little details, although necessarily due to the technology it didn't respond directly to my questions, leading to some bland messages.
I like 'dream games' and surreal stuff. Overall, I think this worked fairly well, but I don't really see a ton of replay value and I think the chatbot structure could be refined over time (although I imagine that it's a real challenge to work on something like this).