This is the latest in Schultz's series of chess puzzles, some of which have a series of increasingly difficult simple puzzles, some of which focus on one or two challenging problems.
This focuses on a single endgame position. I struggled with it a bit; not being a chess person myself, some of the rules involved were a bit arcane to me (like the stalemate rules). And perhaps my biggest problem with the game is that the author assumes familiarity with how endgames run, making seemingly useful moves end instantly without much explanation (most were generally well explained, I'm just salty because I don't see how pc7 kc5 where the rook goes to d1 is a stalemate; I wish that particular one was either better explained or if it let the player make the move and try for a turn or two more before shutting it down). So I just had to rely on random guessing for the first few moves.
I thought about searching for help, and I did look on the forums, which reminded me to read the documentation, which helped me grasp things. In the end, it was satisfying. And I think that this was the most emotionally poignant of the chess games; while my main attraction to this game was the puzzle, the emotional aspects were a nice touch and well-integrated.
I do think there is a mistake in the verbs section (correct me if I'm wrong):
It says (Spoiler - click to show)"You can also say N to set (or re-set) the default piece to promote to, say, the knight. In this case, although K is usually the king in algebraic notation, K is referred to as the knight, since you can't have two kings on the board," but typing N just moves the king up a square. To actually change the promotion you have to type the letter of the piece you want to promote to after the move, like c8b for bishop. As written, the text implies that typing N lets you select what you promote into.
This is a detailed Adrift game set in a haunted house.
You encounter many classic monsters (werewolf, ghost, vampire, mummy, etc.) and have to find ways to defeat them all.
The game is really quite detailed, with changing room descriptions and independent NPCS.
Playing it made me think a lot about Graham Nelson's Bill of Player Rights and how most of the games I play follow it while this one does not. And it provides a different feel that's fun but also one I struggle with. This one includes a lot of randomness (I never actually finished because one of the wandering monsters I just couldn't run into), some required guesswork, some learning by death. But that also provides a different kind of challenge.
So, overall, it was fun, not what I'm used to but overall enjoyable. I did have trouble with one puzzle since it requires you to (Spoiler - click to show)look at a door's hinge, but the door is visible from two rooms and the hinge is only implemented in one and I looked from the wrong side initially.
This is the 14th game by Larry Horsfield, counting all the ones listed in the credits, and is so think the fourth or so I’ve played. For years IFdB’s old recommendation algorithm would suggest Die Feuerfaust to me as the next game to play but I never got around to it.
One thing I’ve learned about his games s that they are written almost like movies. It’s like he sits down and thinks “what would be an awesome scene here? What would be a cool move?” and then fleshes the game around that and adds obfuscation. Not necessarily classical puzzles, in the sense that you use logic to figure out what to do, but obfuscation in the sense that things are hidden behind some layer of searching. For instance, this game has right almost identical rooms called Living Quarters, half of which the game has you leave automatically and the other half of which contain an important item hidden behind some combination of “search”+preposition+room object. I had fun trying this part without the walkthrough and felt proud that I found tons of stuff in the base after an hour or so.
But I had missed several key items and actions (like loosening the straps on the rucksack) and was only 10% of the way through the game. So I typed in the walkthrough and enjoyed the movie, which was actually entertaining.
I think it would be possible to eat this game without hints. For me, playing an hour or so a day, it would probably take a month and need the help of people online who were playing with me. However, I found ore satisfaction in this way of playing. Thanks for the game!
This game was entered in Parsercomp, and I'll admit I didn't finish it (though I got pretty far!)
You play as someone in a fairly secluded area that sees lightning hit a radiotower, and then strange things happening. I ended up exploring a very large house filled with bizarre tech.
The game is written in Godot, which I think is an open-source alternative to Unity (maybe I'm wrong?). The game loaded quickly and looked nice, with several animations and a map that updated frequently, and also some visual puzzles.
I struggled mightily at first to even see the game, as it was taller and wider than my laptop screen and didn't seem to have dynamic resizing. I tried fullscreening the browser, then I tried shrinking and fullsizing, and only then did I realize there was a 'fullscreen' button at the bottom. One itch option actually lets you make the game fullscreen from the beginning, I think.
Instead of having the player guess the commands or remember a commonly used set, like most traditional parsers, this game has a specific list of commands which can be used, about 6 on average. These commands don't admit any abbreviations, and while there are clickable links for each command, the links don't enter the commands for you; instead they tell you how to use them.
Text is split in three areas: the room description, the outcome of non-important action below that, and your input even further below, similar to Scott Adams games.
The game branches into several endings, some early, some later, and includes a lot of weapons of various efficacy and different monsters that randomly pop out to get you.
I encountered a game crashing bug early on (don't inspect the truck seat!) but I got around it. I got much further, until I found (Spoiler - click to show)a still figure watching the wall in a basement that took 3 weapons.. After I defeated it, with just a sliver of health left, the game said I needed to type NEXT to continue, but NEXT didn't work. Having encountered at least two game-locking bugs, and having heard that it ends on a cliffhanger, and having seem much of the game, I decided not to continue.
I get the impression that the author isn't heavily involved in a lot of current interactive fiction, and so just went with their own direction and imagination on what a parser game should look like, based on old memories (this is all wild assumptions). I find it nice to see what directions people would go in if not constrained by a wider society or community, and this seems pretty neat, kind of reminiscent of Adventuron, which seems to have had a similar development pipeline.
I give the game 2 stars for descriptiveness and emotional impact but bugs make it harder to give more. If fixed (along with typos and quality of life improvements), this would be a 4 or 5 star game.
This game was entered in Parsercomp, then taken out, then put back in.
I had a hard time engaging with this game. It's written for an online format that forces the focus onto text boxes. You are supposed to type words into the box that the game recognizes.
At first, I tried to put whatever words I thought fit good, but then I tried the boundaries. It recognized 'felicitation' but not 'felications', for instance. I later learned that it doesn't sentiment analysis, which is pretty neat!
The main part of the story is a sci-fi story, which I felt was oddly watered down and non-descriptive. I tried to copy a paragraph of the text to pick at it and analyze it, but that's when I realized the game forced the focus so you couldn't highlight anything. I was surprised to find later that this story wasn't new to the author, but borrowed from a 1950's publication, which I seemed to have not noticed when it was mentioned. I liked the author's original text better.
Between snippets of this text, there are two characters having a conversation about the text, with blank boxes for you to fill in like mad-libs. These conversations are mostly analyzing the text.
Overall, the game was polished and very complex, but I bounced off of the main story and the side story. I think it has an appeal, definitely to other people, but for me the whole thing felt a little bloodless.
From a technical standpoint it seems very impressive, overall!
This game was written in four days, which is very impressive given how complex it is.
This is a time travel game with 3 different periods you can hop back and forth between. You can also send items to different time periods as well.
Your goal is to go back and say goodbye to a girl you love who died, but in a different timeline.
There are about 6 or 7 different puzzles, and it's engaging, but there are a lot of rough edges. Especially in the graveyard, where I tried tons and tons of words, none of which were implemented. There are typos as well
I think this would be an amazing game if it was tested and polished. As it is, though, it is merely a promise of a future good game.
I've been playing Parsercomp games in the reverse order of their placement. This one is pretty low on the list, but I actually had fun with it.
It's a custom parser engine, and it could use a lot of work when compared with engines that have decades behind them, but I liked the look, the browser-readiness, and the quick response time, so I definitely think it has promise, better than many custom parsers I've seen.
The game is silly fun and somewhat reminiscent of Zork. You are asked to visit an old professor friend (I think?) and end up at a lodge with several mysterious objects and items around.
A lot of text is non-interactive in this story, with lots of items described followed by 'PRESS ENTER TO CONTINUE', which could lead to some disambiguation problems, but if you LOOK at the prompt it lists items in a big list, making it easier to know what you can interact with.
The structure branches a lot, which is a bit of a bummer as there is no save feature and replaying the beginning quickly gets repetitive. Replaying is more enjoyable if you can shake things up a little every time right from the get go.
I saw one typo, which is not that bad. I had some struggles at the end (this was my attempt at a happy ending after my bad ending revealed a surprising truth):
(Spoiler - click to show)
What will you do?
> hug beast
Undefined response.
> drop gun
Undefined response.
> say hello
What would you like to say?
> hi
What would you like to hi?
> x beast
A terrifying beast standing 12 feet tall. Its teeth and claws look razor sharp.
> give gun to beast
Undefined response.
> drop gun
Undefined response.
> l
I didn't understand that.
> look
There's a terrifying beast, and a bat swarmed exit.
> wait
I didn't understand that.
> stay
I didn't understand that.
> scream
I didn't understand that.
> x gun
It looks like an old service revolver. The wooden handle has been polished with sweat from decades of use.
> give gun
Undefined response.
> talk to yeti
What would you like to talk?
> x yeti
What would you like to examine?
> x beast
A terrifying beast standing 12 feet tall. Its teeth and claws look razor sharp.
> beast hello
The beast pauses.
PRESS ENTER TO CONTINUE
Despite some typos, I'm impressed with the polish for a game made by hand. I found it amusing, and played a couple of times.
This game seems a lot like Her Story (a popular game where you search tons of short video clips interviewing a woman about a crime, and you have to find and use keywords to search; I think, I haven't played it) but it uses static images instead of videos.
There are only about 8 images and it's difficult to know what to type. I got most of the images from this intfiction thread:
https://intfiction.org/t/anyone-having-any-luck-with-kondiac/56651/3
Overall, this is just the beginning of the game, so it's really hard to evaluate how enjoyable it would be if finished. Right now, I'm assigning it a low score on my scale (which measure polish, interactivity, descriptiveness, emotional impact, and the desire to play again), but I could see an improved version being really fun.
This game was originally written in Godot and ported to Unity.
You play as a researcher in an Antarctic base. You need to get up, shower, eat, and check out some samples.
Unlike most parser games, there's not much freedom in what you can type. It lists the commands you can use (usually 2-4), and when you type one in, it lists the possible objects/directions. It's highly constrained, so there are usually < 5 possible options at any point.
This kind of takes away the best part of a parser game (freedom) and the best part of a choice game (speed), leaving a bit of frustration.
This game has several typos and is unfinished. I think the core idea is great and fun (I like Antarctic base games) but it just needs more work and more time.
This game was entered into the recent 2022 Parsercomp.
This is a python game. When it begins, it has a neat little loading animation, then gives you a list of commands.
Gameplay consists of fighting, where you can attack or run away, plus eating to regain health and trading.
There are only a few simple encounters and locations, so it seems like most of the work went into the system. These kind of things are pretty hard to program, so I imagine that the author found it enjoyable to wrestle out how to program all the different activities.
Unfortunately, most of the work recreated things which were done before in other languages, and so from a player standpoint there's not a lot here that's new or exciting.
-Polish: The game is a bit buggy and could use more disambiguation and error messages.
-Descriptiveness: The game is fairly sparse
-Interactivity: It was a bit hard to figure out what to do
-Emotional impact: It doesn't seem designed for that.
-Would I play again? Probably not.