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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Radio Tower, by brojman
1 of 1 people found the following review helpful:
Slick-looking custom parser in Godot with sci-fi and monsters, August 13, 2022
Related reviews: 15-30 minutes

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.

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Cost of Living, by Dorian Passer
5 of 5 people found the following review helpful:
A game allowing you to reflect on a static short story, August 12, 2022*
Related reviews: 15-30 minutes

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 review was last edited on August 10, 2024
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Anita's Goodbye, by IlDiavoloVesteRosa
1 of 1 people found the following review helpful:
A promising time travel game with some rough edges, August 12, 2022
Related reviews: 15-30 minutes

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.

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Desrosier's Discovery, by Ben Ehrlich and Isabel Stewart
1 of 1 people found the following review helpful:
An amusing adventure with a custom engine about a lodge, August 10, 2022
Related reviews: less than 15 minutes

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.

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Kondiac, by Picarly
1 of 1 people found the following review helpful:
A demo for a game about searching a database for visual images, August 10, 2022
Related reviews: less than 15 minutes

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.

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ConText NightSky, by XxTheSpaceManxX
3 of 3 people found the following review helpful:
A unity game with text-completion parser set in Antarctic base, August 9, 2022
Related reviews: 15-30 minutes

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.

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python game, by theernis
4 of 4 people found the following review helpful:
A basic sketch of an adventuring system written in Python, August 9, 2022
Related reviews: less than 15 minutes

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.

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Vampire: The Masquerade — Sins of the Sires, by Natalia Theodoridou
2 of 2 people found the following review helpful:
A Vampire:The Masquerade game focused on motivation and emotion, August 7, 2022
Related reviews: about 2 hours

To be up front, this is probably the VtM Choicescript game I’d be least likely to recommend to the general public.

This game is very high quality, but it doesn’t focus on the mechanical aspects of the VtM nearly as much as the others. For me, and I expect many people, the draw of these games is to try out the systems.

Furthermore, choicescript games in general are often easiest to enjoy when the effects of your choices are clear and obvious. This game has a lot of branching text, but much of the variation is in the emotional aspects of your character’s thoughts rather than major events (compared to similar games; there is still major event branching in this game, just not as much). Also, there’s some more strong profanity on this game than I prefer.

With those caveats aside, this is an excellent psychological introspection game. More than the other vampire games, this dives into the inner mind of a vampire. I think the game was describing itself in this quote (only available in certain paths):

“Alex had a knack for putting together campaigns that would test your morality more than your STR and DEX, and they would frictionlessly lead you to dilemmas that forced your group to ask: So, who are we? What do we stand for? What do we play for?”

Another, later quote takes a rare wink in the fourth wall:

“ For a moment, the idea that you might be a made-up character yourself takes root in your mind and seduces you with the possibility. What would it be like to be a fictional character—just another collection of ink and paper in a book with its own backstory and motivations? You're full of so much mundane detail that when the plot needs you to do something, they can pull you out and have you do it without any messy internal conflicts dragging you down—that's the fantasy, anyway.”

The game is about you as a vampire who was abandoned by your vampire-sire, and later taken in by a man named Markos. You live in Athens, which is gripped by a conflict between those who want vampires to continue the Masquerade, hiding from humanity, while others, radicals, want to tear it down and reveal all.

This author is a previous Nebula nomineee, and it shows. The story is tight and excellent. However, it is somewhat dark and can be depressing; failure at the end is not only possible but likely.

Some have described the game as rushed, and I think that’s because of the focus on the inner mind. The typical events of a game, like fights, betrayals, etc. are given less focus while your own doubts and hopes are played out over a longer time.

I had thought of giving this 4 stars, but I honestly enjoyed the storyline quite a bit, especially some parts about sunrises.

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Heaven's Vault, by Inkle
3 of 3 people found the following review helpful:
A graphical exploration and archaeology game , June 16, 2022*
Related reviews: more than 10 hours

This game is by Inkle, a studio that has made numerous interactive fiction games. While this game has many non-textual elements, the text is a very important part of the gameplay and the core mechanic is a large textual language puzzle. It took me 16 hours for one playthrough, according to Steam.

The main idea is that you, in an fictional futuristic setting, are an archaeologist exploring an ancient, highly-advanced civilization. They settled a nebula with 'moons' connected by jets of water that are navigable by boat. The main thread throughout the civilizations' history is the use of a language: ancient. This is presented as a series of sigils, usually ran together, that you at first guess and then eventually become certain of (through a mechanic where the game tells you if you got it right after you use it a few times in a row). No spaces are used in most words, making finding where words start and stop the hardest part later on.

I'd like to split up this review a bit into different categories, starting with what was, for me, the weakest part:

3d Navigation and pacing
I bounced off this game at first because of this. One thing that a lot of commercial IF games lean into, especially ones by authors transitioning from indie to AAA-adjacent, is to bulk up the play time, is splitting up stories with long sections of travel. This is done in 80 Days, Where the Water Tastes Like Wine, Sunless Sea, Sunless Skies, and here, too. This leads to a lot of very dull moments. 80 days helped make up for it with quick transit animations and making the movement part of the overall puzzle, while in most of these other games it's just dead air.

This game splits up content in two different ways. Large chunks each take place on different worlds, split up by ship travel, which has no hazards and no decision making outside of binary choice points and occasional random treasure. The smaller chunks on each world are split up by 3d motion. This uses invisible hitboxes that don't always line up with what you can see; this is especially apparent in 'open worlds' that look easily navigable but are secretly linear. I found myself frequently running into walls and getting stuck. Amusingly, I realized that the space part and the 3d part were very similar to Kingdom Hearts 1, just without the enemies.

Conversations happen in real-time. Speed is adjustable in the menu, but there is no scroll-back and pausing is difficult. I generally like text games because they can be picked up and put down, minimized, multitasked, and easily played around others without being intrusive. For this game, I had to give complete attention at pretty much all times, and even then I missed quite a bit of dialog looking away to itch a scratch or to answer my kids' questions.

Continuing on my scale of not liking to liking are things that I liked a lot but don't really factor into my rating:
Graphics and audio

I think they did a great job here. Voiceover is really lovely, the music is heartrending and sci-fi feeling. The art looks a lot better than most 3d games, and loads well on my potato laptop. The artists and sound designers really did well.

Character and Plot
This is generally very good, with some slight caveats. Characters are very distinctive and mostly memorable. The protagonist has a rich past interconnected with many corners of the Nebula. The plot contains multiple independent strands circling the big mystery: where did these civilizations come from, why is everyone here, and what's going to happen to them?

Our main character is kind of a jerk. I know subconsciously it can be easy to perceive strong female characters as aggressive when compared to similar male protagonists, but I believe our character has attributes would be jerky for men as well, especially in regards to her interaction with the robot Six. It was actually refreshing in a lot of ways, but I think 'jerk with a heart of gold' interests me more than 'jerk with a heart of jerk'. The strong personality does lend to some fun role-playing through.

The plot threads were very intriguing, including the mysterious workings of your home city, the cryptic machinations of you employer, some kids trying to find their place in the world, etc, as well as your progressive discovery of the ancient world.

I felt like the ending in my playthrough came at a time where I had a lot of loose ends, and not a lot of choice to go back and work on them. And the final reveal, while visually stunning, left quite a bit unresolved as well, especially given how much build up there was. I know that it can be hard to simultaneously give people choice as well as a satisfying plot structure (which is one reason, I speculate, that a lot of Choice of Games with award-winning stories often don't sell as well as those with straightforward power fantasies), but I've seen a few people do a great job of this, such as the 'Truth' ambition in Sunless Skies. That game separates your quests into different categories and has clear victory conditions, so you know if you're going to leave threads unfinished. It also provides a very weighty, powerful, and conclusive finish to the final story. I feel like Sorcery! 4 also had a very satisfying ending. This game, Heaven's Vault, was not bad at all with its ending, better than average for sure, but could have been amazing.

Puzzle mechanics

I really enjoy languages. I've studied French, German, Spanish, Mandarin, Cantonese, Greek, Latin, Japanese and a little Hebrew, some more than others. So I was definitely up for a challenge here.

As someone who has struggled with many languages, I have to say that the experience in this game is much less like learning an actual language and much more like learning a code alphabet for English. Emily Short, in her review, said "a great deal of Ancient is English in a chiffon-sheer disguise", and I have to agree.

However, this isn't necessarily a negative. Language take forever to learn. I've been studying written Japanese for 3-4 months now and still struggle with basic pronunciation. For the average English-speaking player, learning an actual non-English language would be far too difficult.

So the game simplifies it. 'Ancient' has none of those bizarre ultra-common connector words that can mean so many things (like 'zwar' in German or '就' in Mandarin). Most sentences, especially early ones, follow simple noun-verb-object patterns, with some light prepositions added in later.

Most words are ones that can be easily identified with pictographs. Themes of light, travel, people, fire, water, air, earth, plant and metal dominate the vocabulary. In another distinction between in-game and real-life pictographic languages, there is not a significant 'drift', where everyday words have bizarre derivations based on non-written considerations (like the fact that 'mother' in chinese is woman-horse due to homonyms). Interestingly, the pictograph for 'man' is the same in 'Ancient' and Chinese, although I don't know if that's a coincidence.

Some features are distinctly English, such as the way that past and future tense are conjugated and the use of helper verbs. The game uses symbols that directly derive from modern earth culture, like (Spoiler - click to show)question marks and x's

These features make word-solving easier. Even then, it would be impossible to just begin with a blank slate, make guesses, and hope you're right later. It'd be the worlds' hardest cryptogram and sudoku, a big pile of guesses waiting to collapse. Instead, the game gives you a huge leg up over real-life translators by giving you four options to guess from, 1 of which is always correct. Which every one you pick is indicated by a ? in future uses. Once it's used 3 or 4 times, the game confirms your translation or denies it through your robot or your own intuition. This is probably the main feature that makes the game far easier than learning a real-life language, and it is, in my opinion, what makes it actually fun.

By the end, individual pictographs are all easily identifiable, so the trick is giving you longer sentences with no spaces, so you have to identify words by their structure. The language is very systematic, and I was thrilled to puzzle out some pieces, although some I struggle with, especially (Spoiler - click to show)the difference between a period . and a colon :. It can become very difficult to find the border between words, and you can't figure out new words unless you surround them on both sides with established words. I often had to save longer texts to come back to after I learned more words.

I adored the translation. For me the highlight of the game was finding a huge (Spoiler - click to show)book that never seemed to end. I translated over 20 lines, took a break, delivered it somewhere, and translated more until it made me stop.

As mentioned earlier, the game ended kind of abruptly for me and I had some unresolved translation, but by then I felt like I was going to have to compromise anyway on what I had hoped to achieve in the game. I didn't feel compelled to do another playthrough, but I may try again some day.

Overall

Overall, it was worth the money. I got it on sale. It provided me 16 hours of content and could easily go up to 30 or more, with a large chunk of that being just reading/translating. That's much more than most free/indie interactive fiction. I didn't really like the 3d movement aspects at all, and I feel the ending could have had more narrative weight, especially (Spoiler - click to show)talking more about loops, and the repetition aspect. But the plot still pulled me forward the whole game, and for a language puzzle, it was the best I've seen out there, and the dialog, art, and sound were outstanding to me.

For my star rating system, it was polished, descriptive, had good interactivity, I felt emotionally invested, and I will likely play again some day. Just not today.

* This review was last edited on November 7, 2024
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Older, Not Wiser, by Olivia Wood, Failbetter Games
A meditation on mortality; also, older women steal things, June 14, 2022
Related reviews: about 2 hours

This is an Exceptional Story, a part of Fallen London that is available to subscribers or purchasable separately at a higher price.

In this story, you are robbed by two unusual thieves: a pair of sisters of advanced age. You are quickly drawn into their shenanigans, and plot a heist with them.

The main focus of this story is the relationship between the two sisters, and their individual meditations on mortality and age, as well as the loss of ones dear to them.

The heist itself, and your group, is relatively straightforward, leaving more focus to go into immortality. The groups you encounter here are the urchins and the Gracious Widow, with this story giving some chunks of info regarding her that are otherwise difficult to obtain. I'd primarily recommend this story to people interested in the Gracious Widow specifically, or who have considered what it would be like to get a new lease on life in their old age.

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