This game is small and designed for children. It has some lovingly made illustrations of little mice and the girl who runs a cafe.
Story-wise, it's about two mice who want to get special food at the cafe but can't communicate. Mechanics-wise, it's almost like a language puzzle, and had surprising depth for such a small game (like the depth of a medium-sized game).
The writing is generally pleasant; it had some, but I wanted more, humorous incongruities of the type common in good kid's stories (may favorite was the (Spoiler - click to show)fall of the pudding at the end and everyone's reactions. The whole thing feels like it was designed with prudence and restraint, maintaining a small size and scope and polishing itself in that sphere.
This is a Twine game that has a brief intro followed by a large open segment where you can choose between 30 or 40 houses to knock on, each with their own mini-story.
You work for a community organization group and your goal is to collect a certain amount of subscriptions before the night is over. You have to monitor both the funds, your bathroom needs, and your body warmth. Each action takes some time to complete.
Out of all the 'simulator' games this year in IFComp, this one works pretty well mechanically, with clearly understandable variables and some ability to strategize how to use your time.
Storywise, I could partially identify with it. I spent 2 years as a missionary, and quite a bit of our daily time was spent knocking on doors, handing out fliers on street corners, or doing service work like English teaching or soup kitchen volunteering. I guess the difference is that I wasn't looking for money donations, but trying to share a religious message. I would say that the results in this game are much more positive than the ones I experienced on average!
It was well known even then that door-to-door is one of the lowest-productivity ways of making contacts. Referrals were much more effective, since you could find people who were already interested instead of bothering people who don't care. Door-to-door knocking for anything can be extremely wearing.
I'd be interested to see how community organizing plays out in real life. It almost sounds like a HOA in this game (give us money and we'll make decisions for the neighborhood). It's interesting seeing different problems people care about in the game and how the protagonist evaluates their importance.
This game has a brief intro about the history of Witches in Scotland, and then lets you wander around several areas with an inventory of items, taking on different quests and trying to help people while avoiding suspicion of being a witch.
This sounds like a great setup, but all of its a bit thin. Inventory doesn't really get used much, maybe once or twice. I looked around a bunch but only found one of the quests that I could finish. (I looked at the code and see I should be able to finish the other, and other reviews seem to have managed it!) There are some spelling problems (the author says it's not their native language, which is very understandable). After a while, my game just ended the day; I think it might be on a timer? And it assigned me some points.
So, overall, some good ideas, but it felt like it could be more fleshed out, I think. It had a lot of clever concepts that just didn't feel like they got fully used, to me.
It's hard to review this game objectively. I got into IF for parser games, and it wasn't until I tried You Are Standing at a Crossroads by Cat Manning that I realized I could like Twine games.
Once I got started into Twine games, the funniest games I found were by Brendan Hennessy. I was very excited when, in my first IFComp, he entered a game, Birdland, which is the most-rated game on IFDB since 2013 and the most-rated Twine game ever. I thought it was brilliant and have shared it with many students since. The couple of mini-sequels that came out since then were enjoyable.
So when I think of 'what should a good twine game be like', or, I guess, 'what do I like in a Twine game?', it's basically 'whatever Astrid Dalmady or Brendan Hennessy write'. Which is why this isn't an objective review.
Anyway, as for the game itself, you plays as Bell Park, one of the longest-recurring characters in his games. While in past games you were a teenager full of promise, you are now an adult with history. Unfortunately for you, your younger, 12-year old self has travelled to your present and wants to know all that history.
Meanwhile, the two of you team up to find the fiance of your old crush Cassidy. In the meantime, you encounter a wide cast of characters and use a nifty map screen to choose how to navigate around town.
This game is different from Birdland. Birdland had a very consistent day/night mechanic over a week, making it clear how the game was progressing and allowing for a sense of excitement and overall motion. While the mechanics in this game are also interesting, it lacks that overall drive. Instead, though, it has a lot of real poignancy and emotional depth. How would your teenage self view you now, with all of your hopes and dreams having been tested by time? (or, if you are a teen, what's your older self going to be like?) It's a mechanic seen before in other stories, but I like all those stories (thinking of 13 Going on 30 here). It is a less substantial story physically, but has more to say, I think.
The game has excellent artwork (I went through a phase where I wanted to copy Hennessy's design for my Twine works but it was too hard and didn't really go anywhere, but I ended up commissioning art more often and he does that so maybe it did go somewhere?). The backgrounds and fonts and colors are easily readable and unobtrusive.
This game does a lot good that is unnoticeable because it's just not doing what bad games do. It gives you a sense of agency without pushing but also lets you feel like you didn't miss out on branches you didn't click on.
To me the highlight is the humor, subtly leading your expectations and then defying them. I enjoyed (minor spoilers (Spoiler - click to show)the part with with the two crowns, as well as the taurine chewing gum, just the fact that it exists). The many bizarre worldwide events over the last decade made for a lot of potential jokes at the time traveller's expense, but were selected with good sense and care (could have made a lot of darker jokes, which I'm glad didn't happen).
I really like this game, glad it was made.
The name of this game comes from the fact that you have 5 remaining hours and each big action or scene takes up one.
This is a short Twine game, but it seems like it has the worldbuilding for a much larger story. There is an ancient, near-immortal Shogun (named (Spoiler - click to show)Charlie????) that enslaves and tortures special people who have Curses.
A weird apparition gives you a weapon to fight the Shogun (from searching, the weapon may be inspired by Sword Art Online). You can have various fights, or just remember all the deaths in your life and give up, etc.
The game feels a bit rushed or unfinished, with lots of plot threads left hanging and some little bugs (an option near the end wouldn't let me click it, for instance).
Overall, I think this just needs more time in the oven. The slavery in the game doesn't really seem to serve a purpose besides being a shorthand for suffering.
I really am not sure how to review this one, because sometimes I think it's excellent and sometimes I think it's a bit choppy.
This is an adaptation of the book The Thirty-Nine Steps. I haven't read it myself, but from Wikipedia it looks pretty cool, about a man on the run who is hunted down everywhere he goes.
This adaptation adds a good deal of additional content, and allows you to focus on being Bold, Open, or Clever. Interestingly, the choices not only increase your ability in that area, but they also affect the way you see the world about you, making you more paranoid or clueless, etc.
The game gives you a lot of freedom, but I feel like, due to that freedom, I missed a few essential plot points, such as never really learning about the people I'm pursuing. A couple of other things I feel like are confusing without context (late game spoilers:(Spoiler - click to show)I pushed a fireplace rod and a bunch of steps disappeared in a cloud of chalk. Why? What's the purpose of such a mechanism?).
So I'm wavering between 3 and 4, but I'll round up to 4.
This is one of the more polished Texture games in the IFComp 2022 competition. Texture is an engine for IF that involves dragging verbs onto nouns to make choices.
This game is primarily a phone menu system. There are a lot of options, many of them creative (like turning it all into Polish).
The overall feeling is a sense of futility or frustration. I tried out several endings, and all of them seemed to express the same sentiment.
Overall, the game is very polished and descriptive, and conveyed its sense of frustration to me. I wonder if the joke could have been extended a bit or if there could be more of a central narrative, or something else to extend this a bit. Unless of course I missed a big final ending! I've missed stuff like that before.
I've avoided playing chess most of my adult life. so I never learned about famous endgame positions and puzzles.
I've learned a few recently through Schultz's work. He has several chess-based puzzle games that teach principles of few-piece chess positions, including a few mini-puzzles that teach a single position.
This one involves a setup where each side has the king and 1 pawn each.
I found it enjoyable, and liked the backstory. But I spent a long time on it due to encountering a bug in scenario 2, which I forwarded to the author; essentially there is an unintended solution to that scenario, so I couldn't figure out if my unintended solution was blocking the 'real' one of if I could still solve it. I looked at the walkthrough and found one line that more or less gave away the second solution, to both puzzles in fact (the line was that (Spoiler - click to show)the king can only focus on one pawn at a time). If that bug were patched, I would definitely put 4 stars for the rating.
As a side note, I think this game struck a good balance between 'let the player keep playing in a losing position to see why it's losing' and 'cut them off right after the first mistake'. One quality of life change I would like to see is a more dramatic heralding of completing one of the scenarios. Right now, it is very similar in appearance to losing, so if one is repeatedly replaying quickly to try different strategies (especially since there's no undo), the text can blur together, so some kind of major break (like bold, or a line of asterisks, or some other signifier) can be nice. The counter in the corner does go up, and that's the main way I noticed the scenario number increase.
Overall, it's been fun to learn more about chess through these puzzles.
Almost any game can be polished up and made great. This game needs a lot of polishing.
This is a parser game that puts you in the middle of 9 rooms, 8 of which have the same description that includes a typo. None of the standard responses are changed, ABOUT, CREDITS, HELP, etc. have no response. There are only two items.
It seemed like there was absolutely nothing to do. I eventually decompiled the code and used it to finish the game; the following set of rules may serve as hints to others:
(Spoiler - click to show)When Floor 1 begins
After dropping colored egg when the location of the player is flod room and Floor 1 is happening
When Floor begins
After jumping when the location of the player is pled room and Floor 2 is happening
Every turn during Floor 2
When Floor 3 begins
After inserting something into something
When Floor 4 begins
After touching monkey during Floor 4
Every turn during Floor 4
After pushing when the noun is Ye Shiny Red Button and Floor 5 is happening and player has golden egg and player has golden seven and player has golden octagon and player has golden monkey
After pushing when the noun is Ye Shiny Red Button and Floor 5 is not happening
According to my rubric, this game is not polished, descriptive, has obscure interactivity, did not have an emotional impact, and I wouldn't play it again in its current state.
But I don't think the effort is wasted or the author is bad. Clearly there are some good ideas here; this just needs more stuff implemented. I would recommend the author to pick the source code of one of the games you find when you search IFDB with the tag "tag:I7 Source Available", and look around to see what kind of things authors can do to make games more polished.
This is another surreal Twine game based on exploration (after just having played Lucid), but I'm happy with that since it's one of my favorite genres.
This game is built out of a bunch of literary references, starting with Neuromancer (which I've never read), and branching into Kafka, Alice in Wonderland, etc. Most of them are oblique references, ones you have to puzzle over or which potentially could describe several stories (at least for me).
The tone is fairly dark, beginning with unwanted surgery and poisoning and including a lot of theft.
The game is somewhat narrow; at first I thought there'd be tons of options or strategy but the game funnels you pretty effectively. I can say there are several options that are hard to discover and the endings can take work, so that's actually pretty good, now that I think about it. Maybe the funneling is actually a good thing, since with Lucid I had the opposite problem of too many choices.
Overall, it was pretty fun to try to puzzle out the literary references. 'Diary of Anne Frank' is a bit of a bold choice to have alongside more goofy or wild entries. But I had a good time with this. The main drawback to me was the lack of weight in the endings; to me, the endings were abrupt and didn't resolve many narrative arcs (I saw 3 endings, including a death).