This is an Adventuron game written for the Text Adventure Literacy Jam. It's parser based and has you diving into the ocean, exploring for treasure.
Here's my rating:
-Polish: I feel like the game could be brushed up a bit. The tutorial isn't reactive; instead you have to type RUN TUTORIAL separately in two rooms, and in one of those rooms it just lists several turns' worth of info, whereas other tutorials in this comp reacted to your actions. Similarly, more synonyms could be added.
-Descriptive: Many objects weren't described. The descriptions in the game are easy to picture, though.
-Interactivity: This game involves guessing the verb a lot. For instance, opening the chest: (Spoiler - click to show)OPEN CHEST and UNLOCK CHEST don't have meaningful responses, but PLACE GEM does. And after you open it, (Spoiler - click to show)TAKE LIGHT, ENTER LIGHT, LOOK IN LIGHT, SEARCH LIGHT, ENTER CHEST, none of it works, except for TOUCH LIGHT.
-Emotional impact: It was hard to connect with the game, because I was frustrated.
-Would I play again? Same as above.
The game isn't that bad overall, but I wish that more people had tested it and that things the testers tried were implemented. If that had happened, I would definitely give this game a higher score, because it has a lot of good ideas; it's only bug-fixing and adding more responses that I think it could use.
This game has the same storyline shown from multiple points of view. As you complete an easy one, a harder one unlocks. In an amusing twist, the 'help' system for each difficulty level is the PC of the next difficulty level. It's an adventuron game, and comes with a built-in map.
Each difficulty level is linear, solving one room at a time before unlocking the next room.
I found the puzzles pretty hard as the game went on. The first difficulty level wasn't too hard, but I couldn't figure out the wordplay puzzle in the second difficulty without the walkthrough (I had tried (Spoiler - click to show)GLASS and 4-letter words without success). I also had deep trouble with the wire problem, especially since the solution relied on a word not in the verb list, and the cake puzzle, well, I'm not sure how it worked even after the solution. This isn't bad, necessarily, since being stuck is a feature of puzzles, but I definitely did get stuck; other reviews say they had no problems in this game so it's probably just me.
Overall, the game was entertaining. I would have preferred some simultaneous puzzles so I could work on one while being stuck on another. I found the writing was clear and set the scene well in most problems.
This game has a pretty unusual format. It's a .exe file entered into the Text Adventure Literacy Jam, and it features a bar for typing in parser commands as well as hyperlinks to make play easier.
I used just the hyperlinks, as typing was unusual. It may have been just me, but it seemed like I couldn't hit enter and get a response unless it was an acceptable command, which was weird because I couldn't tell if the game was lagging or if I just didn't have the right command.
The links operate by single-clicking for directions, double-clicking to use items or pick them up, and clicking once on one item and once on another to use them together.
The puzzles are fairly simple, mostly exploring and grabbing whatever you command. Finishing one puzzle generally unlocks the next.
I had a couple of frustrations. The text color was similar to the background image, making it hard to read. Text scrolling with a mouse was required, but the mouse wheel doesn't scroll. And there are some text mistakes that make things confusing.
This is an adventuron game with a two-word parser and tutorial designed for beginners.
While many games in this comp seem to lean towards younger children's interests, I feel like the pirate story is not really childish. Instead, the author provides an interesting backstory for an island with magical creatures and enemies.
Most of the gameplay, though, is centered around solo exploration. Some puzzles have multiple solutions, which is neat.
A lot of work went into worldbuilding and into a tutorial that is helpful at suggesting verbs and giving expectations for the parser.
Overall, I wonder if it could have been a bit more fleshed out. It's actually more substantial than many games in the comp, and being shorter is better for beginners, but it felt pulled in multiple directions by seeking to be simple and short but also to do epic storytelling, which would have benefited from a bigger buildup. I had fun, though!
This feels kind of like a game for the author to experiment with and/or learn ADL.
It's a .exe file that leads to a simple game with < 10 rooms. Most rooms have 1 item. There are several characters you interact with using TALK CHARACTER. Instead of GIVING items, you PUT items in different places. The game ends right when you get the final point, closing down instantly without waiting to display the end text.
The writing is minimal, there isn't a strong connecting narrative. The puzzles are logical, though. If this was a trial run for the author to check out the language, it succeeded. I'm very glad there was a tutorial, as most games written in .exe parser are hard to navigate, so that's a definite plus here!
I think this game does exactly what its creator seems to have wanted to do: make a light parser game with intuitive commands in a fun environment with lovely ascii art pictures.
You play as a troll who is lonely. All around you are magical creatures (one per region, each depicted with ASCII art). They all have desires found in a book, and essentially give you a bunch of fetch quests you have to accomplish.
Overall:
+Polish: The game is very smooth and polished.
+Descriptiveness: The characters are vibrant and unique.
+Interactivity: The game is simple, but has enough resistance (through multiple sources of info and several possible targets) to make it fun.
+Emotional impact: I enjoyed the game and art.
+Would I play again?: Yes, and may recommend it to others.
This is a vampire game designed for the Text Adventure Literacy Jam. It's aimed towards beginners, and I think serves its purpose fairly well.
You begin outside a dark castle and have to find a way in. The tutorial will take you all the way through this part, about 1/10-1/5 of the game.
Inside, you have to explore the small castle and figure out a way to stop the vampire. There are quite a few items including red herrings, but everything is logical. I got stuck because I didn't notice one room exit at first.
There's not a ton of tension here. As a tutorial game, that's fine, and I've done the same in my own tutorial games, but I would wish for more in a bigger game. There's some nice atmospheric messages, though.
This is really a very inspiring game, but I haven't been able to complete it yet due to some weird issues.
You are sent back in time to your grandmother's life, who was Cinderella but able to make potions. You explore a large city, discovering various potion recipes and hidden secrets and memories while making money to buy things for the ball.
The puzzles are engaging. I used a lot of hints, but only because the game is so large; it's generally fair as long as you examine everything.
There are a couple of weird bugs though which the author is aware of but are really hard to fix. These bugs include items sometimes stopping working, making progress impossible. By restarting several times, I've managed to get through each individual stopping point, but never all at once.
This game seems to be set in the universe of Grandpa's Ranch, another game by this author, but with a very different execution. In this game, you go to space!
Your grandma is not dead, as you thought, but rather was captured by interstellar smugglers. She just got free, and needs you to retrieve a diamond. This contrasts with the first game, which was mostly about exploring a small house and doing mundane tasks.
The city in this game is actually pretty sizable, enough that I was glad to have a directions-giving alien hologram (which came in useful in many ways). There's even an economy on the planet, with several steps for gaining money from getting a bank card all the way to buying an enormous treasure.
The biggest place I got stuck was with delivering packages. I kept trying ENTER BUILDING and DELIVER PACKAGE and KNOCK DOOR and OPEN DOOR before discovering what to really do (Spoiler - click to show)(which was touching the sign). Other than that, the game is generous and helpful in guiding the player towards verbs that work.
I played on the web runner, and sometimes you had to TALK TO someone repeatedly. I tried hitting the 'up' key to repeat the last verb, and tried typing G, but neither of those worked. If anyone knows a nice way to repeat the last command in adrift, let me know in the comments!
This is a brief adventuron game entered into the Text Adventure Literacy Jam.
In it, you play as a little kobold thrown off a cart in a medieval town, and have to go find your way home.
It is a 'gauntlet'-style game, meaning that you face one challenge at a time and either pass it or die. The game has an instant-rewind feature, but there are numerous ways to die and some are better-signaled than others.
Some of the puzzles require a bit of cleverness to solve, while others require finding the right combination of words. Emily Short once said that once you know mentally how to solve a puzzle, a game should make it easy to get that to happen (without struggling with the right wording). As a converse to that, I'd like to say that a good game should also make it clear when you're on the right track. A lot of puzzles in this game ignore alternate solutions or don't provide helpful feedback (I'm looking at the door puzzle here the most).
Overall, I would have preferred less learning-by-dying and more simultaneous puzzles and more striking text descriptions. The best part for me was the sense of being stealthy.