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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Sweetpea, by Sophia de Augustine
4 of 4 people found the following review helpful:
Angelic intervention with a creepy father-like being, April 15, 2022*
Related reviews: 15-30 minutes

This was a game of big contrasts for me. There were parts of it that were phenomenal and parts I struggled with.

This is a story about a young girl alone at home whose father is outside, texting her to let him in. The problem is, though, that her father was in the study just a little while ago.

I loved the writing in this. Vivid and surreal images mixed together for a very creepy feel. It reminded me of some goosebumps stories when I was younger, like the one where the dad was a plant scientist.

I love horror and find this writing style to be very enjoyable, so I'd definitely like to see more games from this author.

* This review was last edited on July 1, 2024
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Thief of the Thousand Suns, by Dom Kaye
Shakespeare, twine, and time travel, April 15, 2022
Related reviews: 15-30 minutes

This fantasy twine game is modeled on Shakespeare's language and style of writing, and deals with bandits in search of a temple with a hidden treasure.

The story has some fascinating elements of time travel and Pictish culture, of which I learned many new things (one I didn't fully learn was the other name for Picts, and so I haven't used it here as I've forgot it).

There are some interesting mechanics, such as a variable amount of gold that you can bribe someone with, with varying results. The styling looks quite nice.

I didn't feel completely drawn into the game, for whatever reason. Partially it might be because some of the language was off, like using 'thy' as a subject or the '-st' suffix for the third person tense. I enjoy Shakespeare quite a bit too, and I feel it could have been a little closer.

Overall, though, the game feels quite polished and I expect that I would enjoy further works by this author.

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Tours Roust Torus, by Andrew Schultz
2 of 2 people found the following review helpful:
A pleasant and engaging anagram game, April 14, 2022
Related reviews: 15-30 minutes

Out of the many wordplay games Andrew Schultz has made, the anagram ones are perhaps my favorites (along with Threediopolis). I feel like coming up with anagrams is hard enough to be fun but easy enough not to be overwhelming or send me to hints or online solvers right away.

This is a compact game, set on a circle (or torus) with 7 different locations. Each one is solvable through an anagram.

After that, there is a motion puzzle that is a little tricky to solve. What is going on, exactly? Well, it seems like they want you to (strong spoilers without an explicit solution) (Spoiler - click to show)visit every square of the torus, never moving more than half its length at once, and varying your steps somewhat.

It took me quite a while to figure out what was wanted here, as I kept finding solutions deemed 'too easy'.

Overall, I'd say this is a fairly challenging game, and definitely one not to miss for fans of the first two, longer games.

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The Bones of Rosalinda, by Agnieszka Trzaska
3 of 3 people found the following review helpful:
Clever and challenging twine puzzle game about a protagonist in pieces, April 14, 2022
Related reviews: about 2 hours

This author has a history of making highly-polished twine games with complex and robust systems.

This game is no exception. You play as a recently-reanimated skeleton in pieces, and have the capability of moving each piece independently.

The map is constrained at first but then slowly opens up in manageable pieces.

The complexity is quite high; you can play as your self, detach your parts and play as them, and command another character as well. There is an inventory which allows you to both use items on things in the room and to combine items together.

The story is light comedic fantasy with dramatic elements (maybe Polonius would call it tragical-comical-fantastical-dramatic). The light-heartedness is connected to gameplay as well, which lets you face certain scenes over and over if needed to give you time to think of a solution.

The complex nature of the inventory and pc-changing system proved pretty hard for me. A couple of times, I had the right idea for the solution, but didn't know how to implement it. As an example (major spoilers for kitchen puzzle), I knew that (Spoiler - click to show)the peppers were bad for the dog, so I tried to pick up my arm and the peppers and combine them to rub them on it. Then I tried dropping the arm while holding the peppers. I tried talking to the cook, but didn't realize I could switch characters while talking, and there is a later similar puzzle which doesn't allow character switching during a short scripted scene. These kinds of issues with playing are normal for me with parser games, but Twine games rarely reach such a level of complexity. Overall, I found it challenging in a good way, and can heartily recommend it (and need to remember to nominate it for some XYZZY awards next year).

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Wry, by Olaf Nowacki
3 of 3 people found the following review helpful:
A mildly raunchy comedy game about an insurance salesman, April 14, 2022
Related reviews: 15-30 minutes

This is a one-room parser game with a lot of little and big gags in it. You are an insurance salesman waiting for a noble Baroness to arrive to sell insurance too.

In the meantime, though, several mishaps occur, each more ridiculous than the last.

Like others, I found the ending abrupt and thought there might be more. Decompiling the source code, I could find no solution to (Spoiler - click to show)the burning curtains, while at least one other reviewer found that reaching the part of the game with more points gave an alternate ending.

Our male character has a sexual fixation with the baroness, and it crops up enough that I personally found it annoying, as I don't associate such material with positive feelings.

Overall, the comedic timing was well-done, and outside of the ending I found the puzzles not too hard and also engaging.

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You, Me and Coffee, by Florencia Minuzzi
1 of 1 people found the following review helpful:
Branching mini-stories over coffee, April 13, 2022
Related reviews: less than 15 minutes

This is a Bitsy game with 6 different main paths. Bitsy is a visual equivalent to Twine, using simple graphics and arrow keys, although this particular game has some more elaborate images.

Instead of moving a character like most Bitsy games, you navigate a conversation menu. It's a rainy day, and you walk in to see an old friend you haven't seen through years. Different conversations seem to give completely different friends; or do they? There's another thread at the end which is interesting.

Overall, I found this game polished, descriptive, and the interactivity matched its length. I don't think I'd play it again, but it was emotionally interesting to me.

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Custard & Mustard's Big Adventure, by Christopher Merriner
4 of 4 people found the following review helpful:
An exuberant and amusing dog-team-up Adventuron game, April 13, 2022
Related reviews: 2-10 hours

This game reminds me of what you'd get if you mixed the 'buddies' movies (like Space Buddies) with Secret Life of Pets and Sherlock Holmes but both characters are Watson.

You are a dog on a leash. You like you're owner, but don't want to be on a leash. You escape, and eventually find another dog.

Then the game opens up into a huge map, with I swear 30+ locations. Many farcical situations arise, including things like kick-flips, ollies, pretending to be a dog mannequin, wearing a dog bow-tie, and an enormous chunk at the end where you (Spoiler - click to show)stop a burglary of a museum.

It's a very long Adventuron game, one of the most complex I've seen. It's charming and funny.

My biggest sticking point was just not knowing what to do. Different IF communities have different conventions on what's considered 'fair play'. Most games I spend a lot of time around with (like old IFComp games) tend to only use standard verbs or verbs directly mentioned in the text. In this game, I had to fiddle around for a while, especially with an embarrassingly long 20 minute session I had trying to solve the first puzzle. I didn't want to resort to hints, but after that, I used them copiously.

I especially used hints later on because the game often sets up and plays out hilariously funny scenes but with little motivation. As a hypothetical example (not in the game), it'd be like hearing an alien is attacking the city, and then you see a line of dominos leading into an alleyway. Pushing the dominoes would tumble them down, and then you'd discover there's a giant cannon in the alleyway which the dominos trigger, shooting and defeating the alien. This is an absurd example not in the game, but illustrates the kind of logic: it makes sense in hindsight, but otherwise it's kind of hard to guess that you need to do it.

This is a common issue with humor games, where you have to balance player participation with setting up good punchlines. For my part, I enjoyed the humor and am willing to sacrifice a little agency for it.

I did experience one difficult bug, near the end. When I had succeeded in the biggest task of the game, (Spoiler - click to show)foiling the robbery, I dragged the robber out of the water and tried to lead the police to the museum. I got lost though and accidentally re-triggered the water scene in an infinite loop. I got out of the infinite loop by reloading my browser window, which took me back to my previous turn, and going a different direction.

Overall, a fun romp, one of the most enjoyable long Adventuron games, and highly recommended.

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Fairest, by Amanda Walker
5 of 5 people found the following review helpful:
A twisted mashup of fairy tales with light but engaging puzzles, April 12, 2022
Related reviews: about 1 hour

This game manages to strike a fine balance between puzzle and story, giving fairly easy puzzles with a lot of 'oh, I know where this goes but I can't use it yet' moments. It reminds me of Ryan Veeder's work in that way.

This game is a mashup of many fairytales, including the 'three brothers' theme, three challenges, and stories like Snow White, Rapunzel, the musicians of Bremen, and many of the lesser-known Grimm's Fairytales.

It decides to show the darker side of many of these, with the darkest presented as exactly in the books. One lean I felt uncomfortable with was (Spoiler - click to show)the option to marry a prepubescent girl, but after reading the notes and remembering the original tales there's a good chance that was in the original stories.

The game has an interesting relationship between the player, narrator and player character, with a lot of dramatic irony (in the original sense of the audience knowing what's going on without the character doing so). This thing has been done before, but rarely in such a polished and enjoyable game.

Overall, the game feels effortlessly fun, but a great deal of work must have happened underneath to make this happen. Puzzles give you increasingly strong hints if you are stuck, a feature found in games like Coloratura and part of my own philosophy.

Large text dumps are fairly common, but read easily and are mostly based on the fairy tales.

I can strongly recommend this game, and enjoyed it quite a bit, perhaps the most I've enjoyed an IF this year.

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Half-Alive, by Bellamy Briks
1 of 1 people found the following review helpful:
A fantasy story about two kids in the underworld, April 11, 2022
Related reviews: about 2 hours

This is a long Twine game about a young woman who's had a very difficult life finding her younger brother being sucked into a mysterious portal by a dark creature.

Following her brother, she enters a mysterious world filled with destruction and many malevolent entities. Her brother's life is at stake, and there's not much time left.

As the author puts it, this is a narrative-focused game and eschews large-scale branching, but manages to find numerous ways to test the player.

Puzzles come in two varieties: riddles, which are either type-in or choice-based from a huge list of options; and using a color-based system where some colors in the game always signify the same thing (kind of like (Spoiler - click to show)circles in Sorcery 2).

Overall, the writing is earnest and deals with a lot of childhood trauma. Emotions are plainly spelled out, and overall it reminds me a bit of Steven Universe (crying breakfast friends) or She-ra in terms of the emotional notes it reaches for. The emotions didn't land quite as effectively for me as in those two examples, though.

There were some unusual word choices in the game that were jarring, like using the phrase 'he was made into a room' instead of 'he went into a room'. It could be cleaned up a little bit grammar-wise; I would give it 4 stars if that happened.

Overall, I felt like it was a worthwhile investment of time, and I was glad to play it. I've enjoyed the author's other games and hope that they continue the trend of releasing fun and meaningful games.

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Hypercubic Time-Warp All-go-rhythmic Synchrony, by Ben Kidwell and Maevele Straw
2 of 2 people found the following review helpful:
An ultra-surreal game about hypercubes, Berkeley, and set theory, April 10, 2022
Related reviews: about 2 hours

This is the third game by this duo, the other two in the past having been very long, surreal games, one of which reflected a psychotic break and really felt like what such a thing would be to experience.

This game starts with the first author confessing that he/she (both pronouns are used) made sexual advances to their trans step son whom they've lived with for 9 years, and that it has ruined the partnership of the two authors, after most of this game had been written, and that the author is trying to make up for it.

Much of this game isn't real, so it's hard to know if this is, but it certainly seems so, which is sobering and disturbing.

The rest of the game focuses mostly on a few recurring themes:
-The idea of very large cardinal sets and non-principal ultrafilters on them. This is an area of math that is extremely abstract, especially since (as mentioned by the author) most of these things are non-constructible and cannot be proven to exist in any meaningful way under normal mathematical assumptions.
-The author's life at the Lothlorien coop in Berkeley, which still exists and houses people today.
-The idea of using psychic energy to communicate with Hong Kong singer Deng Ziqi telepathically.
-The author's relationship with Staci (who I believe is also Maev?)

The game is laid out on a six-dimensional hypercube, corresponding to 6 binary digits, corresponding to the 6 cardinal directions N,E,S,W,U, and D. Unlike most games and real life, N and S are not opposites and have no relation to each other. Instead, going North cancels itself out, so going N twice will bring you back to where you started.

Not all 64 options are filled; about 20 or so are empty 'unfinished' rooms. One room had its connections backwards (so that going U and D changed the N and S bits), which may or may not be intentional. The room names are based on the binary numbers.

In the rooms are found items, one at a time or zero. There are lots of scenery objects described in the text but none are implemented.

I received around 432 points (I think) out of 530 or so. There is no overarching goal outside of 'binding' some items together in a chain, which just gives more points. One room contains a complete walkthrough for the bindings.

Overall, as a game it continues the glimpse into a surreal world offered by the previous games, but the confession at the beginning overshadows everything else and renders it all heartbreaking.

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