This Inform games looks very polished and refined, unusual during Ectocomp, which often features quickly-written games.
Also unusually for Inform, most of the machinery of parser games is omitted in favor of essentially binary choices.
You are Bone Villa (a riff on Bob Villa), working with the Property Boo-thers (a riff on the Property Brothers), and it's your job to select the perfect haunted house. You walk through ten rooms, in each of which the two brothers, Hoary and Terry, present competing alternatives to the design. At the end, your choices are summed up as one of 33 different possibilities.
The first playthrough was pretty fun, seeing the different possibilities and coming up with strategies in my mind. It was longer than I thought, since 5 rooms with 2 binary choices each would have been enough for 32 possibilities, with the 33rd being special. So it wasn't just a binary tree, which was interesting. It said I should try to find more possibilities at the end, so I replayed.
Replaying shortens some descriptions but is the same material, same choices. Eventually the game can give you hints, but it wasn't until I had played several times that I realized there was an 'ideal' house. That was confusing to me, because both descriptions just seem contrasting styles; at first it seems like they're going for an 'over-the-top vs restrained' thing in the choices but that turned out not to be the case. I was puzzled on how you could have a best house when there was little chance to distinguish between them.
Eventually, you can summon help, which helps you find out that (moderate spoilers) (Spoiler - click to show)different choices correspond to different 'colors'. But even with that hint I was a bit bewildered.
I think 10 choices is a lot for a game that is intended to be replayed quickly and has no other new content between rounds besides finding out your score and placement. I think more clues as to the system could have helped as well.
I played about 5-6 times through, then decompiled to see what a perfect game would be like. I saw in there that this game is actually (Spoiler - click to show)based on an earlier 10-choice game by the author, reskinned to be haunted.
Overall, I think experimentation like this is what drives IF forward, but as an overall game experience I felt an imbalance between the rewards for success and the effort required to achieve it.
This game has really high production values. It's even got a custom loading icon! There are nice custom-styled fonts and colors and background images, and the text is rich and subtle. It includes cyrillic letters in cursive (I think) which say 'Welcome, sister' or something like that.
The story is about Rusalkas, water spirits that are created when someone betrays a woman and she drowns afterwards. There is a prelude, telling the story of a rusalka, and then a longer story with more choices about a young girl and the boy in the village she broke up with.
I was very impressed with much of this game, but I had some trouble, too. The text is complex, and I had difficulty following along between figuring out what's implied, jumping between multiple narratives without clear indications, and following the allusive language. And, for all the setup, the game feels incomplete; we only see the story of one rusalka, when the game seems set up to tell more.
In any case, this game could serve as good inspiration for people wanting to see how they could style Twine, it looks great, similar to Grim Baccaris's work.
This game has you play as a well-prepared Louisiana resident hunkering down during a category 5 hurricane. Fortunately, you have an attic stocked with tons of equipment. Unfortunately, all sorts of supernatural creatures are messing around with you.
This game has nice presentation with Chapbook and music/sound effects. The color and font choices worked well for me. It's pretty brief, but has some nice non-linearity and several endings.
The thing I liked best about the game was the specific local flavor. Several of the monsters are referred to with French names or have characteristics unique to the area.
The only drawbacks to me were that each path was fairly short and a lot of the items didn't really do much that I could see.
Andrew Schultz has made many wordplay and chess games which are a lot of fun. There is a series of games now (I think the first was Very Vile Fairy File), where you have to find rhyming pairs of words. This game is the 4th in the series, which is called the "Prime Pro-Rhyme Row".
For me, the quality of these wordplay games specifically (not all games) depends on a couple of things.
1. Is it fair?
2. Is it challenging?
3. Is it coherent?
My favorites in this category are probably Shuffling Around and Threediopolis. In this series of rhyming words, I like Low-Key Learny Jokey Journey in the current IFComp. They do a good job of tying everything together and offering several paths forward.
This one does #2 well but feels a bit weaker with #s 1 and 3. There are less options for progress, both in terms of the map and in terms of words. At least one required solution used a word I hadn't heard marked as 'archaic' by online dictionaries, and a few combos used a feature the game had actively hinted against previously (specifically (Spoiler - click to show) 1-word answers, where the game says that usually those won't be needed).
There are things to help you, like the machine that says if your rhymes are close, and the Jumping Jerk, which tells you the answer once you've tried enough. I used it 5 times in this game. And, of course, there is always the walkthrough.
The other thing I think I miss from the other games is a bigger tying-together of the story.
Overall, I enjoyed this game, but I would only recommend it to people who liked the other rhyming pair games and want to get more of that experience.
This is a prototype Twine game entered in the Ectocomp 2022 Grand Guignol competition. It is kinetic fiction, which means it currently has almost no choices besides going to the next page, where the main choice is pacing. The current stated plan is to expand it to include more choices in the future.
You play as an ornithologist who is also an alien assigned as the only alien in the area of earth you're in. Everyone stares at you, because you're literally from Pluto. You've managed to get some good work done and make friends, but your existence makes others uncomfortable and you just can't fit in with human traditions.
Especially gender, which your planet doesn't have a conception of. Most of the game consists of dealing with good and bad reactions to your conception of gender and self.
I said the game contains almost no choices; one that I appreciated a lot is the ability to skip the sex scene. I honestly wished this became a standard in choice games, as I was able to enjoy the genuinely sweet romantic buildup while avoiding content I'm not comfortable with.
I had a strong emotional reaction to this game for a couple of reasons. [Apologies for the long, unrelated personal story]. One is that I almost didn't play it because I was having stressful flashbacks. I used to be a math professor, but I always struggled. I had done all of my undergraduate and graduate work in the same math department where I had a lot of friends among the professors and staff. I had done well, and people had always supported me.
But once I left to be a 'real' professor, everything changed. My research faltered, and I encountered a lot of pushback from professors in my very narrow field. I was told that I had misunderstood major parts of the research topic or left out key parts of theorems, that my research didn't really have any applications, and the most hurtful, that my writing was just bad and/or sloppy. I started having papers get multiple rejections, and since that's the main 'currency' in the math world, I lost my chance at getting a permanent job, and ended up in limbo for a few years. And my refuge, the school I graduated from and where I liked everyone, had implied they would hire me when I came back, but ended up going with other people, only hiring me for a temp job, out of pity, I thought.
I eventually left academia (which is really looked down on in the field, like complete failure), and I've suppressed those thoughts. But I started fooling around with an old research problem today for fun, and I felt so many bitter, jealous, sad, and stressed thoughts remembering those times.
So I almost cried reading the story of Beckj, because even though the setting and reasons were so different, I recognized the feeling of everyone around you just feeling judgmental or looking down on you, and feeling like everyone just wishes you would be different than you are (I remember my postdoc advisor telling me I should never have become a father, because I took so much time off to be with my disabled ex-wife and newborn.). This story is a very specific story, but I think the author has done a great job of tapping into universal experience.
It also resonated with me because of the experiences I've seen with my trans friends, both Bez emself and also the numerous trans people I've met locally. I've seen how hurt they feel when people misgender them or feel uncomfortable using their chosen name (which is odd, as so many other people have nicknames completely unlike their birth names and no one cares), and the positive scenes between the MC and the love interest seemed completely authentic.
I do think adding the extra choices in could enhance the game, so I'm glad that's in the works.
This was a fun game to finish on while playing through Ectocomp games.
You are at a party that is winding down when your friend Mery suggests using Tarot cards to predict your future.
In the game, she deals 5 different piles, each of which contains 2 cards. When she gives you a brief interpretation, you are also allowed to pick one of the two, or to quit playing and walk away.
There are a lot of endings, including gruesome deaths, but there's at least one cute and positive ending about being creatively inspired.
There's some content warnings for sex, drugs, etc. but I only really saw deaths and the Tarot cards have some nudity. This game has a lot of endings for a game made in 4 hours, which is nice!
I liked this short spanish Ectocomp game entered in the '4 hours or less' part of the competition; it's brief, but longer than you'd think for a game made in 4 hours. It is in visual novel style, with some white-on-black lineart and relatively few, but impactful, choices.
In my playthrough, I had 5 days to live after I crash-landed on a planet, since oxygen was running out. The main theme was discovering nature on the planet, both good and bad, and deciding to interact with it positively or negatively.
I never felt super invested in the stakes, but I thought the game was charming and glad I played it, and since it doesn't take long I think people should check it out.
This game was complex and difficult to understand at first. It's a binksi game, similar to bitsy (the game system with minimal sprites, color schemes and animations), but mixed with Ink, the scripting language.
In this Spanish Ectocomp game, you wind up driving to a small village that still has people using donkeys and children play strange games with silhouettes and with a fountain in the town.
The game has several shifts in perspective that I didn't fully understand, which I can mostly attribute to my own poor understanding but also seems to be a mechanic designed to mirror the protagonist's own troubled mental state.
I definitely found the imagery in the game disturbing and frightening, but only from a psychological viewpoint; there is little to no gore and no jumpscares or anything. I think it is effective at being frightening. Like the author says in the description, it can be easy to miss things; I missed a lot of things on the first try and had to replay. Fun, short, and easy to play.
I was very excited by the beginning of this game but soon found that it was fairly unfinished.
The opening is very mysterious: you and your wife arrive at a house. Your wife has a bruise--is it from you, or someone else? You enter a house with 5 rooms, greeted by an old woman with dark secrets. That night, you have a terrible dream...
All of this is great. But much is left to be done. Conversation doesn't work (TALK TO, ASK ABOUT, direct speech, etc. in Spanish), and many items are not implemented. One of the few things that is implemented is an inventory limit of just two items.
The game has so many cool ideas, I would like to see it more developed. It stopped right at a very cool part! But for now I think it just needs more work to flesh it out more.
As a non-native speaker, I appreciated this game, since it was well-implemented, suggested verbs in the text that can be used (like "Montando el kit se construye un..."), and is a tightly-contained one-room scenario which limits possibilities to a reasonable amount.
The idea is that you are in a building watching a newly-born political party (the Party of the Future) holding a rally. Something odd is going on, as people and buildings around you demonstrate if you watch them closely. On the bed is a suitcase containing a disassembled rifle.
This game is short, but it had a couple of twists I didn't expect. It has one main puzzle, which I think is pretty fair. I decompiled it to figure it out, but even then it didn't give it away, I still had to think about it. I really liked the writing in this game, too, it was terse vivid and descriptive with its few details.