This is a Spanish parser game entered in Ectocomp 2021.
In it, you start as a passenger in a bathroom with a dead body on the floor and a fire extinguisher that you used to kill them nearby. The game then slowly reveals the backstory, along with an urgent condition that you need to fix immediately.
The story takes several dark turns, making this possibly the most brutal
fictional airport experience I've seen. And it was pretty fun!
Playing parser games in another language is always difficult, but I appreciated the list of verbs in AYUDA (although there were some verbs I had to look up: (spoilers for several puzzles) (Spoiler - click to show)cerrar, encender, quemar, and I thought I could use acostarme but it was tumbar. The parser was generaly good, but occasionally there were problems with plurals (I attempted to solve the first puzzle with (Spoiler - click to show)PONER CUERPO EN CUBICULO, which gave an unhelpful error message, but finally solved it with (Spoiler - click to show)PONER CUERPO EN CUBICULOS, and similarly X PUERTA in the final area doesn't work while X PUERTAS does).
I enjoyed the atmosphere and experienced a strong emotional reaction to the game. Puzzles were logical and mostly exploration based, although this game is Cruel on the Zarfian scale (available here). In fact, it has a scenario almost identical to the description of Cruel on the scale. I used a decompiler to help me figure out the verbs and actions for several of the puzzles, but the final real puzzle can't be solved through decompiling so I had to figure it out alone.
Overall, I found it fun.
This Spanish Ectocomp game uses the Kunludi engine, which (at least in this game) means there are in-game links as well as a menu of options on the bottom, some of which have other options. There are rooms and an inventory as well.
In this game, you are exploring an Addams-family-like mansion on a dare from some friends. You have to find something shocking to show them.
The game is pretty linear; if you explore everything you will eventually progress. It's fairly quirky, like Addam's family, and has some pretty mild sexual content and gore.
Overall, the writing was pretty good, but the interactivity could have been more complex.
This is a pretty weird game. It's a horror game written for the Spanish division of Ectocomp, and it has tons of illustrations that are made by posing some 3d models whose quality is somewhere between roblox and Sims. It's intentionally garish and pretty funny.
In the game, one of your old friends who had been ghosting you invites you to a party hosted by the most popular girl in school, Steisy. Unfortunately, dastardly things are happening there.
I got a bad ending, but didn't feel like replaying, as I prefer text-only games (or at least games where the text is the primary source of interaction). There were several puzzles involving movement and collecting objects. There are some sexual references and a variety of profanity (I learned some new words!) Overall, a funny experiment.
This game was entered in the Spanish division of Ectocomp as a Grand Guignol game, meaning it took > 4 hours to complete.
It is an excellently written game, using amusing and complex writing to tell the tales of a haunted castle. It has the form of a CYOA book, with different 'page numbers' references (although they aren't actually numbered). Different branching paths let you experience different monsters.
As a non-native speaker, I found a lot of words I didn't know here, as the author uses very descriptive and colloquial language. I found two monsters in two different paths. One, (Spoiler - click to show)the succubus, included some sexual scenes that were detailed but not explicitly describe sexual acts.
Once you've completed a path, the game gives you links to interesting facts about the creatures you encountered and lets you 'warp back' to a convenient place to find other paths. Overall, this was very well written.
This adventuron game, written in < 4 hours, has a couple of nice pixel art images thrown in, which I suspect was hard to do in the time frame.
It also has a neat mechanic. You are in a river of blood, and objects float by, headed downstream. You have to chase them to check them out. Meanwhile, death, or Charon, or a similar figure is hunting you down.
It was tricky sometimes to deal with the moving objects (and I think (Spoiler - click to show)the dinghy will float away even if (Spoiler - click to show)you are in it, causing some weird disambiguation issues). Overall, a fun little treat, with what must be the most blood of any game in the competition.
This is just a choose-your-own adventure story with a Halloween theme. You are alone in the woods with various options, and have two encounters with strange creatures. Your reactions to the strange creatures (at least the second one) determines your ending.
It's pretty short and the interaction isn't too strong. I found it relatively funny and played through it a couple of times. It feels very 'halloween'-y, so if you're in the mood for a shoot spooky treat, this is a good option.
This is a short Twine entry in Ectocomp 2021 and is, I believe from comments on intfiction, based on a true story.
You are a young girl with a generally kind and loving father. He begins acting strangely, though, and you try to come up with a hypothesis to explain his behavior. But nothing you do helps...
The game has some options, but is generally structured linearly. The game has custom styling, but the majority of the game's strength resides in its matter-of-fact storytelling of an emotional and complex issue. I found it polished, descriptive, emotionally compelling, and with just enough dynamic energy to push the story forward; however, I don't see much replay value. That would make it a 4-star game under my rubric.
This game is written in Mosi, which apparently is like Bitsy but for mobile. Both platforms are used to do basic pixel art and to have little 'interaction spots' that bring up text and change the environment somewhat.
This game has you wandering around as an egg in the world of nightmares, eventually encountering others of your kind and humans. I explored a lot but saw some parts I couldn't reach. One part of the game was still in spanish, but the rest was translated well.
There was some freedom as to what to do, but overall the game left me wondering a lot about the main character and didn't really fill in very much, so I didn't feel a strong emotional connection to the game, nor did I find it very descriptive or have a strong desire to replay.
This is a game with a lot of good ideas that get kind of lost in execution.
It was written in 4 hours, and not finished. It uses interesting color styling for the background, links and plain text that generally works well (although some inline links are hard to see, being merely bolded).
It sets up an interesting competition where you sample a blood's color, odor and taste and use that to guess its original owner's age, last thoughts, etc.
Only one scenario is programmed. I guessed wrong, but an error in the game let me go on; however, it merely went to a page that said 'this is how far I could get in four hours'.
The text that is here is detailed and interesting, but in most ways it is unfinished and not ready for play.
This is a complex story written in Inform. You play as a man who recently experienced a haunting tragedy. Driven to solitude, you take work at a national park working in a lookout.
But things aren't okay out here. Something strange is happening to animals and hikers, and there's little you can do to stop it.
The game is story-driven; puzzles are minimal, and the borders of your little world are enforced strictly, while the game takes most actions for you. I felt like pacing was slightly off, where a little more guidance in some parts and a little less in others could have worked better, but it's hard to put my finger on anything.
I think the story mixed together the threads of isolation, terror, and loss pretty well, and I found to be one of the better short games I've played this year.