I've enjoyed all of the Vampire the Masquerade titles from Choice of Games.
The first game in the (loosely-connected) series, Night Road, won an XYZZY Best Game award and a had a very out-of-this-world style with cray labs, magicians, ancient vampires, and a CRPG-style quest structure you could pursue in multiple orders.
The next game, Out for Blood, featured a human protagonist in a small town and focused on running a shop, developing abilities like intuition or gaining weapons, and handling a small-town vampire clash. It was lower-powered and a smaller focus.
This game sits nicely between the two. You play as a powerful but out-of-shape vampire in Ottawa whose Prince has gone missing at the same time that Anarchs are raiding the city. You have to rediscover your old strength while solving multiple mysteries.
The number of stats is heavily decreased in this game compared to the other VtM games (and Choice of the Vampire). Now there are only 9 or so main stats. Disciplines can be used, which is my favorite part of VtM games, but you either have access to a discipline or not, no growing it. The disciplines basically operate like a 'be awesome' button that is later penalized by high hunger, which can take away your freedom to choose as your are forced to feed. I played as Toreador, and enjoyed using Auspex and Celerity the most.
Focusing on a big mystery is a bit of a gamble in a big Choicescript game, since the player always knows the truth after one playthrough. This game deals with the issue by having many endings depending on what you do with that information and how you resolve the issue. In the end, there are several factions you can unite with. Also, there are many sub-mysteries to solve.
There are two romances for now, but each is fairly well-developed. The one I went with seemed much better integrated into the game than most romances, probably because the author was able to focus more deeply on each romance rather than fitting in a ton of different ones.
On an individual line-by-line basis, the writing is entertaining and flows well, and the pacing in scenes is well-done, with few slow spots, making this a page-turner.
I've written for CoG before and previously received a lot of review copies of CoG games for free, but this is one I bought myself for fun.
For the better part of a decade, Arthur DiBianca has been putting out limited parser games, where most commands are shut off and only a few work.
This game is kind of an opposite version of that. Instead of few commands, there are tons of commands, some of which you have to guess (for full completion) and most of which you don't know what they do.
This is a game that invites experimentation and discovery. Part of the fun is trying out a command and having it do something surprising but, in hindsight, reasonable.
There's not much storywise, but a lot of depth. Reaching the first winning situation isn't too hard, but getting all the points is very difficult (I admit I looked at the intfiction thread for most of the extra credit points).
Overall, I found the game enjoyable.
I took a lot of ballroom dance classes in college, and I remember one of the biggest problems a pair could have is noodle arms. If the arms are rigid, the two dancers can communicate effectively, but if they're lose, dancers tend to step on and run into each other.
This game has some good ideas but has so little feedback. I had no idea what was going on until I peaked at the code.
Gameplay-wise, you wake up and have 3-4 areas you can take care of by watering, removing trash, etc. (Spoilers for ending and mechanic)(Spoiler - click to show)This lasts for 7 days, and, each day, the river grows bigger, removing gameplay areas unless you shore it up enough the day before.
For me, it was difficult to see any effect of my actions, besides the immediate ones of watering and such. (Spoiler - click to show)The effect of the river was indicated by the absence of old text, not the presence of new, and as I was shoring up a lot from the beginning, I saw few changes. This, for me, made the game more or less a tedium simulator. Even once I knew what was going on, I had no real reason to care for either out come, because I was nobody in a nobody land. I can see the thought experiment, but it just didn't pan out for me.
This brief Twine game has you exploring a forest after you accidentally (Spoiler - click to show)lose your gender. Lookin around, you try to understand and search for gender identity through metaphor.
There are only 4 or 5 choices in the game, but there is meaningful choice. The game invites you to understand what is meant by gender roles and identity.
In the end, the choice isn't all yours; regardless of your choices, the game will not (Spoiler - click to show)allow you to choose your old identity.
I found the game to be polished and descriptive, despite its brevity, and was in some ways emotionally moving, although I don't think I'll revisit it.
One trend in IFComp is that an unfinished game will place near the bottom of the comp, regardless of any other positive features it might have. There are some exceptions, but they are rare.
This game cuts off right after a big investigation. The idea is that humanity has moved on from reproduction, and everyone is now immortal, there are dozens of different pronoun options (the most meaningful choices in the game are centered around terms of address and pronouns), and everyone is smart and cool. The first biologically born person in millenia has been found murdered.
There are multiple typos (although literally as I was playing the game for 20 minutes near midnight on a Saturday, the author updated the game, which was a fun coincidence), such as 'TALKED WITH' instead of 'TALK WITH'. I also found the jumping between perspectives a little confusing as well.
Due to the confusing language and the errors and the unfinished aspect, I didn't find the game polished, descriptive, emotionally engaging, or something I'd like to revisit for now.
I do think the general idea is a good one. A game like this would probably do better in Introcomp, which was definitely underpopulated this year.
In this game you explore a small cave with different fantasy creatures and gems and such in it.
This game is part of a small genre of games best described as 'quirky twine game based in a cave/dungeon that riffs on the silly parts of fantasy games but also has feels and is generally a simple branching structure with little state tracking'.
Other entries in the genre include Just Get the Treasure v0.9.1, Girth Loinhammer and the Quest for the Unsee Elixir (a more complex example), TOMBs of Reschette, The Cave (a less humorous example), The Thing About Dungeons, etc.
This game is definitely on the zanier end. My son first got into Twine with games like this when he was 5, like Escape from the Crazy Place, because it's fun to do silly things like (in this cave) refusing to enter the cave from the get go. For me, as an adult, I still think it can be fun at times.
For some reason one of the passages didn't work at all for me on PC chrome, but it did when I loaded it up in the Twinery app (the one all in cyan that's on time delays).
Overall, I think that this game has some entertainment value, but I think it didn't offer very much new.
This game is a six-by-six grid of locations, each described in two words or less. Each location has something that needs resolving: a missing item, or a problem in a different square. You are the resolver, who will resolve the problems (including the word limit).
It's choice-based, but with mild quadratic complexity. You can choose between LOOKing and INTERACTing with each object in a room, and you gather an inventory of items.
I loved this game, with the only drawback for me being the 'lawnmowering' that felt natural for the mid-game, trying out different items in different rooms. This problem is both alleviated and exacerbated by the helpful text which tells you if you're in the right room. It makes lawnmowering both faster (less painful) but also more appealing.
Overall, I find this a very successful puzzle piece. It reminds me of Weird City Interloper, a bit.
I can also highly recommend Domestic Elementalism, another game by this author from the 2017 IFComp.
This game is one of two entered by Bez in this competition, the other being 'Weird Grief', and the two tie into each other.
In this one, presented in customized Twine, you are a moderator for an online community, and have been asked to begin closing accounts of dead customers.
Gameplay is divided into two components: reading through old messages, and entering a group chat with everyone involved.
The game has illustrated avatars for each important character, as well as a few other pieces of art.
The second section of the game is all on a timer. It's not too long, but I tend to multitask while playing IF (the format lends itself well to pick-up-and-put-down play), and I tabbed away to work on other things while waiting for the text to complete, only to come back and see it had wiped the screen and started new messages. I also had to leave in the middle of some text to use the restroom, and missed a couple of other parts because of that. So for future players, I'd recommend dedicating a set amount of time to read through the second portion.
The text includes frequent strong and mild profanities and depicts traumatizing events as well as reference to sexual activities.
Overall, I found the game polished and descriptive, with an emotional impact. The nonlinear interactivity in the first half worked for me, but the second half was a little rougher, so I'd give this a 3.5, which I'll round up to a 4 for IFDB.
This is a small but polished game, one that feels like an intentionally compact micro-game. The system would be appropriate for a longer game, but there's not much room to fit more in the game besides having multiple matches.
You are a cyborg gladiator in a political climate that seems to be modeled on current transgender discourse. You get to choose how you treat your fellow cyborgs, and you also choose your body type and weapon.
Combat has a kind of paper-rock-scissors format, with unusual combinations pleasing the crowd.
The game uses strong profanity every few screens and has elaborate violence and (spoilers for certain paths) (Spoiler - click to show)some vaguely described sexual scenes.
I don't feel like the game lasted long enough for me to get a good grip on it emotionally, but it's polished and descriptive, and the interactivity was interesting and responsive.
This is a short Ink game. You are a doctor in a clinic that is almost empty. You have encounters with people and have to decide whether to spend your supplies on them.
The game is pretty short, almost like a demo for a larger game. Each major choice is an ethical one, and at the end the game thanks you for taking an examination (and starts with a similar comment), so I think it's intended for you to reflect on your morals.
Overall, it's a solid idea, but wasn't long enough to draw me in emotionally or to invite replay.