Choice of Magics is a wonderful Choicescript game. I’ve probably played through 3-4 times and intend to play even more.
You live in a world where magic is banned after an ancient war. There are five kinds of magic, but each takes its toll. Glamor can charm people, but it rots your body. Negation blows stuff up, but it creates permanent death clouds.
There is a church you can work with or destroy, a neighboring land to explore or conquer, and many romantic options with customizable levels of content. And there’s a stuffed monkey puppet.
Even though it has more content, I didn’t quite like this as much as Choice of Robots, which had an undefinable quality to it. But that’s like saying a Da Vinci painting isn’t as good as the Mona Lisa. This is a solid game and one of the best of Choice of Games’ offerings.
This game is big and complex, with 6 chapters (albeit some very short), real-time sequences, and a special helper robot.
But in all of its complicatedness, the game frequently falls short. Too many interacting states go unchecked. I couldn't progress past the challenge to the champion, and others have reported many other bugs (although several have played to completion).
You are the last human, a mouse-like man named Irvine. You have to help the cat-aliens (who have a system that reminds me of Star Trek), and prove yourself to them.
Mike Gerwat has made several games, and they all share some features. They tend to be enormous, with instant deaths all over the place and complicated walkthroughs that are often slightly incorrect.
This particular game is set in WWI, in the trenches, with a grim and seemingly accurate portrayal of trench warfare. The game is worth trying out, seeing the horrors of war and the sad extremes that soldiers are pushed to.
This game takes Homestar Eunner's 'get ye flask' joke and dials it up to 11. The entire game is in ridiculous fake old-time speak. It would be incredibly annoying, but it provides an amusing secondary game where you mentally translate the phrases you see and realize how stupid those phrases are.
The game is very long. I only played to the halfway point or so, as it didn't seem like there was any overarching storyline. It was amusing to found so many 'ye magic [thing]'. And the series of rooms called the bakery, the cakery, the makery, the snakery, etc. was pretty funny.
One of the best Adrift games I've found.
This game is technically finishable, but I don't have a huge desire to finish the game. It's huge, with rooms that frequently are filled with items of uncertain purpose. There are bookcases that are always closed, and when opened are filled with the author's favorite books which he enthusiastically recommends. SPAG errors are everywhere, especially with quoted text.
It's almost like Harmonic Time Bind Ritual Symphony with worse programming. I quit when I went back in time and couldn't come forward in time.
This is that rare game that is very cruel on the Zarfian scale but otherwise fair. Expect to restart, undo, or restore this game dozens of times. I gave up around 5 or 6 points and after decompiling, but I know at least a few people succeeded.
You play a japanese girl who wants to destroy robots, so you explore a city to undertake various actions (that must be done in a very precise order) to obtain various items, in order to stop the robots.
I'd love to see someone do a full walkthrough of this!
This is an interesting game. With wordplay games, the question is, how can you make a game about wordplay that lasts long? One answer is to follow Emily Short's example and just put tons of content into a game (Counterfeit Monkey).
This game achieves its length through unfairness. Parts of this game (it's basically several mini-games put together) are wonderful: Buy the Farm was particularly good, as was the Shopping Bizarre. Those two would make a wonderful game pulled out on their own, one relying on American English sayings and the other on homonyms.
Some parts of this game don't make any sense. I didn't understand In a Manor of Speaking (which btw is also the name of a great Hulk Handsome game) at all, and looking it up, I still haven't found a good explanation at all. I believe having the Doldrums was a mistake, because it made you think everything else had a gimmick (like Gary Larson's infamous Cow Tools cartoon).
But if the game wasn't unfair, it wouldn't last very long. The only way I've seen fair wordplay games achieve length is through tons of content, like I said. Andrew Schultz does this with exhaustive code-enhanced wordspace searches. Shuffling Around is a good example of this.
I also like the Act your Part session. It was nonsensical, but I was able to get a lot of points just doing dumb stuff.
I played the version released by Zarf who was re-releasing Jason Scott's releasing of previously unreleased Infocom releases.
I beta tested this game, but didn't finish it at the time due to personal events.
This game is similar to Bullhockey 1, but it improves on it. Implementation is smoother, inventory is cut down a bit, and atmosphere is distinctly improved.
Playing through the entire game, the highlights to me were an old house containing a series of dramatic historical vignettes and a self-referential finale scene that breaks the fourth wall.
However, this game is opposed to my personal play style. I play light and breezy, skimming text and rushing through. This game is designed for careful and studious play, with dense and obscure puzzles and the need for careful notes .
Overall, each of these games is getting better.
(Note: game contains some mild BDSM imagery)
This game is one of the most complex Twine games I've seen.
Rather than focusing on conversation and emotional choices as many Twine games do, this game focuses on inventory management and movement around an extensive map, similar to typical parser gameplay.
This allows for some truly clever puzzles, including a major twist that only occurs in some playthroughs.
Strongly recommended for people looking for old-school puzzles and fans of sci-fi stories about artificial intelligence.
StupidRPG is a long game, split up into several acts in multiple genres. It has a custom parser with hyperlink shortcuts, and uses quite a few tricks and techniques to spice up the visual presentation.
The biggest drawback to me is that the interface is clunky, which detracted from both my emotional investment and sense of interactivity. The game has a dungeon master that types slowly, leaving large spaces of time where you have to sit and wait for it to type out. You could leave, make a small sandwich, and come back before it finishes, sometimes. Also, the custom parser isn't up to the standards of, say, TADS or Inform 7, which caused some frustration.
The writing is amusing and the settings, especially later on, are imaginative, with puzzle mechanics involving multiple worlds. I just wish I didn't get so frustrated with the interface.