This is a great game concept that's well-executed. It's an Inform parser game with custom CSS to look like text messages. I've been interested in this concept for a while and had even made a draft once of the necessary JS/CSS, but my version looked bad and was buggy and deleted it. So seeing someone who achieved a complete and great-looking version of that concept is very nice!
You play as a random person who is getting texts from a friend. Your friend has broken into their ex's dorm room in an effort to get back a photo and to experience closure.
Technically, the game is very impressive. Besides the nice appearance, it also does some fun text stuff (like (Spoiler - click to show)drawing out the last letter of the name you inputted(Spoiler - click to show)).
Puzzle-wise, it's fairly light, focused on exploration without requiring you to use a ton of logic or calculation. I had to use one hint, as I had thought I investigated everything but missed a subobject I had seen early on.
Story-wise, I could identify with the themes of loss, snoopiness, and the realization that you didn't really know the other person.
The one caveat I had about the CSS/JS is that I sometimes had hiccups where I expected the texts to be done and started typing, not realizing there were more. There is a visual indicator (the flashing line), but it might have been nice to either add another indicator that more was coming (perhaps replacing the standard 'more' with '...') or just printing all texts at once, especially when using 'LOOK', which is the only place I had trouble.
Overall, I found the game was polished, descriptive, had interesting interactivity, was emotional resonant, and I might play it again.
There is a long history of using surreal, abstract worlds to describe relationships in interactive fiction, with Plotkin's game So Far coming to mind as an early example.
This game pushes that trend to its logical extreme. You are with a woman, walking through an abstract maze that is navigated by identifying three-dimensional solids (except (Spoiler - click to show)they're aren't really any of the options, making it guess and check) or picking out numbers in a pattern. The maze has a negative effect on those who guess wrong, (Spoiler - click to show)turning them into geometric solids.
Pseudavid is an accomplished Twine writer with an extensive back catalogue (I particularly recommend Master of the Land and The Good People). This game contains hints of those earlier games, but has reached such a level of abstraction that I honestly had trouble piecing out what was going on or making connections or 'aha' moments. In other words, this game was over my head.
+Polish: The game was very smooth
-Descriptiveness: It was quite vague. The writing is good when zoomed in but when zoomed out seems to lack content:
(Spoiler - click to show)Oh, still salty about it, aren't we? Of course you wouldn't forget it. So, what's the final tally? Very, very good! But not perfect. How should I take it?'
-Interactivity. The game is meant to be played once, but has pass/fail mechanics and inscrutable choices. I suppose winning may not be the point, but as its set up it seems to be a frustration simulator.
-Emotional impact: I bounced off hard
+Would I play again? The game suggests not to, so I won't, but naturally I'd be interested in seeing other paths.
I recently played through a game that used pedophilia for its shock factor, to show you just how bad the villains were. I mentioned in a review there how I dislike playing games that heavily feature pedophilia, regardless of the overlying message.
This game is similar, in that it uses something morally wrong (in this case, flagrant racism) to tell a a story. There are effective stories you can tell about racism, but this game uses unchallenged racist terms and ideas, leaving the player to make their own conclusions at the end.
I do believe the author intends this piece to have an overall anti-racist message. (spoiler for ending) (Spoiler - click to show)Your character turns out to be the true monster, and what seemed hideous monsters attacking him, saying things he couldn't understand, were soldiers of the race he hated. But that's only after we spent the rest of the game with characters saying things like (Spoiler - click to show)'all Asian women are ugly', 'mongoloids', 'sub-human'. It's like when an acquaintance repeatedly insults you but says 'just joking!', or back-handed compliments like 'I completely disagree with all your friends who say that you look like a hideous pile of cow pies'. It felt over the line, for me.
Overall, the game was polished. The only interactivity is choosing which memories to remember, and you don't have time to remember them all. I did experience an emotional reaction to the game.
When I play games, I immerse myself in the protagonist. And this is a protagonist I do not wish to identify with.
My 3 stars represents my overall rubric: polish, descriptiveness, and emotional impact.
This is a brief parser game where you play as a child's teddy bear who can walk around. Your goal is to defeat fears and gather friends.
The map is a bit complex in layout but small. Each friend requires a different method to find. A couple of the puzzles I found pretty clever; others were easy, and others I had to resort to a walkthrough for.
The implementation is a bit spotty; characters respond but they don't always make sense, and sometimes you might now the right action you need to do but not how to type it so the game understands it.
Overall, I think this was solid idea that needed more testing and polish. I didn't see any testers credited, which I think would have helped.
This is a pretty long game content-wise but pretty short choice-wise.
You are a new legal expert at a firm (I think?) and you're asked to look through evidence in an old case.
The case is described from beginning to end, primarily through PDF documentation that opens in another window. Your character can react to what they find, but opening and reading the documents is the main form of interaction, kind of like the more involved SCPs on the SCP wiki.
The game does touch an several important points in law like he said/she said and the balance between punishing the guilty and protecting the innocent.
I found the writing overall strong (with one caveat: I don't think the (Spoiler - click to show)child's writing is accurate. Children tend to use correct rules in the wrong places (like 'I goed to the store') instead of just having random misspellings (like 'I like stiks)). Characters were highly dramatized but were differentiated from each other.
The interaction style isn't what I usually go for in games, but it is what I like in SCPs and other collaborative static fiction sites. However, since I'm reviewing for an IF site, I'll stick with my usual rubric, for which I'd give this a 3.
This game is a polished Choicescript cat breeding simulator.
You have $10,000 and a small monthly income, and have the opportunity to buy several different varieties of pedigree cats while buying different supplies and living areas for the cats.
Simultaneously, you have to deal with a new disability, which costs money and takes up your time.
I had remembered hearing before that buying pedigree cats was unethical, and you should get them from pounds. But looking it up, it seems like the main reason people say that its bad is because they have puppy mills or cat mills where animals are stored in unhealthy conditions. Even 'backyard sellers' can be problematic, with one website offering these red flags:
(Spoiler - click to show)
-The seller has many types of purebreds or “designer” hybrid breeds being sold at less than six weeks old.
-Breeders who are reluctant to show potential customers the entire premises on which animals are being bred and kept.
-Breeders who don’t ask a lot of questions of potential buyers.
-No guarantees-responsible breeders make a commitment to take back the pet at anytime during the animal’s life, no matter the reason.
Anyway, the point of the long digression is that my character did none of these things; quite the opposite in fact! So I was happy to do some ethical cat breeding.
The biggest strength of the game is, absolutely, its cute cat pictures. I like cats, but I spend very little time looking up pet pics online and don't really feel interested in such pictures in general. But the cats in this game are very cute, especially since you follow their story.
There are also several romantic options. It was actually a bit too easy to romance people; I thought I was picking a 'be nice' option but my character ended up asking the person out.
Overall:
+Polish: The game was smooth and looked good.
+Descriptiveness: The game had plenty of detail.
+Interactivity: It was clear what different options I had and how it could affect my strategy, without being too easy
+Emotional impact: It was pretty cute
+Would I play again? Sure
This game is, as far as I can tell, written in a custom javascript engine, since you can see how its constructed in the JS and I don't think Dialog does that (but it feels like Inform or Dialog).
This is a pirate racing game with a multitude of different puzzles, some optional, including a maze, a crossword puzzle, traditional parser puzzles, directing people, shopping and economy, logic puzzles, etc.
The idea is that you are entering a racing competition with pirate ships and have 1 day to get and spend money and time to prepare your ship for the race. Then you enter a choice-based segment where you race, encountering various threats and making choices you don't know the consequences of ahead of time, like classic CYOA books.
I found the game overall enjoyable, but I felt like it was missing some key direction at various points. In the beginning, it wasn't clear what was desired or what was possible. Similarly, during the parser interlude in the race, it was unclear what form commands should take, and it was somewhat fussy overall.
That's my only real complaint with the game. Otherwise, it has excellent polish and a fun setting.
This is a choice game with some images and sound. In it, you play as a poor young thief whose father was the architect for Nero's palace. With the insight that gives to you, you decide to rob the place.
It seems that your choices matter quite a bit in this game. You can choose three different companions. My companion had a major effect on the story, so I can only imagine the other paths were very different. Also, the game referenced how I treated my companion and several other choices.
So there's a lot of replay value here, quality writing, good interactivity. There was some strong profanity and a few filthy-minded romans I met that put me off, so I don't plan on checking the other paths. I also learned some history from looking up things related to the game.
This game is meant to emulate an older teenager or young adult hopping on Discord and hanging out with friends by talking about a Japanese virtual idol group and making a wiki together.
The friendships in the game are uncomplicated and straightforwardly positive. All drama and tension come from the (Spoiler - click to show)abusive situation that the author finds themself in.
I feel like the representation of discord is accurate, and overall the writing was authentic.
The display was a bit puzzling; it's flat white text on a flat white background with no special styling or extra polish. The puzzling part is that one of the major focuses of the game is the protagonist's growth in the use of CSS, with the code listed in-game. Why not use CSS to make the game itself look fancier?
Finally, I feel a bit spoiled here, as one of my favorite games from last year (Lore Distance Relationship, which I voted for in several XYZZY awards) was also about fandoms and also treated the same real-life scenario (the authors are siblings). This game, while having emotional authenticity, doesn't have the same depth and polish of last year's game. But I am glad that both seem to be in a better situation.
This is a long Twine game that uses distorted sounds and AI-generated art to tell a story about a being in a world where astral projection is real. You discover in the first half of the game that (Spoiler - click to show)you are in a simulation of a universe that is roughly 9 simulations deep.
Much of the game is about gaining different versions of ascended consciousness, mixed with what I'd call 'stoner-dude' conversations with a lot of profanity and 'woah man!' type of interjections.
I liked the storyline, but didn't really care for our character, who had a lot of jerky options.
Overall, there was a high level of polish and descriptiveness and the interactivity worked for me. However, due to the dialog style I didn't really connect with the protagonist and don't think I'd replay.