This is a fantasy parser game where you play as a human/fox creature that can switch between forms at will. You are a guardian to a young human who has been captured and you have to rescue him.
Gameplay is centered on switching between forms to your advantage. This is done very well: your animal form can speak with other animals, has heightened senses and can fit into tight places, while your human form is stronger and can use tools.
The parser could use some work, and the opening scene is where it struggles the most. Going up or down gives a blank message, and trying to apply the bandages is really rough when it comes to guessing synonyms (things like PUT BANDAGES ON ____ don't work).
The cast of characters is described well, although the raiders stick out as weird (they use strong profanity, where the rest of the game is more at a YA level, and they seem fairly dumb). The animal characters are great.
This game features a hungry young protagonist in a wheelchair that explores a large world in Twine.
This game is very location-and-inventory based, with a large map (including an actual in-game map at one point) and several lock and key puzzles.
Gameplay consists of exploration, with special optional memories unlocked while a larger main storyline plays out.
Stylistically, it leaves many words uncapitalized and switches to different colors to signify different themes.
The story is a surreal religious horror where it's difficult to know what is real and what isn't. There is a large amount of imagery taken directly from the book of Revelations, and much of gameplay revolves around the fact that you are someone in a cult.
Overall, I found the surreal religious imagery to be effective. Many of the parts about wheelchair use seemed realistic based off of my experience with living with a wheelchair user for almost a decade (except getting through farmland!).
I appreciate the author leaving a lot up to imagination, using nuance and hiding behind symbolic imagery.
-Polish: There were noticeable typos. Everything else was great.
+Interactivity: The world map and the puzzles felt good.
+Descriptiveness: Very vivid writing, some of the most descriptive I've seen this comp.
+Emotional impact: I'm really into this stuff. It doesn't represent my worldview (I have a more hopeful interpretation of Revelations) but it lies in the intersection of my interests.
-Would I play again? It was pretty dark and I felt like I understood the message I was going to get, so I'm not sure I'll revisit.
This game feels like it would fit well in the early era of Twine. It's standard white text on black with blue hyperlinks, uses a couple text animations and has a standard branch and bottleneck structure with a sci fi or fantasy genre.
I like a lot of games like that (like Hunting Unicorn, for instance). This one turned out pretty well.
You play as a participant in creating sentient robots. You undergo questioning similar to a Turing test with your answers fed into the programming for a field of robots.
Later on, you encounter those robots, and must at a crucial moment conduct a Turing test.
I felt engaged with the story, and thought that the characters were vividly described. I felt like my choices mattered. I do think the game could use a little more polish, like a title screen or custom CSS or even some more callbacks to earlier choices. And while I liked it I don't think I'd replay it.
I was playing through all the IFComp games that are in inaccessible formats, and I thought I got them all. But then I saw this game and was surprised. This is a raw python file, and games like that almost never get reviews in the comps and tend to place lower down. As one of IFComp's most successful long term participants, Schultz would know it, which was my surprise.
But it's not always about crushing the competition, which is exactly the point of this game. You play as an adult who sees a kid playing tic tac toe. As a kid, you always had a 'draw' with other kids, and if they let you win, you got mad. But once, you won a game because the other player missed something, and you want to recreate that experience for the child.
I'll admit, I was mystified at first, and just played regular old tic tac toe games. It reminded me of Infinite Adventure in this comp, just repeating the same old interactions over and over (in this case, endless games of tic-tac-toe). But then I finally got it, and the game became a lot of fun. I first solved it the easiest way, and then I solved it the hardest way. I wasn't sure I had gotten everything, so I checked the walkthrough and saw I had done what was intended. I didn't go through and do all the other variations, because I felt satisfied.
This is a pretty small game, but:
+Polish: It was very polished
-Descriptive: There's some meaningful text trappings, but it's mostly a puzzle with some bare-bones story
+Interactivity: The puzzle was intriguing and thoughtful
+Emotional impact: I loved the motivation for the puzzle and enjoyed putting myself in the protagonist's shoes
+Would I play again? This was a very smooth experience.
Instead of giving a review, I'd like to give a description of my experience playing.
I start the game. I try 'X ME', and get the standard response ('As good looking as ever.'). I'm on an airplane with amnesia, no other flyers and the bathrooms blocked by doors. I find a few items and look around. I get stuck and look more, and find an object that only appears when you examine something twice.
I then get stuck, because I know I need to (Spoiler - click to show)break a keypad but I don't know how. I even try hitting it with (Spoiler - click to show)a pencil. I turn to the walkthrough: apparently I'm supposed to (Spoiler - click to show)hit the number 6 key, specifically, to break the keypad.
At this point, I realize I would never have figured this out. I turn to the walkthrough and start following it blindly. I go to a school with no connection to the last location, and apparently need to figure out that I need to (Spoiler - click to show)put a book from the airplane on a random lectern and then walk into it. I'm grateful for the walkthrough but after I escape the (Spoiler - click to show)complex plane the walkthrough breaks down, so it seems the author didn't test the walkthrough for this version of the game. I try exploring on my own but get nowhere. No testers are credited.
I would play this game again, but it needs a lot more polish, a lot of the descriptions are generic ('The barren hallway continues from north to south, and it turns to the east'), and the interactivity didn't work for me, leading to less of an emotional impact. This means I'm giving 1 star, although this game works reasonably well and probably took a lot more work than some other shorter games in the comp. It's just that according to my usual criteria it would only receive 1 star, and I'd like to be consistent.
I think the author could make an incredible game if they had a longer testing period with many testers, including some familiar with what's possible in parser games.
This is Wonaglot's third IFComp game, the other two being the well-received Dungeon Detective games, both placing in the top 15 and both receiving XYZZY award nominations.
Mystery is one of my favorite genres, so I was excited to see a new mystery game by Wonaglot. Surprisingly, this one is a Quest-based mystery. Quest is a parser system that, like similar systems such as ADRIFT, provides a simple and intuitive system for making parser games with less overhead than Inform but a little less robustness.
The storyline is that you are an engineer with a set of special masks, asked to investigate a murder on a large private ship. This is a long game, the longest I've played so far in the comp.
This game has great concepts and could be described as ambitious. It has many NPCs spread out over dozens of rooms. The PCs respond to conversational topics and items shown and can move from room to room. There are multiple mysteries to solve, multiple subquests, and magic involved. There is even some animation involved. Perhaps most ambitious, there are 4 masks you can wear that affect how others see you and treat you, changing conversations.
While I completed the game and found it overall satisfying, the implementation wore thin in several places. The mask system was not intuitive; it was hard to figure out what effect each mask would have, and the first NPC I saw didn't react to it at all. In the end, the masks systems ends up pretty inconsistent; sometimes it changes what actions you can take; sometimes it changes a couple of lines of text in dialogue; sometimes it adds flavor text to room descriptions. It was difficult to make plans and execute them with the masks.
Similarly, the NPCs had so many different ways to interact with them (showing them things, asking about topics, and TALKing to) that most interactions ended up being not coded in at all, leading to a lot of 'I don't know anything about that,' a problem common to many parser mysteries.
And in the endings I got, it lists what happened to everyone, with a few saying 'you should have interacted with so and so more' when I had gotten to what seemed like the end of their quest, while people I didn't interact much with got a bigger ending.
I'm not sure that all of this could be or should be changed, though. In a recent game I wrote, I spent months writing out every possible response for every object, but all feedback I received about that was that the text seemed generic and bland (since writing 100s of lines gets repetitive). So leaving the player to only find the few key lines of text isn't a bad alternative. But in the end, I wished for more smoothness and understandability, especially for the mask system.
Overall:
-Polish
+Descriptiveness
-Interactivity
+Emotional impact
+I would play again
This is a 2-player Twine game. Every time you make a decision, you are given a code, and asked for the code of your partner. This means you could play side by side or (as I did) messaging back and forth with people. I played once as each faction and am playing again with another person.
I never play IF with others, except at the Seattle IF Meetup, but I was able to find some great people on intfiction to message back and forth. It took a while to nail down transmitting codes but then proceeded pretty well. There are only about 10 or so choices so the game is pretty fast, although there is a lot of text per each early choice.
Story wise, it reminded me of the faux-historical games from Choice of Games (like The Eagle's Heir). You play either as the first (and last) newly-made dictator of an idealistic socialist republic or as the king's general who is coming to crush the rebellious city.
Choices definitely matter here, with different branches by one character giving different branches for another. They tend to share many features in common (so it's not a Time Cave wildly branching structure) but it includes different locations, choices for death and violence or peace, etc.
I found it fun and effective, and I didn't expect that to happen. There was one or two typos, but overall it's fairly polished.
I rate games on the following scale, which can give a high score even to relatively short games like this one:
+Polish
+Descriptiveness
+Interactivity
+Emotional Impact (I didn't get completely drawn in, but I did roleplay as my character and was able to be drawn into how they would react)
+Would I play again? I already have several times
I enjoyed Matthew Warner's last IFComp game, Tombs and Mummies, but I think this represents a substantial upgrade. The author makes excellent use of the Adventuron engine here and I had little trouble with the parser itself.
You play as a man in a shelter that survivors of two apocalypses have constructed. Outside roam the infected weremen. Inside, your wife is about to have a baby, but she needs a c-section, and the only person who can help you is someone not likely to want to do so.
This game is Cruel on the Zarfian scale. It is very easy to unknowingly lock yourself out of victory. It also includes some randomized combat, although there are ways to fix anything that goes wrong.
There is a timer going on, so you can't dilly-dally too long.
A lot of puzzles have a riddle-like or crowssword-puzzle-like quality, like unscrambling words, remembering famous pop-culture numbers, or navigating a maze.
I beat about 60% of the game, but I had missed a major component early on and couldn't figure out why I always ran out of time. The walkthrough helped me through that.
Once you know the codes replay is faster, so it's not too bad to retry if you die.
Overall:
+Polish: Very smooth. This is Adventuron at its best implementation-wise, I think.
+Descriptiveness: It was very descriptive.
-Interactivity: I like the game, but fiddling with the doors and equipment and doing the unscrambling puzzle weren't really my cup of tea (although the unscrambled messages were funny!)
+Emotional impact: I think the game may overreach at times in the emotional effect it's going for, by relying on a selfless choice as the main thrust but requiring that selfless choice to proceed. Still, I found the story interesting.
+Would I play again? Yes, after I've had some time to forget the puzzles.
One of the games I've put the most hours to in the last few years is a lesser-known Hearthstone clone called Plants vs Zombies Heroes. It's the only card game app I've played, but it has a lot of features in common (I've heard) with the other big ones like Hearthstone.
So that's my basis of comparison.
This is an Online unity game. The download is a webpage with a redirect to the online play. Starting play has a lot of download bars as various things load. It has an opening movie cinematic with voice acting. After that, there is something of a tutorial, and then it opens up.
The main idea is that you open packs that contain cards or gold or other things, then you assemble a deck. You then play different levels or (eventually, but not now, I think) PvP. During gameplay, you have three keepers that generate points to buy cards with or attack (but not both). Keepers that get to 0 hp are taken out of play, same as for enemies.
Overall, this game is, to me, a mismatch for the comp. The spirit of the competition has generally been that you provide a complete gaming experience which can be archived and stay free forever, with possibly a better version released later for money (like Scarlet Sails). The two hour rule is there to encourage games to be substantially completable in two hours.
Neither rule is hard or fast; there have been games in the past which could not be archived (like Paradise, a text MMO game that was like a reinvented MUD) and the winners each year tend to take over two hours. But it's a bit odd to see a game like this which has different quests which can only be played once every 28 days (!) and has a cash shop with items up to $10.99 (none of which seem to be needed for progression).
I played the first two levels of the main game, but it seemed like GUI-based combat is the main thrust of the game with little text. Compared to Jared Jackson's Tragic from last year, it has much less of a strong storyline).
I don't generally include UI in reviewing, but it's an important part of this game. This UI could use a lot of tweaking; it popped up for me far too large for the screen. I think it told me to use CTRL+'-' and CTRL+'+' to adjust it, but I couldn't tell because I couldn't see. When I did get it to fit, it was usually too small to see, in a small rectangle with a blank white border around it. When opening packs, you had to slide a key from left to right. The interaction felt off; I think it was missing some kind of subtle highlighting when hovering over the key or inertia when sliding it. And you had to repeat it 30+ times in a row, making it kind of slow. The tutorial explains stats, but in-combat it's hard to remember; having hovering tool tips would be better.
Overall, this feels like an open beta for a commercial F2P/IAP game, which is why I provided the feedback above.
For my IF ratings:
-Polish: The game could use some tinkering with, as described above. I saw a couple typos, too, in the main story text, but I can't remember where.
-Descriptiveness: Most of the 'flavor' is communicated through images rather than text.
-Interactivity: It was difficult to figure out combat; all the mechanics were thrown at once instead of introduced one at a time, and complex opening and deck-creating had to be done before fighting. I prefer the tutorial of PVZ heroes, which has ultra-simplified combat happening first with a pre-made deck, then slightly more complex battle, then adding just a few cards to your pre-made deck.
-Emotional impact: I was too lost to get deeply involved in the story.
-Would I play again? Not without significant changes.
The scale I use doesn't really apply to this game; as a card game I'd probably give it 3/5. But I'll use my IF scale on this website for consistency.
Note that this was just my personal experience; others may have wildly different reactions to the game!
This game defied many of the categories I tried to put it in. It looked like a parser game, Adventuron specifically, but appears to be custom written.
You walk around with on-screen arrow keys and a menu of verbs you can apply to your inventory or things around you, kind of like old Lucasarts games.
There are a variety of items, and a variety of people you can help.
On one hand, the programming is very impressive and the game looks well-done. On the other hand, it often contradicts itself. It will say 'there is a flier here you can take' but if you click TAKE nothing happens. It will say 'the frog leaves' but then the frog is still there. I was able to complete the game, and found it humorous, but I think that this could have received even more testing. For me, I like to spend 50% or more of my development time for parser games in testing alone, and for choice maybe 10-20% at least.
This game had heart to me, and it was polished and I might play again, so I'm giving it 3 stars. If the bugs were fixed I'd make it 4.