This is a quite long Twine game about preparing for and fighting in a cyborg boxing tournament.
It comes with custom images, styling and animations, mostly health bars moving up and down and some neater tricks near the end. It has music as well by a person called gigakoops which is pretty good.
The story is about a down-and-out boxer with a loved one needing medical attention. You, the boxer, get some aid from an old man in a run-down gym. Together you train for the big day when the tournament will begin.
Writing-wise, it's a competent and engaging blend of inspiration boxing movie and cyberpunk.
Choice-wise, I was a bit frustrated at first because so many choices were like 'yes', 'yes, but phrased differently', and 'yes, but even another way', with no 'no' in sight. I felt railroaded quite a bit at different times.
There is one major choice, which is which of three stats to focus on. This primarily comes into play late in the game, where high stats unlocking different paths.
The game has some nice narrative swerves, although one of the biggest ones was a double-swerve I didn't see coming. Also, norse mythology ties into the game more and more as the game continues.
Overall, here's what I think:
+Polish: The game is smooth and polished. There were a couple of bugs (my mom was referred to as 'he', and I almost clicked the 'restart' button because the menu moves up and down) but otherwise quite good for such a complex game.
+Descriptiveness: The descriptions were vivid.
-Interactivity: It pulled together at the end, but I felt confined for too much of the game.
+Emotional impact: I was into the story.
+Would I play again? Yeah, I'd like to see other paths.
This was a game of big contrasts for me. There were parts of it that were phenomenal and parts I struggled with.
This is a story about a young girl alone at home whose father is outside, texting her to let him in. The problem is, though, that her father was in the study just a little while ago.
I loved the writing in this. Vivid and surreal images mixed together for a very creepy feel. It reminded me of some goosebumps stories when I was younger, like the one where the dad was a plant scientist.
I love horror and find this writing style to be very enjoyable, so I'd definitely like to see more games from this author.
This fantasy twine game is modeled on Shakespeare's language and style of writing, and deals with bandits in search of a temple with a hidden treasure.
The story has some fascinating elements of time travel and Pictish culture, of which I learned many new things (one I didn't fully learn was the other name for Picts, and so I haven't used it here as I've forgot it).
There are some interesting mechanics, such as a variable amount of gold that you can bribe someone with, with varying results. The styling looks quite nice.
I didn't feel completely drawn into the game, for whatever reason. Partially it might be because some of the language was off, like using 'thy' as a subject or the '-st' suffix for the third person tense. I enjoy Shakespeare quite a bit too, and I feel it could have been a little closer.
Overall, though, the game feels quite polished and I expect that I would enjoy further works by this author.
Out of the many wordplay games Andrew Schultz has made, the anagram ones are perhaps my favorites (along with Threediopolis). I feel like coming up with anagrams is hard enough to be fun but easy enough not to be overwhelming or send me to hints or online solvers right away.
This is a compact game, set on a circle (or torus) with 7 different locations. Each one is solvable through an anagram.
After that, there is a motion puzzle that is a little tricky to solve. What is going on, exactly? Well, it seems like they want you to (strong spoilers without an explicit solution) (Spoiler - click to show)visit every square of the torus, never moving more than half its length at once, and varying your steps somewhat.
It took me quite a while to figure out what was wanted here, as I kept finding solutions deemed 'too easy'.
Overall, I'd say this is a fairly challenging game, and definitely one not to miss for fans of the first two, longer games.
This author has a history of making highly-polished twine games with complex and robust systems.
This game is no exception. You play as a recently-reanimated skeleton in pieces, and have the capability of moving each piece independently.
The map is constrained at first but then slowly opens up in manageable pieces.
The complexity is quite high; you can play as your self, detach your parts and play as them, and command another character as well. There is an inventory which allows you to both use items on things in the room and to combine items together.
The story is light comedic fantasy with dramatic elements (maybe Polonius would call it tragical-comical-fantastical-dramatic). The light-heartedness is connected to gameplay as well, which lets you face certain scenes over and over if needed to give you time to think of a solution.
The complex nature of the inventory and pc-changing system proved pretty hard for me. A couple of times, I had the right idea for the solution, but didn't know how to implement it. As an example (major spoilers for kitchen puzzle), I knew that (Spoiler - click to show)the peppers were bad for the dog, so I tried to pick up my arm and the peppers and combine them to rub them on it. Then I tried dropping the arm while holding the peppers. I tried talking to the cook, but didn't realize I could switch characters while talking, and there is a later similar puzzle which doesn't allow character switching during a short scripted scene. These kinds of issues with playing are normal for me with parser games, but Twine games rarely reach such a level of complexity. Overall, I found it challenging in a good way, and can heartily recommend it (and need to remember to nominate it for some XYZZY awards next year).
This is a one-room parser game with a lot of little and big gags in it. You are an insurance salesman waiting for a noble Baroness to arrive to sell insurance too.
In the meantime, though, several mishaps occur, each more ridiculous than the last.
Like others, I found the ending abrupt and thought there might be more. Decompiling the source code, I could find no solution to (Spoiler - click to show)the burning curtains, while at least one other reviewer found that reaching the part of the game with more points gave an alternate ending.
Our male character has a sexual fixation with the baroness, and it crops up enough that I personally found it annoying, as I don't associate such material with positive feelings.
Overall, the comedic timing was well-done, and outside of the ending I found the puzzles not too hard and also engaging.
This is a Bitsy game with 6 different main paths. Bitsy is a visual equivalent to Twine, using simple graphics and arrow keys, although this particular game has some more elaborate images.
Instead of moving a character like most Bitsy games, you navigate a conversation menu. It's a rainy day, and you walk in to see an old friend you haven't seen through years. Different conversations seem to give completely different friends; or do they? There's another thread at the end which is interesting.
Overall, I found this game polished, descriptive, and the interactivity matched its length. I don't think I'd play it again, but it was emotionally interesting to me.
This game reminds me of what you'd get if you mixed the 'buddies' movies (like Space Buddies) with Secret Life of Pets and Sherlock Holmes but both characters are Watson.
You are a dog on a leash. You like you're owner, but don't want to be on a leash. You escape, and eventually find another dog.
Then the game opens up into a huge map, with I swear 30+ locations. Many farcical situations arise, including things like kick-flips, ollies, pretending to be a dog mannequin, wearing a dog bow-tie, and an enormous chunk at the end where you (Spoiler - click to show)stop a burglary of a museum.
It's a very long Adventuron game, one of the most complex I've seen. It's charming and funny.
My biggest sticking point was just not knowing what to do. Different IF communities have different conventions on what's considered 'fair play'. Most games I spend a lot of time around with (like old IFComp games) tend to only use standard verbs or verbs directly mentioned in the text. In this game, I had to fiddle around for a while, especially with an embarrassingly long 20 minute session I had trying to solve the first puzzle. I didn't want to resort to hints, but after that, I used them copiously.
I especially used hints later on because the game often sets up and plays out hilariously funny scenes but with little motivation. As a hypothetical example (not in the game), it'd be like hearing an alien is attacking the city, and then you see a line of dominos leading into an alleyway. Pushing the dominoes would tumble them down, and then you'd discover there's a giant cannon in the alleyway which the dominos trigger, shooting and defeating the alien. This is an absurd example not in the game, but illustrates the kind of logic: it makes sense in hindsight, but otherwise it's kind of hard to guess that you need to do it.
This is a common issue with humor games, where you have to balance player participation with setting up good punchlines. For my part, I enjoyed the humor and am willing to sacrifice a little agency for it.
I did experience one difficult bug, near the end. When I had succeeded in the biggest task of the game, (Spoiler - click to show)foiling the robbery, I dragged the robber out of the water and tried to lead the police to the museum. I got lost though and accidentally re-triggered the water scene in an infinite loop. I got out of the infinite loop by reloading my browser window, which took me back to my previous turn, and going a different direction.
Overall, a fun romp, one of the most enjoyable long Adventuron games, and highly recommended.
This game manages to strike a fine balance between puzzle and story, giving fairly easy puzzles with a lot of 'oh, I know where this goes but I can't use it yet' moments. It reminds me of Ryan Veeder's work in that way.
This game is a mashup of many fairytales, including the 'three brothers' theme, three challenges, and stories like Snow White, Rapunzel, the musicians of Bremen, and many of the lesser-known Grimm's Fairytales.
It decides to show the darker side of many of these, with the darkest presented as exactly in the books. One lean I felt uncomfortable with was (Spoiler - click to show)the option to marry a prepubescent girl, but after reading the notes and remembering the original tales there's a good chance that was in the original stories.
The game has an interesting relationship between the player, narrator and player character, with a lot of dramatic irony (in the original sense of the audience knowing what's going on without the character doing so). This thing has been done before, but rarely in such a polished and enjoyable game.
Overall, the game feels effortlessly fun, but a great deal of work must have happened underneath to make this happen. Puzzles give you increasingly strong hints if you are stuck, a feature found in games like Coloratura and part of my own philosophy.
Large text dumps are fairly common, but read easily and are mostly based on the fairy tales.
I can strongly recommend this game, and enjoyed it quite a bit, perhaps the most I've enjoyed an IF this year.
This is a long Twine game about a young woman who's had a very difficult life finding her younger brother being sucked into a mysterious portal by a dark creature.
Following her brother, she enters a mysterious world filled with destruction and many malevolent entities. Her brother's life is at stake, and there's not much time left.
As the author puts it, this is a narrative-focused game and eschews large-scale branching, but manages to find numerous ways to test the player.
Puzzles come in two varieties: riddles, which are either type-in or choice-based from a huge list of options; and using a color-based system where some colors in the game always signify the same thing (kind of like (Spoiler - click to show)circles in Sorcery 2).
Overall, the writing is earnest and deals with a lot of childhood trauma. Emotions are plainly spelled out, and overall it reminds me a bit of Steven Universe (crying breakfast friends) or She-ra in terms of the emotional notes it reaches for. The emotions didn't land quite as effectively for me as in those two examples, though.
There were some unusual word choices in the game that were jarring, like using the phrase 'he was made into a room' instead of 'he went into a room'. It could be cleaned up a little bit grammar-wise; I would give it 4 stars if that happened.
Overall, I felt like it was a worthwhile investment of time, and I was glad to play it. I've enjoyed the author's other games and hope that they continue the trend of releasing fun and meaningful games.