Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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Black Knife Dungeon, by Arthur DiBianca
4 of 4 people found the following review helpful:
A rogue-like test battle game with randomization and attention to detail, August 6, 2021
Related reviews: about 2 hours

Arthur DiBianca has explored the creative space available for limited parsers for many years now. The sheer number of puzzles he has come up with for things like directional commands (Inside the Facility), wordplay (Sage Sanctum Scramble) and just poking a box (Grandma Bethlinda's Variety Box) is impressive.

Here, we play as an adventurer in a small town where you can buy equipment, hang out at the tavern, or head down to the dungeon where you have a limited amount of time to battle and find loot. Dungeon verbs are limited to skipping the current battle, fighting, and searching, with extra fighting commands added later. It's really interesting contrasting this with the games of Paul Panks, exemplified by Westfront PC and lampooned in Endless, Nameless, where he always had a cookie-cutter village with a 3 or 4-room tavern, church, etc. and forest full of monsters. Those games were filled with a lot of cruft, while this game cuts all of that out to its bare minimum functionality.

This game is more or less an RPG or roguelike, and it has a 'grind' and RNG that sets it apart from his other games. Is this successful?

Here's my 5-point rating scale:

+Polish: The game is very smooth. Arthur's limited vocabulary allows for intense polishing on what remains, and the game feels completely smooth and operational.
+Descriptiveness: There's a clever mechanic where monsters came in 2 (and later, three) variants that differ from each other by just a small word or two. Only by careful experimentation can you distinguish which monsters are 'safe'. I feel like these constraints led to vivid descriptions since there had to be a lot of detail for the differences to be lost in.
+Interactivity: So this could go either way for most people. I grew up playing games like FFV (on an emulator with a fan translation) with my head down on a desk reading a book while I moved the arrow keys left and right, grinding encounters. To me, that was the quintessential RPG experience. This game also has a lot of grinds that can become tedious. For me, I was interested enough in seeing a little number on the screen go up; others may not be. More seriously, I had to battle the RNG on several occasions, especially the final boss, where I ended up manipulating UNDO to try and get a favorable combination. In the end, it turned out I had a misconception about the boss, and so my UNDO was unnecessary, but I did use UNDO for some of the final achievements which, unlike past DiBianca games, were less about showing extra skill and more about extreme patience with RNG.
+Emotional impact: For me, this game hit a spot of nostalgia. Otherwise, I probably would have felt distanced a bit by the 'where's Waldo' system, treating words as puzzles themselves rather than
descriptors.
-Would I play again? For me, the big draw in replaying an RPG is trying it with a different character class or setup or seeing what different random drops you can get. You can't really get that here, because you can only get to the final boss after thoroughly plumbing everything the game contains; there's no remaining mystery and only 1 'anointed path'.

Overall, though, I feel confident recommending this to others and consider it one of the best games in a year that's already had some great competitions.

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For All The Saints Who From Their Labours Rest, by James Chew, Failbetter Games
1 of 1 people found the following review helpful:
Discover the secrets of a new saint caught between Hell and the Church, August 4, 2021
Related reviews: about 2 hours

This is one of Fallen London's Exceptional Stories that gets recommended a lot.

Exceptional Stories are IAP's for the main Fallen London game. Each is its own self-contained story and usually comes with a reward worth 62.50 in in-game money, which is a lot for new players and a moderate amount for endgame players.

In this setting, Hell is next to Fallen London (although it's not quite the Hell of classic Christianity and the devils are not more evil than others in this setting). The Church of England still exists but has adapted to deal with these changes.

This story concerns a new Saint which is appearing in different texts. You have to help an eager deacon to hunt down where this info on the saint is appearing from and deal with his leaning between the Church and Hell.

The highlight of this is probably taking a train down to the Marigold station (the last stop before Hell, and something you can reach on your own very late in the game by becoming a railroad baron) to see about this Saint for yourself.

The very good exceptional stories coming out recently mean that this one doesn't quite live up to their standard, but it was still very polished descriptive, and with some great payoff moments. I would consider it to be one of the better exceptional stories.

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Snowhaven, by Tristin Grizel Dean
3 of 3 people found the following review helpful:
A cozy (or sad) wilderness parser game with graphics and sound, August 3, 2021
Related reviews: 15-30 minutes

This was a truly pleasant game to play. The art was very lovely, reminding me of a more advanced version of the art in Laura Knauth's Winter Wonderland.

This is written in Adventuron, and has a few 'modes', including a cozy one and a sad one. I played both of those.

The game has its own internal logic that doesn't correspond 100% to standard interactive fiction tropes. For instance, a few puzzles require that you type the desired result without detailing the physical actions that prompt that result (an example, not in the game, would be like saying 'go golfing' instead of 'hit ball').

Because of that, I got stuck a bit, but I noticed that the many other people who played seemed to get by without asking for hints online, so I persevered. Overall, I enjoyed the atmosphere of this game the most out of this comp, and think this is an outstanding use of Adventuron.

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Gruesome, by Robin Johnson
4 of 4 people found the following review helpful:
A classic adventure from the grue's perspective, August 3, 2021
Related reviews: about 2 hours

I beta tested this game.

This game is written using the author's own Versificator system, an excellent system built up over many years.

In it, you play as a Grue in a classic adventure. However, you have no interest in murdering adventurers. But you do want to get them out!

The game reverses several parts of classic adventures. Instead of mazes, you move through orderly access tunnels. Instead of finding light sources, you find ways to dim light.

This is a clever reversal and a fun way to play.

The only thing I had trouble with was the overall main mechanic of rescuing adventurers. The puzzle structure is organized in a way where it's hard to know you're making progress until you've figured the whole thing out. But that's mostly a personal reaction and may not apply to others.

I also played this as part of the Seattle IF Meetup and think it's appropriate for group play. We all had a lot of fun!

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Waiting for the Day Train, by Dee Cooke
2 of 2 people found the following review helpful:
A pleasant game about reaching a train. Has two perspectives, August 3, 2021
Related reviews: 15-30 minutes

This game opens with a spooky pixel art world and story, then transitions to a generally pleasant, somewhat magical real life world with photographs.

It has 3-5 puzzles. All are simple, and most are well-clued. One involving a fish felt a little arbitrary to me, but overall it was nice.

The game felt smooth and polished. The writing gives hints of interesting worldbuilding. Overall, like others have noted, the game feels a bit disconnected between its two sides, but both sides are individually well put-together.

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Daddy's Birthday, by Jonathan8
3 of 3 people found the following review helpful:
A cute little birthday game written by a kid, August 3, 2021
Related reviews: less than 15 minutes

This game was co-written by an 8-year-old girl and her father. Having a kid around that age that I've made IF games with, I completely enjoyed this game and thought it was cute.

I never had any problems with the parser, and I think the young author's fresh perspective allowed some surprising responses that weren't in the norm.

The 'puzzles' were simple to follow and interactivity flowed well.

Overall, a very pleasant little game. Very small, and very fun; what a nice experience for a family team.

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Return to the Stars, by Adrian Welcker
2 of 2 people found the following review helpful:
A science fiction prison break game, August 3, 2021
Related reviews: about 1 hour

This game is the author's first game, which is surprising considering the level of detail and programming in the game, although there are a few bugs.

This game features a prison break from an alien base. For some reason (never explained in-game), your captors disappear and you have to shut everything down.

The puzzles are a mixed bag. A lot make sense, a lot are fun, sometimes the two groups aren't the same (I enjoyed a language code puzzle that had simple, nearby hints involving interaction, but later everything was in English). Occasionally solutions seemed really obscure.

The coding needed a bit more synonyms. For instance, late in the game there are buttons that have names, but saying PUSH [Button name] doesn't work. Instead, you have to say the action that they perform (this example isn't in the game, but it would be like having a button saying lights where 'push lights button' doesn't work but 'turn on lights' does). A couple of other inconsistencies with synonyms was probably the major fault of the game.

Story-wise, I feel like it omitted some major features, but what's here is okay. It has some pretty strong gore at one point.

As a game, it's okay. As an author's first game, it's much better than most, and I'd expect the now-experienced author to be capable of making very good games in the future.

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Fivebyfivia Delenda Est, by Andrew Schultz
4 of 4 people found the following review helpful:
A bite-sized chess puzzle, August 3, 2021
Related reviews: 15-30 minutes

I generally enjoy games by Andrew Schultz, and this was no exception.

It's a small game on a 5x5 chess square with a few short chess puzzles. Using knight moves, you must move around the board to achieve your goals.

+Polish: The game was very smooth. I kept trying to type SUMMON instead of CALL but that's entirely on me.
+Descriptive: I actually like the writing in this more than almost all other Schultz games. It goes in a different direction and I like it.
+Interactivity: The puzzles appealed to me.
+Emotional impact: Genuine enjoyment counts as an emotion, right?
+Would I play it again? Yes, I found it satisfying.

I don't everyone would like this all the time, but I think some people would like this some of the time. If you'd like a brief logic-based brainteaser that wraps itself up nicely, try it out.

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Foreign Soil, by Olaf Nowacki
6 of 6 people found the following review helpful:
A space colonization parser game with a fun opening sequence, August 3, 2021
Related reviews: 15-30 minutes

I remembered this game when I played it during the competition, but I couldn't remember where. Was I a beta tester? No, I wasn't in the credits.

Then I remembered that this was entered into Introcomp! The author has certainly improved the game since then. Back then, it only had the opening and then an empty crater.

This game has you play as a colonist arriving on a planet. The opening sequence is pretty brilliant, similar to the Ian Finley game Gris et Jaune. Unfortunately for both games, they get a little buggy later.

This game has few big bugs in it, like if you type REMOVE [something] it gives an error message with a space missing.

The game is ambitious, though; even though it's not super long, it has changing time, major modifications to locations, an autonomous NPC, and a (Spoiler - click to show)change in perspective.

If the bugs were fixed, I would give this game a 4 or 5, and I think the author didn't something great and should continue coding.

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Danny Dipstick, by Garry Francis
3 of 3 people found the following review helpful:
Pick-up artist training simulator as a small parser game , August 3, 2021
Related reviews: 15-30 minutes

Danny Dipstick is a compact, polished puzzle game where you play as an uncharismatic man who is desperate to get a girl's phone number.

This game is based off on an older game by a different author. Much of my reaction to this game is based on my feelings about this variant of date culture in general, and may not reflect the author's own attitudes.

In my opinion, the central tenets of this game (that being able to easily persuade women to date you is desirable, that the barriers between you and 'random woman you just met' are all superficial things like appearance that can be easily corrected, etc.) do not hold up. In the past, almost all people met their partners through mutual friends, and now according to modern research the internet is even more common. For me, Danny's story didn't seem authentic and didn't resonate with me.

Like someone else mentioned, the depiction of the store clerk seemed inauthentic as well. He's described as scrawny, undernourished, with an almost unintelligible accent. According to statistics, the median Indian household is much wealthier than the median white household, and English is a first language for many in India. This corresponds with my own experience; in Texas, where I live, a huge chunk of my everyday coworkers and friends are Indian, and almost half of my wealthy tutoring clients are Indian. I'm sure scrawny, undernourished, unintelligible Indian people exist, but they're certainly outliers.

Mechanically, I was really pleased with the compact puzzles and their unity of purpose. The puzzles were simple but it contributed to the overall feel of the game.

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