In this game, you play as someone awoken from cryosleep near the end of a long journey when your spaceship encounters an alien vessel. You'll have to explore the vessel with your helpful artificial intelligence unit Io, discovering its origin and purpose and encountering some bizarre alien technology on the way.
I'm not sure where to rate this, so I'll use my 5 point scale:
+Polish: I've read reviews of the earlier versions, and it seems like the Inform version dealt with most of the issues. I definitely would consider this more polished and bug-free than most games I play. Most standard responses have been replaced, most error messages are helpful, and command suggestions are frequently handed out. The game includes complicated containers, text typing into various interfaces, talkative NPCs, etc.
+Descriptiveness: A lot of the text is vivid. The author is clearly enthusiastic about space and I think it pays off. I was able to get a clear visual idea of each room.
+Interactivity: I admit I liked the puzzles. Many recent old-school games I've tried haven't appealed to me, but this is more of a light Infocom style than the more difficult British games. There's a bit more hand holding than Infocom but I appreciate that as someone who prefers lighter puzzles. I did get stuck a couple of times and had to request help.
+Emotional impact: The storyline itself didn't grab me but my natural curiosity and interest in the setting and exploration was satisfied. I felt like there was always something to work on and overall found it similar to a crossword puzzle in satisfaction.
?Would I play it again? I'm torn. On the one hand, I don't think this will become a long-term favorite. On the other hand, it has a pleasant compactness and unity that I could see myself coming back to in the future, especially if there were a sequel (which the name suggests). So I'll award a point here.
To me this game compares most directly with Hugo Labrande's Tristam Island and Marco Innocenti's Andromeda games. They all have a fairly similar style of 'retro aesthetic with modern affordances', a playtime of several hours, and availability on multiple platforms.
I think this game succeeds in its apparent goal, which is to create a product that people who played adventure games in the 80's will recognize and enjoy. The availability on multiple retro platforms definitely helps with that feel. (I'm making guesses here since I didn't play IF until 2010).
There are two types of authors when it comes to feedback: growth-minded authors and marketing authors. Growth-minded authors are looking for ways to improve and eager to find flaws in their products, while marketing authors are hoping to make more sales/move more product and don't want anything negative.
Competition authors are usually growth-minded, but since this is a commercial game I don't know which type this author is, so I'll put the 'growth' comments in spoilers which can be ignored if not desired:
(Spoiler - click to show)Jon Ingold, a two-time XYZZY winning author and head of the Inkle company said recently that the PC should never take action that isn't somehow the direct result of a player's choice, and I think that's true. Too often our character here does something without input, like the data hub; we're told 'it's not powered on, so you decide not to put anything on it'. It just feels weird. I can think of more examples if you like.
(Spoiler - click to show)Also, IO provides very useful information but talking again just says you can't think of anything to talk about. Again it's
kind of making the decision for you, but more importantly it's hard to get the information again. It'd be nice if IO would summarize for you or if there was another way to repeat that information.
I generally enjoyed the first time I played through this game. It seemed like a twine game with a visual novel-type structure, with a few major choices (mostly what to study and who to romance), a lot of time skipping, and, for some reason, a lot of 'keep doing this or stop now' options. I thought it was okay.
But then it looped for the first time, and I was hooked. This is a game about living many, many lives. The author has a great trick for nudging the player forward while making them think it was their cleverness that got them that far all along.
I played through 7 or more times until I got an ending I really liked, but there's a lot more out there to discover. This is a game offering what feels like real agency (even if a lot of it is smoke and mirrors, where the game puts you into the 'best' options after time) and memorable characters.
I saw this game on several 'best of' lists, both on here and on itch.io, and it definitely lives up to it.
One of the biggest reasons I enjoy amateur fiction online is that when someone writes it's like they share a piece of their soul with you, the reader, and I definitely felt that in this game.
In 5 chapters of varying lengths, you play a young woman who is texting her friends near the end of senior year, arranging an event.
The game makes copious use of styling and external links, most of which are to different songs. I actually like a lot of them; like the main character, I am into cringy melodramatic teen pop songs and movie/musical music (as a kid, I loved Total Eclipse of the Heart and Don't Cry for Me Argentina). Some I might listen to again.
The game has a definite sense of place, person and presence. It treats a heavy topic, so definitely check the warnings if you think there could be problems. Overall it was a sweet experience that resonated with my inner teen, led me to some enjoyable music and impressed me with its visual appeal.
This is an Exceptional Story for Fallen London. In this exceptional story, you are drawn into the story of a scientist experimenting with the rubbery form. This draws unwanted attention for them, and you have to track them down.
There's plenty of new background material for rubbery men here. Rubbery men in general have always served as a sort of allegory for different types of discrimination, although they are also used just as an example of 'cool weird being'. This story stands in stark contrast to their more recent 'advances' in Fallen London society, where a rubbery man ran for mayor, several have nice stalls at the bone market, and options to be violent towards rubbery men have been reduced, all seemingly stepping away from the 'rubbery men represent oppressed minorities'.
This story emphasizes the 'otherness' of rubbery men. They stink, they gurgle horribly, you feel uneasy around them. It felt weird to me, to be honest.
The main story has some surprises I won't go into, but much of your time is spent in a kind of homeless rubbery camp under a railway bridge. The mechanics here are unusual but work once you experiment for a while with passing time. You learn more about the rubberies and their ancient ancestry, and have a difficult choice to make at the end.
Overall, the writing and mechanics here are interesting, but a few things took me out of the story, such as the more grim depiction of rubbery men.
This game is complex and rich for a small game written for a jam. You are a djinn and have the power to APPRAISE objects to see what they're made of, then to SWAP similar objects.
John Evans used to write games with similar powers a couple decades ago, and those games didn't have many restrictions on what you could swap or summon or create, so it often ended up buggy and a mess.
This game gets around that problem by putting very tight restrictions on what you can and can't swap. In fact, there was only a single pair of objects I found in the entire game that I could swap, although I'm sure there are more out there. Overall, I found the game well-implemented and fun.
This game takes the basic premise of the PunyInform jam (starting in a pub with a knife through a note in the wall) and take it in some fun directions. I enjoyed seeing the author's backstory developed for the main character.
The puzzles generally aren't too hard once you know what you need to do, although, like most of the games in the jam, it would benefit the most from more beta testing.
The main idea of this game is that you are a sort of revenant or mummy that can be resurrected over and over by use of a mystic knife. You have to speak with an inspector to help solve crimes. It's mostly a prologue of a longer story idea.
This game has you exploring an abandoned town after exiting the broom closet of a pub.
Most locations are described in little detail. Puzzles are fairly dependent on searching, but past that the puzzles involve some tricky wordplay/intelligence test-style thinking.
The game has some good moments but overall felt a bit frustrating. It was not polished, but was fairly descriptive. The interactivity didn't work well for me, and I don't intend on playing it again. However, some parts were satisfying to figure out/complete.
This game is perhaps the shortest in the PunyInform jam, and it isn't perfect, but it has a lot of distinct advantage over its competitors:
-it has an overarching narrative
-it fits several twists into a 3-move game
-most objects are implemented more than the other games implement their objects
As surprise is the main feature of the game, I suppose I won't say much more. You start in a pub broom closet with a knife holding a note onto the wall.
Having now played several punyinform games in a row, I now realize that many design features I thought were poor choices are actually 'baked in' to punyinform: specifically no UNDO and pedantic phrasing for disambiguation.
It also seems that most games in this PunyInform jam were written by newish players who aren't part of a culture of intense beta testing or familiarity with recent parser games.
So that puts a lot of things in perspective. Given this background, this game isn't that bad. I had to look at the itch page for some hints on how to proceed from time to time, but besides that it's fairly straightforward. You have a few chores to complete before your boss arrives, and much of the difficulty is figuring out the right commands to fulfill the actions required.
The one thing that elevated this game for me was an excellent puzzle involving cigarettes. I've never seen a puzzle quite like this and I think I might nominate it for an award next year, if I remember.
This PunyInform game was made by a parent-child team, and it's pretty complex for a game made that way, but not as complex as most finished games made for competitions are.
Your pub has been cursed by a ghost until you make a drink for them. Each component of the drink is found by solving a different puzzle.
The number one thing the game could use is more feedback from testers, who could have caught things like undescribed objects, exits not listed in the room description, variations for trying to figure out what to do with the shaker, etc.