I've enjoyed the full Guttersnipe sequence of games; they generally feature well-thought out puzzles involving an urchin doing ridiculous things and eating junk.
This game puts a spin on things by placing your long-standing help system and narrative device Percy the Rat in confinement.
It features stereotypical Italians as the antagonists, with names like Tony Macaroni. It would be somewhat uncomfortable, except that it's less of a parody of Italians themselves and more of a parody of gangster movies's and novels' parodies of Italians.
There were several bugs in the version that I played, but it made the game more interesting, as I had to type exactly the right command, and it became just another puzzle. But polish and interactivity correspond to two of my stars, which is why I'm giving 3/5.
Edit:
Since my original review, the game has been revised to fix many bugs, so I'm increasing my score to 4/5.
This is one of the longest and most plot-intensive games entered into IFComp.
The story is a sort of self-insert fantasy. A college student who is bullied and shy is courted by beautiful women and powerful men due to his latent universe-changing powers. It unfolds over several days, over a week.
Unfortunately, there are two flaws in the implementation and design. First, the author has decided to implement in great detail the most tedious parts of the game. Ordering food takes several steps, repeated daily. Campus contains many non-essential locations, which seem possibly to be based on the author's actual campus. Most of the game consists of opening your backpack, selecting the right book, putting it in your backpack, closing it, marching across campus, sitting in class, waiting, going to the cafeteria, ordering food, swiping your id, sitting, going to your dorm, swiping your id, and entering your room. This is repeated at least five or six times in the game.
The second flaw is that only this path is implemented, and only with the exact walkthrough commands. Attempting to order food without the walkthrough is extremely difficult.
Overall, I was glad I played.
This was one of the few IFComp 2015 games that I never reviewed. On my old laptop, it wouldn't even run; every page of text would be immediately erased.
It works on my new laptop, though. And what an unusual game it is.
It runs in a command-prompt type window, and uses single-letter commands with occasional typing of names and numbers.
It is a surreal game, with huge standing waves surrounding a 25-location town and people getting murdered left and right, each murder announced by red lightning.
A hallucinogenic bunny hops around guiding you.
I've never come close to finding the murderer, but I've discovered many of the game's secrets over my 4 playthroughs. The best involved a tightly-timed sequence at a bar leading to a length CYOA sequence.
This is a game with several flaws, such as the fact that you can't scroll back through text due to it disappearing, and it's incredibly easy to hit a button and miss a whole page of text. There is no save command.
But these flaws enhance it; it makes you approach the game more cautiously. This game is a masterpiece in a way. But it requires length play.
Disclaimer: I write for Choice of Games and received this copy for free.
This game is set in an alternate reality where Robert Fulton had more freedom to work with steam and Napoleon survived long enough for succession to be a question. The game is meticulously researched to be as close to baseline reality as possible.
You play the personal bodyguard and childhood friend of Alexandre Walewski, the illegitimate but favored heir of Napoleon. You deal with court intrigue and assassination attempts as you mold the future of France.
I didn't like the beginning of this game, so much that I set it aside for months. I just didn't find it compelling.
But one of the biggest strengths that Choice of Games has is the length of their games. Once I played a few more chapters, I had spent so much time with these characters that I became emotionally invested. I was very satisfied with my outcomes.
I also enjoyed the chance you had to make major changes in the outcomes of different chapters, and to take charge.
I don't give 5 stars to all choice of games games; this one was, in my mind, special.
ADRIFT usually has the weakest of the popular parsers (Inform, TADS, Quest, etc.), and this game is no exception.
The concept is interesting: you play as a human playing a virtual reality video game after the main game has ended. There are several layers of reality, similar to Wreck-it-Ralph. You play in a single layer, though.
The video game is about giant mechas fighting aliens. The after-the-game playthrough that occupies most of Mishmash is a stealth game using a 'ghost cap'.
I enjoyed the opening scenario, but the game quickly devolved into walkthrough-only territory.
This game hits up almost all of the classic overused parser game tropes: you are a wizard's apprentice in a fantasy town on a quest to get scrolls of spells by completing complicated fetch quests. The parser is another 'let's insult the PC' parser, and the game has hunger and sleep timers.
This style of game was popular for a time in the 90's (with Unnkulia and Westfront PC), but otherwise has continued to be produced since then on a regular basis.
Why do people still make it (even in 2018, years after this game)? Because it can still be fun, and sometimes overused tropes are overused because they're so good.
But in this case, I mostly felt frustrated. I stopped playing the first time I tried it a year or two ago because it was so frustrating getting killed over and over again in the windmill. This time, I completed the game (by (Spoiler - click to show)Taking several breaks to return the broom early).
I finally completed it now. If you're just hankering for some unforgiving old-school games, try this out. But I prefer some other more recent old-school games, like A Beauty Cold and Austere, or Speculative Fiction, or Scroll Thief, all of which had clever innovations.
This game was funded by kickstarter, like Hadean Lands before it. It casts you as a novice magic user who is trying to save magic folk from discovery.
The magic system is a bit unusual; it seems to rely mostly on moon-logic. In fact, a lot of the game does. There's really no connection between things; it seems like the puzzles are mostly solvable by trying everything everywhere.
Many players enjoy this style of careful play, and the game has very positive steam reviews and ratings on here, and people I've talked to liked it quite a bit.
But I like puzzle games where you can plan ahead more, like Hadean Lands. I felt like Thaumistry kept saying 'I'll notice that you tried a reasonable solution, but it's not the one I want. Just wait and be patient, kid.' I ended up stopping playing halfway and through, and left it that way for months.
So it's not my style. But it is incredibly high-quality in terms of polish. It was beta tested over and over, and looks good.
This game is really interesting. By the author of Little Blue Men and Anchorhead, it is intended for children and comes with a great set of supplementary materials.
There is a sort of tedious opening with a ton of hand-holding before it opens up to a wide world. I enjoyed the islands, especially the junk and dark islands.
I felt like the author was holding back a bit on some descriptions that could have been made biting and/or sad. But the sparseness was fun.
One of the last islands seemed like a big buildup to an anticlimax.
Overall, I have to say I enjoyed it, because I couldn't put it down, and couldn't wait all the next day to play more. So that's a good sign!
One thing that can seemingly lock you out of victory:
(Spoiler - click to show)The icefruit seed doesn't respawn correctly.
So I suggest that, to be safe, you save (Spoiler - click to show)before using it.
You'll know you did it right if (Spoiler - click to show)Something dramatic happens.
I played this Guttersnipe game after I played the IFComp 2017 one.
This is a big Quest game. You play as a ragamuffin urchin who is trying to be the number one urchin of all time. The game uses a variety of humorous dialects to show character, including yours.
You enter a dark circus, and have to discover its secrets. This is a big game with a big map, with 1-2 puzzles per room. Generally, an item found in one room will solve one puzzle somewhere else.
I liked this game, and would have given it 4 stars, but I found it a bit difficult to complete, and I abandoned it partway through. If it had a complete walkthrough, I would probably give it 4 stars.
This author has a number of other games that are big and well-received, including Night House and the other Guttersnipe game.
Edit: I finished playing, and the parts I hadn't been able to reach were actually great! I wish this were ported to Inform or TADS.
After seeing several gritty fantasy choice RPGs this last IFComp that were just okay, it's great to see a complicated and balanced combat system where you have to make real choices.
In this game, you take the role of Hansel and Gretel, in a more modern setting, as they track down and kill sorceresses one at a time. Over several chapters, you have to solve difficult puzzles in an exploration segment (which also unlocks 'fragments' or powers you can activate in later chapters), followed by one or more combat segments.
Combat has a relative positioning system where enemies are different steps in front or behind you. You can turn around, advance, use weapons of different ranges and effectiveness, make use of cover, focus and dodge, etc.
It's of similar complexity to Kerkerkruip. It's written using Vorple, so that helps the complexity, but it prohibits saving. The author has found a clever way past this using a password system, which transported me to the 90's and my time playing Willow and Punch-Out! on the NES.
It was very long; the challenge of the puzzles, complex combat, and playing in a non-native language made me take 2 hours for the first 5 chapters, and I don't have time to finish it right now, but a look through the walkthrough shows that it has a complex plot. This is a high-quality game.