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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Space Diner, by Marta and Alexej
2 of 2 people found the following review helpful:
A python-based diner game, April 7, 2021
Related reviews: 15-30 minutes

I don't think I would have played this game if I hadn't been committed to reviewing all the Spring Thing games. Downloading Python 3 was tedious and frustrating, having to type exact commands was rough, and restaurant sim's not my favorite genre.

Still, I was engaged by this game and played through till the end. You run a diner on the moon (or Mars, although I didn't try that diner), ordering food, finding what customers want, making recipes, serving it up, then taking care of the diner or hanging out with a friend.

I enjoyed the little narrative snippets when hanging out with my friend the good Doctor. She gave me lots of cool trinkets and talked about space.

Auto-complete was a lifesaver, although I have to ask, why go to the trouble of using autocomplete but then have so many customers whose names start with O? It'd be way better to have every customer name have a distinct letter, or at least spread them out roughly uniformly (unless, by a cosmic joke, they were uniform and I just got 'O' tourists over and over again).

This game was okay, but I felt like I was fighting the system all the way. The question is, what's next? If the authors were trying to learn python better or demonstrate their use of python, then that's great, this is a cool program. If their goal is to create awesome IF, I would ditch python and go with a specialized language like Twine or Ink.

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So I Was Short Of Cash And Took On A Quest, by Anssi Räisänen
2 of 2 people found the following review helpful:
A short spy game with fun puzzles but a bit undercooked, April 6, 2021
Related reviews: 15-30 minutes

This game describes itself well on the Spring Thing page, where it says:

"I’ve entered it in the Back Garden section because it is
not very large, it has had insufficient testing and consequently has some rough spots. It should anyway be playable through and hopefully provides some enjoyment along the way. A walkthrough is available in a separate file. Have fun!"

I found the puzzles pleasant and the overall atmosphere light and breezy, but there were several typos or bugs.

Overall, you're trying out for a spy type job and have to infiltrate a house. Puzzles are presented one at a time, generally, with each solved puzzle giving a clue to the next one.

The hints could definitely have used some fine-tuning, but the author seems well aware of that. I had fun, but could have had more.

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Miss No-Name, by Bellamy Briks
1 of 1 people found the following review helpful:
A charming short Twine game with many endings, April 6, 2021
Related reviews: less than 15 minutes

This game is short but has a lot of different branches. It's not really a time cave, since some branches come together, so it's interesting.

There's a girl at your school who is icy-cold and intimidates teachers to keep them from saying her name. Therefore, no one knows it, so you take a bet to find out.

There are a lot of paths, most resembling cute high school movie tropes.

I liked the game; the writing was cute, the characters charming. The backstory seems a bit sad but relatable. I always felt that writing a game is like sharing a bit of your soul with others, and reading/playing that game is a way of honoring and accepting that.

I guess my main drawback for the game is that it mostly amounts to guessing what each action will do, and I wish there was a way to puzzle it out more; but that's just me and not everyone may feel that way.

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The Weight of a Soul, by Chin Kee Yong
7 of 7 people found the following review helpful:
Excellent multi-act game in gothic urban fantasy environment, April 6, 2021
Related reviews: 2-10 hours

This is the kind of game that comes along only once every few years, especially recently: a polished parser game that lasts far longer than 2 hours.

The author is inspired by Anchorhead, Blue Lacuna, and City of Secrets. Of those 3, I find this game to be closest to City of Secrets in both play style and prose style.

You are a medical student trying to solve a mystery: a mysterious black plague is destroying people in your city, and you have to help them.

To solve this, you need to go through 4 acts (plus a beginning and interlude) to reach the depths of the mystery.

The map for this game is quite large, and it comes with an in-game graphical map that looks great.

Like Anchorhead and Blue Lacuna, gameplay is divided into days. Unlike those games, gameplay is narrowly funneled. This game reads more like a movie than a novel, with an emphasis on scripted conversations and scripted action scenes. Only rarely are there simultaneous puzzles, and the most difficult puzzle is generally learning to navigate the impressively large and responsive city environment, which has both randomized events and time-based changes.

This is a love story, too, with multiple love interests and multiple endings. Romance plays a key role in numerous scenes. It uses other movie-like techniques, including a lot of foreshadowing and an emphasis on visual and aural descriptions (okay, that's not just in movies, but it just feels like a movie).

There have been two really negative reviews of Anchorhead in recent years, criticizing that game for not being 'funneled' enough, for having too open of a world, too subtle of story, not enough romance, etc. This game directly addresses all of those issues, with its constrained gameplay and copious allowances (such as a GO TO feature, in-game map and journal with a list of goals). On the other hand, for fans of the open world, exploration, and difficult puzzles of Anchorhead, it may pose too slight of a challenge. Blue Lacuna was in a similar spot, and offered two versions: a story version and a puzzle version.

For me, though, I enjoyed playing through this game, and truly consider it a rare game. I think it will do well in the XYZZY awards for 2021, and makes me want to try my hand at something like this, although I expect it would take as many years as the author's original did.

The polish on this game is impeccable, the setting and prose is descriptive, I'd definitely play again, the interactivity is a bit narrow but has several fun puzzles (including [mild spoilers](Spoiler - click to show)a nice math one), and emotionally was satisfying. Recommended for fans of story-focused parser games. I spent around 5 hours on this game.

Review for 2017 Spring Thing preview:
This game is advertised as being incomplete, but a very large chunk of it is done. Playing it is like playing 'episode 1' of a large series.

The setting is unusual: you are in a large and decaying city where magic and science are blended together. Scalpels and anesthesia blend with goblins and soul magic.

I found the opening to be a bit constraining (which is something I do in my own games, too), but that after that the game was rich and rewarding. Locations have several interactible details, conversations feel natural, and I felt like a real detective.

I enjoyed the large feeling of the city, something difficult to do right in an interactive fiction game. I did get a bit lost from time to time. Locations were unique and vividly described.

I would love to see this finished.

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Manikin Demo, by Rose Behar
3 of 3 people found the following review helpful:
An incomplete murder mystery texting game, April 5, 2021
Related reviews: 15-30 minutes

While this game is unfinished, I found it a pleasant surprise. In format it reminds me of Lifeline, a once-popular game where you were texting with an astronaut and guiding them around a planet.

In this game, you have a nosy mother who is very interested in the death by fire of her neighbor. You give her advice as she learns more about the death and investigates.

I found the characters well-depicted and funny. The writing needs polishing, but it might be fine as-is since it represents the way the characters talk in real life.

The text timing and animation could use a little tweaking. Something about it seems a little off, making it hard to read.

Overall, I'm looking forward to the finished version! If possible, I'd love the final version to have controls for text speed, audio, and saving.

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Blue November, by Lawrence Furnival
3 of 3 people found the following review helpful:
An unfinished game about competing hackers, April 5, 2021
Related reviews: 15-30 minutes

This seems like it will one day be a complex game about 4 different games competing in a simulated hacking competition.

For now, though, it is incomplete; all paths I checked stop when dice are rolled for the first time. There are sentences missing, fragments of code, and notes like 'TODO: add GRU and NK later'. The text that is available has typos.

What is available looks to be interesting and deals with a subject I'd love to learn more about: American election security and vulnerabilities that other countries can exploit.

The game is descriptive, but its incomplete state meant that, for me, it was limited in its interactivity, emotional enjoyment and polish, and I wouldn't play it again at this time.

If it were complete and polished, I would certainly give it a 4 or 5.

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Ned Nelson Really Needs a Job, by Eric Crepeau
3 of 3 people found the following review helpful:
A game that wants you to hate someone really bad, April 4, 2021
Related reviews: 15-30 minutes

I am so, so glad I played this game, but not for the reasons the author intended (unless it's a cool reverse pscyhology thing, then it turned out perfect).

I've played some games before about topics that were good and I agree with (like caring about trans people or not being racist) but which seemed like they forced on an opinion on you or hard rigid black-and-white morality. I thought those techniques weren't effective, but I felt bad writing a criticism since I agreed with the game's principles.

This game is about something where absolutely everyone on earth can agree it is good (the game is about opposing (Spoiler - click to show)kicking puppies). But it is railroaded so hard it sucked out all the fun for me. It showed me that no matter how good the cause a game promotes, forcing the player to adopt renders it meaningless.

The game sets you up to hate your boss as much as physically possible, and it just assumes your intent at every step. It's like the game thinks it knows exactly how you would feel, like that one coworker (thankfully I don't have one at my current job) that's always try to schmooze you and assume he knows you.

I didn't have fun, which I think is essentially the game's point. The game was shooting for an emotional impact of being annoying, and it worked perfectly, I am now annoyed. It was very descriptive. But the interactivity didn't work for me, and I don't think I'll play again. It was very polished. So, according to my rating system, I'm giving 3 stars, but I genuinely disliked playing this.

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Mean Mother Trucker, by Bitter Karella
5 of 5 people found the following review helpful:
The epitome of truck stops, April 3, 2021
Related reviews: 15-30 minutes

I am still a fairly prudish person, and happy with that choice, but growing up I rarely left the house and just read books most of the time, and went to school and church. I had some vices and saw friends and family doing extreme things, but it all felt distant.

So for me, when I stopped at a truck stop across the Wyoming border on a trip for the first time, it seemed like a frightening place filled with evil and temptations. Pornography magazines, tons of kinds of alcohol, t-shirts with wild slogans or charts comparing breast sizes, everyone smoking or buying chewing tobacco, tough-looking truckers. It blew my mind.

This game brings back a lot of those memories. You're a truck driver (who, as you discover, has recently [early spoiler about character] (Spoiler - click to show)undergone some major changes regarding gender), and you're about to drive over Devil's Taint, one of the most dangerous roads out there (which also reminds me of driving to and from Utah). You have to get help from biker gangs, a 'lot lizard', a smoky waitress, and more to fulfill your dreams and get ready to brave the mountain range.

The author used to write in Quest but has switched over to Inform, and I definitely prefer it. There were a few errors here and there (mostly in trivial things), but it was generally pretty smooth.

I still haven't recovered from my childhood shock, and, frankly, fear of the scary mountain truck stop. But this was a medium-ish, fairly entertaining piece of entertainment.

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Excalibur, by J. J. Guest, G. C. Baccaris, and Duncan Bowsman
7 of 7 people found the following review helpful:
A fan wiki for a 'lost show', April 3, 2021
Related reviews: 2-10 hours

When I had heard that JJ and Grim had been working on a huge Twine project, this isn't what I expected, but I enjoyed this nonetheless.

This is a fake wiki, a sprawling website with links to tons of different actors, directors, characters, episodes, and even fan theories. It reminds me of the wiki game Neurocracy, although I believe they're gated differently. In this game, the wiki is being updated as you go, with new links appearing after you explore others.

The beginning was, as another reviewer mentioned, a bit difficult; with so much information at once, I just sort of lawnmowered through it, saving the fun stuff for last. So I ended up reading the 'people' page, then 'characters', then 'planets' and then the episodes.

It was slow going, with no real plot beats in those first segments because they were order independent.

But it was fun for different reasons. This project seems to have several different goals: to be a sort of 'lost episode' creepypasta-type story, to be funny, to provide a window into 70's culture, to honor and parody Dr. Who and original Star Trek (among others), and to impersonate and parody fan wiki culture.

That's a lot to deal with. One interview snippet from the wiki is an apt description of the wiki itself (mild spoilers):
(Spoiler - click to show)"In the end, I think we were all just pulling in different directions. Carson and I wanted this quite serious Space Opera, if you like, edgy, with political undercurrents and elements of folklore. Jerry (Newbaum) wanted a children's show to compete with Doctor Who, and Derek Farland, well, he really should have been writing kitchen sink dramas. In the end, the show just sort of tore itself apart."

One issue with writing 'creepy' or 'weird' TV shows is that a lot of TV shows are both intentionally and unintentionally weird, and you run into Poe's Law.

There were three threads in the wiki about its own origins, of which I found two pretty compelling (heavy spoilers from here on out):
(Spoiler - click to show)I enjoyed the 'curse' aspect, where the crew enacted an unholy Crowley-based ritual in Glastonbury Tor, invoking the 'thelema' of the producer to enact his will, and thereby dooming the entire show to obscurity.

I also enjoyed the 'Tulpa' idea whereby the whole show (and possibly all of human existence, according to 'Hantises') is a form of haunting or mass delusion or collaborative psychic projection which, once disrupted, fades away forever. If you're a fan of this idea, I recommend this game itself (of course) and also SCP-3930 (http://www.scpwiki.com/scp-3930), a similarly masterful telling of this idea.

The least compelling to me was the idea that it was just a lie.


There's a lot of humor in the game. My favorite line was "It was later found that a fried lentil from a packet of Bombay Mix (Newell's favourite snack) had become lodged in the cavity left by the write-protect tab."

Like I mentioned earlier, there's a lot of insights about the 70's. I liked this line about that (spoilers for ending)(Spoiler - click to show)Strikes, shortages, sexism, and the Black and White Minstrel Show. Yet the way people talk now, anyone would think they were Britain's glorious heyday. And that's the point, you see. You can't go back to the way things were, because they never were like that in the first place. We create our own past, we invent it. We make it whatever we want it to be. But the reality of it is, there is only now. The eternal now.

The final theme of the wiki seems to be around (Spoiler - click to show)loss and the past, as that last quote describes. For me, the real 'ending' was when I read (Spoiler - click to show)about how the documentary-writer's friend had had an 'incident' and pulled away, in conjunction with the final episode summary about saving the world but no one remembering you. The actual ending itself was less satisfying, but I see its purpose as (Spoiler - click to show)you need an anchor point for people to say 'okay', I've seen the whole game. Perhaps I just didn't understand it. In any case, I enjoyed my own gradual realizations of the themes shortly before the true ending.

I initially was going to give this 4 stars, with a point taken off for the overly spread out info at the beginning, then 5 stars as I approached the end, then 4 again for the mild letdown I had with the actual ending. So I'll just go with my formula:

+Polished: Immensely polished. It doesn't really get better than this. Also appreciated the art, which I hadn't mentioned before.
+Descriptiveness: Incredibly detailed. More detailed than some real wikis I've tried to use to look up shows before.
+Interactivity: At first, not so much, but as it went on I enjoyed it more. A real wiki dive.
+Emotional impact: Left me quite thoughtful at the end.
+Would I play again? It doesn't really lend itself to replay. I was planning on making this a '-', but I love the story of Excalibur, and maybe one day I might (with the author's permission' do some fan fiction in the world, as it's truly delightful. But that would be far in the future.

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Queenlash, by Kaemi Velatet
7 of 7 people found the following review helpful:
Finnegan's Wake meets Antony and Cleopatra, April 3, 2021
Related reviews: 2-10 hours

This game is a 22-chapter work relating the story of Cleopatra in Egypt told with a dense, symbolic word style.

I am a fan of the play Antony and Cleopatra and interested in the history around that time period, and I also have at times enjoyed dense symbolic text.

That enjoyment didn't crystallize this time. The game describes its own writing very well:
"Pour pen terrene this dysnomia volta syschronicity to formendulate paragraphs smashed into spare fragments of evocative semiimagery, mimetic shards that don't quite cohere to any generative idea."

They really don't cohere to any generative idea.

When the portmanteaus include French and Latin it gets even less 'generative':
"drunken nothings fuzzed up to retend in the mode prior to resolution beatified immolution densigravitas of the decolor demolition, wickedness we entrenched cheri in jouissanceunteurre catapulted in the cancers cant,"

(I prefer when the game's language is simpler, such as 'Slurp you up a jello mistake.').

I think there are times when this writing style works wonders: when it is used to tell an brilliant and exciting story, hiding the details behind a wall of words; or when it is used in a very short game, like B Minus does, allowing the player to have time to digest and process.

But this story seems largely hung on the traditional story of Caesar, Octavian, Antony, and Cleopatra, almost as if the author wished to write as much as possible, and used the old story as a framework to drape their own words around. The end result is a like a wedding cake made of a wooden frame with heavy fondant draped over, no cake inside.

I found specific moments fun: (Spoiler - click to show)Octavian hiding, the birth of the twins, the deathloop. There are hints of a larger trans narrative, but only in the middle and later parts and even then just vaguely alluded to.

The book itself is well aware of these faults, the author offering to be attacked for the content. In the end, the best description of the book is the one given by the characters in the primer:

"Unfortunately, the finished work appears to have become a bizarre mess of unreadable nonsense. The author appears to have been far more interested in playing obscure word games than telling our story in a way that people could actually understand."

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