Ratings and 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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Jimmy's Christmas Foul, by Kieron Scott
3 of 3 people found the following review helpful:
A minimal parser game with graphics about trapping Santa, December 26, 2020
Related reviews: 15-30 minutes

In this brief Adventuron game, you have to set a trap for Santa to make him give you a present.

In writing, graphics, and gameplay, this resembled nothing more to me than a single puzzle (or maybe two) in a Scott Adams game. Everything is stripped down bare, and you have to get things exactly right for the game to recognize your answers.

It works overall as a puzzle, but here is my score:

-Polish: Everything is bare-bones.
-Descriptiveness: Same, the writing is minimalist and mostly just lists of present objects.
-Interactivity: I found the main puzzle frustrating, not in figuring out what to do, but in figuring out how to communicate it to the parser.
+Emotional impact: Despite the above, I found it fun to solve.
+Would I play again? It's brief enough that it could be fun to check out next year.

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Northpole, by John Blythe
2 of 2 people found the following review helpful:
A complex Adventuron puzzle in Northpole, December 26, 2020
Related reviews: about 1 hour

This is perhaps the most complex Adventuron game I've seen.

You play as a falsely-accused elf who has to find 7 missing presents. There are two main areas (an outside one and an inside one) as well as an endgame area. There are numerous NPCs, as well.

This game has its own share of Sierra-type-logic (such as there being 4 different sharp-bladed instruments, each of which can only be used on one thing) and adventuron implementation issues (the biggest being error messages not disambiguating between default statements for correct commands on non-interesting present items and correct commands with non-present items).

Fortunately, there are helpful hints in every room. Even with that, though, I had to comb through the itch pages (I found three different ones: the regular page, the submission page, and some comments in the community page for the jam) to finish off the game. Art's very good, and fortunately no puzzles require the art, for people who are visually impaired.

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Save Bigfoot's Christmas!, by Quizlock
2 of 2 people found the following review helpful:
Clever puzzle concepts with plenty of implementation issues, December 25, 2020*
Related reviews: about 1 hour

This Adventuron game has you using a teleporter to access three different areas with interlocking puzzles.

The story idea is clever: Bigfoot has been implicated in 3 different acts of mischief and is on the naughty list. He asks you to clear his name.

In a world of perfect implementation, this would be a fairly fun puzzle game. It relies on some visual puzzles included in the graphics.

Unfortunately, there are numerous errors. Adventuron doesn't let you know if an object is undescribed or you typed it wrong, so that caused a few issues with things like a vital but undescribed rock show ad. The main verbs necessary for solving two key puzzles are implemented weird (for one, (Spoiler - click to show)PUT something INTO something doesn't work but INSERT something INTO something does, and for the other (Spoiler - click to show)you have to UNSCREW something instead of TURNing or RATCHETing when you have a ratchet).

A few other things added up to make it a frustrating experience. If the game were polished a bit more, it would be more enjoyable. Still, it had many charming moments.

* This review was last edited on December 26, 2020
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Present Quest, by Errol Elumir
3 of 3 people found the following review helpful:
A charming parser game with detailed graphics and constrained gameplay, December 25, 2020*
Related reviews: 15-30 minutes

This is a great game. I went back and forth on a 4 or 5, but there are so many great little details that I'll definitely go with the higher score.

This is an adventuron game with a detailed life sim. You have to keep up your hunger, happiness and energy bars. In addition, you have to solve little puzzles that your wife (or partner?) Pel sets for you.

There are numerous illustrations, especially for the puzzles. The writing is solid.

The story isn't completely original (what is?) but is executed well. The life-sim is a bit easier than it could be but fits narratively. The puzzles are all in constrained environments and occur one at a time, but require ingenuity and creative thinking.

Definitely worth trying out. It does require the graphics as an essential component of the puzzles, though, making it difficult for visually impaired players.

* This review was last edited on December 26, 2020
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SANTAPUNK 2076, by Gymcrash
2 of 2 people found the following review helpful:
An espionage Adventuron game with multiple graded endings, December 25, 2020*
Related reviews: 15-30 minutes

This is an interesting setup for a game.

It's an adventuron game with pixelart illustrations of a dystopian future (presumably referencing Cyberpunk 2077, which I haven't played). You are a futuristic version of an elf in a timeline where Santa has sold out and delivers anything to anyone, no matter what side of the law they're on.

There are one or two puzzles at a time, and it requires careful exploration, but the limited verb set means that you should be able to figure out what you need to do, even if you have to think a bit to solve it.

The main puzzles involve codes you have to solve, which I found enjoyable.

I received a B ending, with a few ideas of what I might need to do next. It was fun, but I don't feel compelled to try again.

* This review was last edited on December 26, 2020
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Santa's Trainee Elf, by Garry Francis
2 of 2 people found the following review helpful:
A fun and tricky puzzlefest in Santa's workshop, December 25, 2020*
Related reviews: about 1 hour

This is an Adventuron Christmas game that is quite large. You have to find out what 9 kids want for Christmas and make their toys after finding all the ingredients necessary. There is a large system of free shops and recipes for toys.

There are many locations and as of this writing all but one of them has art.

The puzzles range from fairly easy to the very obscure. The hardest puzzles were those involving guessing-the-verb or lack of in-game responses to incorrect actions.

This is large and complicated and I enjoyed it overall.

* This review was last edited on December 27, 2020
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The Solstice Sovereigns of the North, by Natrium729
3 of 3 people found the following review helpful:
A solstice-themed Christmas adventuron puzzler with code, December 25, 2020
Related reviews: 15-30 minutes

This is another entry in the Adventuron game jam.

It features some nice pixel art of a small village near a lake. You receive a dream message from a mysterious figure requesting your help.

It's a small game, with six or so locations and about a puzzle per location. The highlight for me was a cryptogram puzzle using symbols that you had partial information on, making it different than the regular cryptogram puzzle.

I felt like a few of the puzzle solutions were somewhat unfair, especially finding the book in the library, which dampened my enthusiasm a bit. But it was a fun short play overall.

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Twelve Days, One Night, by B.J. Best
2 of 2 people found the following review helpful:
A cute Adventuron game about preparing the 12 days of Christmas for your love, December 25, 2020
Related reviews: 15-30 minutes

This game was entered in the Adventuron Christmas game jam.

One of Adventuron's weaknesses is its parser, which, while strong, hasn't caught up to Inform, Dialog and TADS. This game neatly sidesteps that by making it a limited parser game, with the only commands being TAKE, DROP, EXAMINE, and LOOK.

There are only three rooms: a 'hub' room with a Christmas tree, a storage room containing almost all the gifts (including lords and ladies anxiously waiting around), and a kitchen with materials.

The entirety of the interactivity is picking up one item and dropping it in the right spot, hoping it interacts right. Technically, you could just take everything and dump it together (and I admit I took that course occasionally), but it's too tedious to do that without trying to analyze that ahead of time, especially since you have a carrying limit of 3 items (one of the few games where I think that limit enhances gameplay).

The rainbow colors and sound cues were nice.

+Polish: The game is polished;
+Descriptiveness: The descriptions of the gifts is fairly amusing
+Interactivity: This particular setup worked for me
+Emotional impact: It was heart-warming
-Would I play again? It was fun, but was a bit too long for the main gimmick for me.

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Howled House, by B Minus Seven
1 of 1 people found the following review helpful:
A B-minus game with a strong sense of place, December 25, 2020
Related reviews: less than 15 minutes

B-minus makes surreal poetic games where you have to puzzle out the meaning, if there is any fixed meaning.

Some of those games work really well for me and others not as well.

This one from a few years ago has a navigable 'map'. It's made in raconteur, and gives an effect similar to Twine.

The map is a house with three wings, each with two rooms, each with an object inside.

If there's any way to combine the objects, I haven't found it. The hint of a coherent structure paired with incoherent elements confused me more than if there weren't any structure at all, kind of like the famous 'Cow Tools' Far Side cartoon.

+Polish: Worked great, looks good.
+Descriptive: Very well-written.
-Interactivity: Not sure what's going on.
+Emotional impact: Some good parts in here, I liked the grave dirt and the opening.
-Would I play again? I'm not sure what to look for here.

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The Road to Canterbury, by Kate Heartfield
3 of 3 people found the following review helpful:
Award-winning writing with a design trading autonomy for story, December 25, 2020
Related reviews: about 2 hours

The Road to Canterbury was nominated for a prestigious award (the Nebulas, I think) in writing, and it deserves it. I felt it was 'okay' at first but as it went on I found the plot, characters and details to be great. It has extensively-researched details on life at the time of Chaucer, making the setting a delight to explore.

This is a good game, so everything else I'm going to talk about is just personal opinion and about my own tastes.

I felt that the choices in the game often sacrificed autonomy for a predetermined path.

That's not to say there aren't a lot of choices. You can bring a squire and knight together or bring them apart. You can seek to learn more about your brother's death, pursue a romance, fight duels, buy a racehorse (which I strongly recommend), etc. And your biggest choice, to encourage war between France and England or not, has many shades of nuance to select from.

But frequently it felt like the game forced my character into specific plot points, not by external circumstances, but by presupposing my character's motivations and desires.

This feels like it makes the overall storyline better (since there are assured plot beats) but it felt weird. For instance, near the beginning, you begin to overhear snatches of an interesting conversation. Without any choice on your part, your character decides to risk discovery by trying to eavesdrop. You get to pick how to do it, but you can't choose not to do it at all, even if it doesn't fit your character to that point.

Many such situations come up where it's just assumed your character will do something pre-determined.

I also had some issues trying to determine whether choices were based on sanguine (vs melancholic) or excess (vs temperance) or piety or generosity (vs avarice). For instance, if if you save money by drinking water instead of ale when a friend wants you to drink with them, is it melancholic (avoiding a large group), temperate (not drinking), piety (since you're only supposed to drink on feast days), or avarice since you aren't spending money? Sometimes it was clear, but sometimes it was confusing.

So for me personally, on my 5 point grading scale, I'd give it:

+Polish: The game is smooth and works great. Editing is perfect.
-Interactivity: Some of the stats didn't work well for me.
+Descriptiveness: Awesome. No wonder it won an award.
+Would I play again? I think I will.
+Emotional impact: The last few chapters were great emotion-wise. Lots of satisfying conclusions (for the specific threads I was chasing).

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