This was a great Exceptional Story by Fallen London.
When I first wrote reviews, I wrote a lot of dumb things (a habit I have kept to this day). When I first reviewed Bee, I think I wrote that 'Short doesn't write choice games as well as those like Porpentine who exclusively write choice-based games'. (I've since removed it).
The thing is, by now Emily Short is one of the most experienced people out there in Choice-based narratives, and quality-based narratives. This exceptional story, written a few years after Bee, shows complete control and artistry with the medium.
Your character is asked to investigate the disappearance of a governess who had been killed three times already (death being a relatively minor inconvenience in the setting of Fallen London). To learn more about her, you go an a quest across all the main areas of Fallen London, learning more about how servants in every area live and providing insight into a class of people often overlooked in these games.
In addition, the story has very nuanced characters with individual narrative arcs, like the children and the governess herself.
There was a Flash Lay (a randomized pursuit) in the middle of the story which is a mechanic that I think is independent of the main story in terms of content; I found that a little slow and not as interesting as the rest, but I don't think it was developed directly as part of this story.
A fascinating character study and a satisfying mystery.
This game has many flaws, but I like the heart beating underneath them.
Where to begin with the problems? It's windows only; it requires installing a program on your computer; it is a custom parser that doesn't recognize very many things; it's a game where the game itself is unsolvable without hints but the hints themselves are puzzles; it has a timer that kills you repeatedly (but you can reset the timer by moving up or down, but if you die it doesn't matter because typing in the wrong filename for the 'restore' option brings you back to the moment you died); the INSTRUCTIONS command gives a list of commands, none of which actually are useful in the game except maybe 1 or 2; the game has popups which use pixelart cursive text, perhaps the most unreadable choice of font I have seen; it employs voice acting that sounds like it belongs to a very different kind of game; there are numerous typos and getting the right answer depends on using non-idiomatic English; etc.
Behind all of that, I found the game fun on two levels. One being the surreal setting. Exploring a dream world while in a coma is an old trope in IF, but I always have fun with it.
Second, the game being so difficult to parse out almost made solving it more fun since it gains a second layer of puzzliness, the two layers being 1. figuring out what the solution should be, and 2. figuring out how the author wanted it written.
I only scored 10/18 points, so if anyone figures out how to open the door in the hourglass room, let me know (I already dealt with the hourglass itself).
This nice-looking Twine game is by Ralfe Rich, an author I've seen a few games by in recent years.
It's a peaceful tale where you play a kind of wild creature (I imagined a moose or deer) wandering about, choosing whether to be solitary or part of a group, etc.
The branching structure has some early endings and some later endings, allows for some customization of personality but little strategy, as endings generally come as a surprise.
The writing is pretty but vague, so vague that it loses some of its charm. I think it could have been grounded more somehow, with more specificity or data from the senses. For instance:
"You are not sure what to make of such things. You have been fixed in what you know and believe for so long. Such thoughts dance in your mind as you question if your being is taking on a metamorphosis. Changing what you value, what you hold dear.
"
I think this is poetic, but these words could apply to almost every character in every story in every genre. I could use a little more about this story, now. There's some of that later on.
This short game has you on a narrow roadway with obstacles on either side, and you have to find a way to get free.
You are carrying several metaphorical objects (a hope, a fear, etc.). There is a single NPC to talk to, and two (that I found) possible endings.
I like the idea of this game, but I didn't feel satisfied with specific elements of the implementation and the writing.
Implementation wise, it seems it just needs a little more polish, like the formatting of the ending text or the whitespace at the end of some of the paragraphs.
Writing-wise, for me personally it was a little too abstract. I have the same feeling with many games, including some of Andrew Schultz's work, which deals with similar concepts of overcoming personal challenges and regrets. For me, it's easier to grab onto more specific examples and wording than to universally applicable truths.
-Polish: The game could use a bit more polish.
-Descriptiveness: I felt that the game could use more specificity.
+Interactivity: I liked the gameplay.
-Emotional impact: For some reason, the situations in the game didn't resonate with me.
+Would I play again? I played through twice just to see a different ending.
The Back Garden of Spring Thing this year strongly resembles Introcomp. Many of these games are just excerpts or intros into longer games.
Sam Kabo Ashwell has done a lot of introcomp reviews in the past, and one thing he mentions a lot (though I can't find a direct link) is how intros are most interesting when they depict what the main gameplay will be like. In my experience, too, it's good to have the first chapter of your game set the expectation for what the main game will be like.
In this game, though, I get the impression that the rest of the game will be nothing like the intro at all, neither in setting, nor tone, nor mechanics. So it's very hard to get an idea if the finished game will be enjoyable or not.
As for the game itself, you play as a woman invited to a family reunion with people she hasn't seen in 12 years (as well as others she has, like her father). The game lets you choose what kind of attitude to have towards your family as the main interaction. Then there is a twist.
The overall writing was descriptive and had a distinct voice. I often felt like my choices didn't make too much of a difference or allow me to characterize myself consistently, and I would have liked that.
I've had a lot of friends and students with autism, and they're all different, so it's nice to see a well-described point of view from a new author.
In this visual novel, you play as a sort of guiding friend/telepathic connection to a young adult with autism who is travelling alone to a concert in Hungary.
Interestingly, the visuals respond to the PC's feelings, turning more colorful if you navigate situations well.
There are some good explanations of Spoon Theory and features a lot of things that I've seen in other literature by and about autistic people (like using sensory inputs such as music or textured objects for soothing).
Storywise, I felt like I had some action, the varying amounts of detail in the pictures was fun. This game is incomplete, but I'd like to see it finished.
This game seems to have been completed as part of a university program, possibly at University of Central Florida. The game list mentors but not beta testers, which would make sense.
If this game was made for a university program, it would probably be at the senior project or thesis/part-of-thesis level. It is a large game, with custom art and a UI designed from the ground up.
There is a lengthy, mostly-linear opening sequence that allows you to customize yourself. This part is an interesting story about how you, a deceased god, have been temporarily reanimated as a statue (a nod to Galatea, which is referenced in both the credits and in the name of the game itself). You go to a house occupied by the president of the 4th dimension in order to investigate your murder.
There is then a much longer segment where you can explore several different locations, some of which have worldbuilding and some have suspects. Some state is tracked in interesting ways.
The game ends with an accusation. You can accuse anyone; the game calls these 'fake endings' but doesn't list any 'true' ending. That, with some other comments in code, leads me to believe that this game doesn't have the full scope the author intended, and it may possibly be expanded in the future.
Overall, I had a very positive experiment. There were only a few flies in the ointment. Perhaps the most obtrusive one was the the '>' symbol used as a 'next' prompt. While keyboard presses can be used to move the game forward, you can also click that symbol, which is pretty small and hard to hit. Then, when you have choices, that symbol appears in front of each choice, but it is no longer clickable; instead, you must click the choice next to it. This led to me 'misclicking' a lot, and could probably be solved by just adding the word 'next' after the clickable '>' symbols and then making that the thing you click instead of the '>'.
The other issues were a missing image (studying the portraits led to a missing link) and maybe some scattered typos (I had the impression, but would have to go back again to check). I think this is a good game, the author seems talented, and whatever program is assisting the production of games like these seems to be doing great.
This is a short Quest game about theft in a very unpolished state.
The game is a raw quest file. There are a few objects scattered around a big map, with descriptions, and some are take-able and some are not. There is a single condition you have to meet to win.
Your character is a woman who has frequently lusty reactions to things around her.
I think I saw this was a school project. As a school project, I think it's great; I've taught game design courses before and having something like this that is both winnable and has things mostly described is actually pretty great.
But under my usual rating system, I would consider this unpolished, with uninspiring interactivity, little emotional impact and not one I plan on revisiting.
I found this game somewhat stressful, as it reminds me of writing my big novel.
In this Twine game, you sit down and have to focus and begin typing your grand novel, kind of like Violet, where you have to sit down and type out 1000 words of your dissertation. Also like Violet, the main goal is to overcome your distractions.
The similarities end there. This game is fairly short, and the main gameplay doesn't have the puzzle (although the hints in the download show (Spoiler - click to show)how to solve a hidden puzzle to get a true ending).
The struggle of writing is real, and a lot of this game is relatable. Although it focuses on how hard it is to get started, for me, it was hard every day to pick up where I had left off.
While I found the game well-done, with a nice opening animation, there were some things that could be improved. Some paragraphs were spaced apart, while some were not, for instance. And, overall, it felt like it needed just a little more 'something', a 'je ne sais quoi'; I know that's vague, but that's the only way I can put it in words.
This game has some great art, and played smoothly in the downloaded version.
This is a pure time cave, i.e. a game where every choice gives a different branch and none of them ever converge.
In fact, the first choice between 3 characters gives entirely different games with seemingly no connection to each other (I got 1 ending for the first 2 and 4 for the last one, and didn't see any connection).
They're mostly about heartfelt and kind coming-of-age stories in a fantasy world with a lot of fantasy races and animals.
+Polish: The game was polished. Occasionally the text would glitch then fix itself, but I think that was just a loading thing.
+Descriptiveness: The story, setting, and characters were distinct and vivid.
+Emotional impact: I thought the game was cute.
-Interactivity: The branching structure gets exhausting after a while, because more and more time is spent re-reading the same text.
-Would I play again? I didn't finish getting all the endings and don't feel like I need to.