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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Sheep Crossing, by Andrew Geng
1 of 1 people found the following review helpful:
A parser implementation of a classic puzzle, December 1, 2020
Related reviews: less than 15 minutes

This game is based on the famous puzzle of trying to bring a carnivore, an herbivore and some plant across a river where you only have enough room for one at a time.

It isn’t the first time this classic puzzle has been entered in IFComp. In 2007 Chris Conroy entered an Inform implementation called Fox, Fowl and Feed. That game featured several surprises when you tried to implement the classic solution.

This game plays it straight, albeit with some funny messages (like picking up the bear, which is also something you can do in the 1970’s game ADVENTURE). There is one small puzzle beyond the main one, I should add.

My guess is the author wanted to make a game and decided to code it up and enter. And they succeeded in that. The question is, what’s next?

+Polish: The game is generally well-implemented for what's in it.
-Descriptiveness: The descriptions are very plain.
+Interactivity: I was able to carry out my desired solution pretty quickly.
-Emotional impact: I wasn't invested in the game.
-Would I play again? Once was enough.

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Move On, by Serhii Mozhaiskyi
3 of 3 people found the following review helpful:
An interesting experiment with single-action puzzles in Twine, December 1, 2020
Related reviews: less than 15 minutes

This was actually pretty fun, but only because somebody gave me a clue about (Spoiler - click to show)looking at the icon at the top of the screen.

This is a short game consisting of around 10 choices, but the choice is always the same: Move On. In a way, this makes it like the single-action games in the parser world like Lime Ergot, Take, or Eat Me.

But how do you do puzzles in Twine with just a single option? The answer is ingenious: (Spoiler - click to show)there is a moving motorcycle on the top. Clicking before it reaches the end gives you one action, while waiting until it stops gives another. And that's all there is. I love it.

+Polish: The game is smooth and works well.
-Descriptiveness: The text was pretty generic.
+Interactivity: I had fun with the mechanic.
+Emotional impact: I felt excitement.
-Would I play again? I don't think this mechanic would provide a second replay as fun as the first.

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Savor, by Ed Nobody
4 of 4 people found the following review helpful:
An intriguing game about curses and memory but with UI issues, December 1, 2020
Related reviews: about 2 hours

Okay, so I think I spent more time on this game than almost any other, but about half of it wasn’t playing.

This game uses immersive text, graphics and sound to tell a story of a man with amnesia and a curse who meets another man with the same. Together the two of you must discover a cure to your awful curse.

The overall storyline seems interesting, but this game is inaccessible in many, many ways.

Several other reviewers online have already talked about the slow text (including someone who screenshotted a tweet of mine about slow text), but I still want to talk about it a bit.

Slow text has essentially one use: in short, mostly linear contemplative games like Congee. And even there, Congee loads the whole thing at once, instead of the typewriter effect that’s distracting.

Long games with slow text can be excruciatingly painful to read. But at least you can get through them.

But if you have to replay a game frequently, then being able to quickly click back to where you came from is essential.

This game is full of frequent deaths, is very long, uses slow typewriter text and has disabled the UNDO button. It does let you save, but to know that you have to click on the ‘controls’ button at the beginning of the game to learn that L brings up the load screen, and then you have to guess that you save at the load screen.

These decision weren’t just casual decisions by the author. They are completely baked in. I often go through and modify game code to disable slow text (that’s how I played Lux two years ago, and loved it!) This game’s code absolutely embraces the slow text. It’s baked into every phrase. It’s cooked into a macro hidden deep in the javascript (not the game’s in-Twinery javascript sheet, but the html file itself). Disabling that macro gets rid of all in-game links, as those are timed to appear when the text is done. Restoring the undo button doesn’t restore the picture, just a blank box.

After about three hours of trimming it down, I got it to work. I raced through the game, clicking and feeling euphoria. And then I realized that the main mechanic the game relies on is broken.

According to the walkthrough, if you pick up books you’re supposed to be able to ‘rewind’ at key decision points. But that didn’t happen for me.

I looked at the games Twinery code, and even this is obfuscated. All of the structure is hidden because boxes have generic names (like passage 1-1) and are lined up in exact geometrical rows to hide the overall structure. But I finally found the correct passage, and it has code for the rewind to display, but it doesn’t work.

I picked through the rectangles, trying to glean the story. It seems to me that this game is about (Spoiler - click to show)vampires, which explains (Spoiler - click to show)the reaction to garlic and holy water, and the lack of a reflection.

As a final note, I saw that the author had included a secret debug code accessible by typing D. That suggests to me that the author found his game too tedious to play through repeatedly, and ended up using the debug to test it.

I’ve seen a few other people do that in this comp. I really recommend playing through your game from start to finish the way that you anticipate others will throughout the development period.

Also, another tip that’s been very helpful for me: start beta testing before you’re finished with your tricky coding, so that people can give feedback on the concept. My first version of Alias the Magpie that I sent to JJ Guest for testing was pretty crappy, but I wanted to see if the idea worked. You can even just shop the idea around before implementing it.

In any case, it took serious programming chops to create this game, and I’m impressed by the author’s abilities.

-Polish: Has several errors.
+Descriptiveness: Is very descriptive.
-Interactivity: Very frustrating.
-Emotional impact: The UI frustrations made it difficult to get invested.
-Would I play again? Not without several changes.

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Happyland, by Rob Fitzel
2 of 2 people found the following review helpful:
A complex custom parser web game with a deep detective story, December 1, 2020
Related reviews: 2-10 hours

I beta tested this game.

This is another custom parser game, but this one is web-enabled, and features a complex realtime murder investigation in the vein of Deadline (which is cited as a direct inspiration).

Just like in Deadline, you have a large building full of independently moving people, time events that change everything, and the ability to analyse (although here we carry our own fingerprinting machine and chemical analyzer).

The parser is not bad for a custom parser; in fact, people's custom parser writing skills in general seem to be improving a lot from year to year. There are some niceties that need some improvement, though. For instance, the game tells you to sample things in the format 'SAMPLE __________', but if you try to sample the wrong things (like SAMPLE PANEL) it throws an error message as if SAMPLE wasn't recognized. Of course, I beta tested it so I should have found and reported that myself.

Deadline was the hardest of all the Infocom games for me to play, and I ran to the hints quickly. This game is also hard, but plays by the same rules as Deadline. Without any hints, I expect this game to take several hours. The mystery is quite elaborate; I only ever found the most obvious suspect, but I'm interested in still looking for the truth.

If you liked Infocom's mysteries, you'll definitely like this, and it's a worthy successor to them.

-Polish: As indicated above, the custom parser could use a little tuning up.
-Descriptivenss: The descriptions are generally small and bare.
+Interactivity: The mechanics are ingenious and the puzzle is clever.
+Emotional impact: I found this game intriguing.
+Would I play again? One day I plan on revisiting this game.

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Popstar Idol Survival Game, by CrunchMasterGowon
3 of 3 people found the following review helpful:
An unfortunately bugged KPop reality show Twine, December 1, 2020
Related reviews: about 1 hour

This is a KPop simulation game. You have several stats (such as physical appearance, singing ability, dancing) and different challenges you can meet with your stats.

The game is pretty rough, and needs a lot more testing. The overall storyline seems interesting (reality show + mystery subplot). But this is a good reminder that authors should run through their games right before submitting to check if its completable!

-Polish: Too buggy, several typos
+Descriptiveness: The author has interesting descriptions
-Interactivity: Too many options are 'Do the right thing' vs 'Do the wrong thing'.
-Emotional impact: The choppy writing style and bugs made it hard to enjoy.
-Would I play again? Not until it gets some bug fixes.

If you're interested in seeing more of it, you can get past the first place the game becomes impassable by opening the file in Twinery and going to the passage Song A and deleting the first time it says to display untitled passage 12.

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Shadow Operative, by Michael Lauenstein
3 of 3 people found the following review helpful:
A very polished Vorple cyberpunk game, December 1, 2020
Related reviews: about 1 hour

I beta tested this game.

This is a really technically impressive game that uses Vorple for a cool layout, a single graphic and some fun music.

It’s a cyberpunk world where people jack into cyberspace (presenting Wild West/Fantasy and Ancient Japanese settings in this game). You’re asked to infiltrate a base, but chaos ensues.

The game is exceptionally well-polished, with very few bugs. It’s also fairly linear. Most conversations end up with you saying all available options, and most settings are constrained, with the most freedom being late in the game.

This makes the puzzles simpler, aided by the nice keywords, but comes at the expense of freedom. I’ve realized as I study the comp that players value both polish and freedom, so I’m really interested in seeing where this places!

+Polish: Looks great
+Descriptiveness: I liked quite a bit of the worldbuilding
+Interactivity: I found the puzzles enjoyable
-Emotional impact: I found myself at an emotional distance from this game, and don't know why.
+Would I play it again? I've played this game twice, and enjoyed it both times.

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Turbo Chest Hair Massacre, by Joey Acrimonious
1 of 1 people found the following review helpful:
A complex parser game about trying to shave your chest hair, December 1, 2020
Related reviews: about 1 hour

Joey Acrimonious has been posting great reviews of other games so I was interested in seeing how this one plays out.

This is an enormously ambitious and complicated game. I thought it would be a relatively mild real-world game, but it includes a ton of worldbuilding and even two different protagonists!

Your goal is to shave some chest hair before a date. There are many things to try, almost all of them ending badly.

Your house is absolutely full of stuff. Stuff in the bathroom, stuff in the bedroom, stuff in the closet, stuff in drawers.

So all of this has the hallmarks of a first (or early) game by a talented author: it models an apartment, has lots of extra things, and has a lot of implementation into tricky things while neglecting a few of the smaller things.

What are the smaller things? Well, the game mentions that you can see the exits by LOOKing, but some rooms have no exits listed at all (like the bathroom as Marigold). Room names are all lowercase, which is a common mistake in Inform (you have to capitalize them the first time they appear in the code, wherever that is). When you use the special device, it doesn't indicate a change in location (by LOOKing), which may be intentional but is kind of confusing.

The game indicates several beta testers, and it is more polished than many games in the comp, but I think that having some more people beta test next year that have comp experience could help, and of course the feedback from this year will be very helpful. This game is well-written, funny, complex, and generally polished; but there are some things that I think would be better left off the next game, especially the large groups of unnecessary but well-implemented items. I definitely think there should be a next game, as I would expect this author to be capable of coming up with several interesting stories and some very fun game mechanics, if this game is any indication.

-Polish: The game could use some touchup for sure.
+Descriptiveness: It can be confusing at times, but this game is definitely descriptive.
-Interactivity: I often felt at a loss what to do, and beat my head on the wall a lot as I got lost moving around (probably because the device mechanic didn't make sense to me early on).
+Emotional impact: I definitely experience a lot of interesting feelings while playing this game.
-Would I play again? Not until there were an update.

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Doppeljobs, by Lei
2 of 2 people found the following review helpful:
An Ink game where you are a doppelganger with business needs, December 1, 2020
Related reviews: about 1 hour

This is a weird game but I'm into it. You play as a doppelganger in a bizarre magical world powered by technology and fantasy. I suspect there are deeper secrets to the game, but I enjoyed my ending (1/4, Humanologist).

Gameplay consists of getting several cases in a row. In each case, you can choose what to talk to your client about, then you become them, then you have several choices on how to carry out your tasks. You get paid different amounts of money depending on your performance. You can then invest that in various things.

I liked this quite a bit, although it's different from most games I like. Every year, I come up with theories on what does well in the comp and what doesn't, and this year my theory is that choice games that give you a lot of freedom of action (like a world model you can move in or completely different paths of characterization with tradeoffs like choice of games) do better than those without. On the other hand, longer games tend to do better, and while this is long, it's not huge like some of the games in the comp. So I predict this will do well, probably in the teens. But my predictions are always really wrong each year, so who knows?

+Polish: The game worked smoothly.
+Descriptiveness: I liked the worldbuilding.
+Interactivity: I felt like I could choose my characterization.
+Emotional impact: I really immersed myself in the character.
+Would I play again? I plan on it!

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Standing on the Shoulders of Giants, by Kenneth Pedersen (as Ilmur Eggert)
3 of 3 people found the following review helpful:
A short linear Inform game about physicists and time travel, December 1, 2020
Related reviews: less than 15 minutes

So this is an interesting game. Basically, it’s a time travel plot involving two of the great physicists in history.

The implementation generally worked well, although it seemed to kind of push me around a lot, especially when entering or leaving the cottage, almost like no direction I went mattered, the game would send me where it wanted.

The writing goes back and forth between very plain and more elaborate. The story is full of grand ideas, but I think it could have used a little more spacing between big reveals.

Overall, though, it was a quick and simple parser game with an interesting concept. At first, I was skeptical that things would have played out the way suggested in the game, but the more I think about it, the more I realize that we don’t really know how great discoveries and scientific innovation are pushed forward, and it’s difficult to understand why there has been such an acceleration in technical innovation in the last few hundred years.

+Polish: I didn't find any real bugs.
-Descriptivenss: The game was plain in some parts, especially the library.
+Interactivity: While I felt like I was being pushed around, it ended up working out smoothly.
-Emotional impact: I don't think the big reveals 'landed' for me.
+Would I play again? Maybe; it's interesting to see the past tense and third person, and to consider the way it pushes you forward.

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The Pinecone, by Joseph Pentangelo
2 of 2 people found the following review helpful:
A very brief game about an odd encounter with a pinecone and a goat, December 1, 2020
Related reviews: less than 15 minutes

Like many have said, this is quite similar to The Turnip. It's by the same author, they're both the same length, have the same styling, have the same setup. They also feature large and puzzling agricultural specimens and kindness to animals.

Is there some kind of meta puzzle here? I don't think so, judging by opening up the code and peeking at a few of the boxes. In any case, this is fun writing, and slightly more interactive than the other piece. It reminds me of Sub-Q Magazine's pieces before they stopped printing, albeit a little shorter. I'm glad to have it in the comp; it's not the kind of thing that I'd seek out normally, but it's so short and well-done that I happy to see it.

+Polish: Very polished.
+Descriptiveness: I think the writing is very well-done here.
+Interactivity: There's not much, but it's interesting and a little puzzle.
+Emotional impact: I liked it.
-Would I play it again? I think once is enough.

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