This was a truly pleasant game to play. The art was very lovely, reminding me of a more advanced version of the art in Laura Knauth's Winter Wonderland.
This is written in Adventuron, and has a few 'modes', including a cozy one and a sad one. I played both of those.
The game has its own internal logic that doesn't correspond 100% to standard interactive fiction tropes. For instance, a few puzzles require that you type the desired result without detailing the physical actions that prompt that result (an example, not in the game, would be like saying 'go golfing' instead of 'hit ball').
Because of that, I got stuck a bit, but I noticed that the many other people who played seemed to get by without asking for hints online, so I persevered. Overall, I enjoyed the atmosphere of this game the most out of this comp, and think this is an outstanding use of Adventuron.
I beta tested this game.
This game is written using the author's own Versificator system, an excellent system built up over many years.
In it, you play as a Grue in a classic adventure. However, you have no interest in murdering adventurers. But you do want to get them out!
The game reverses several parts of classic adventures. Instead of mazes, you move through orderly access tunnels. Instead of finding light sources, you find ways to dim light.
This is a clever reversal and a fun way to play.
The only thing I had trouble with was the overall main mechanic of rescuing adventurers. The puzzle structure is organized in a way where it's hard to know you're making progress until you've figured the whole thing out. But that's mostly a personal reaction and may not apply to others.
I also played this as part of the Seattle IF Meetup and think it's appropriate for group play. We all had a lot of fun!
This game opens with a spooky pixel art world and story, then transitions to a generally pleasant, somewhat magical real life world with photographs.
It has 3-5 puzzles. All are simple, and most are well-clued. One involving a fish felt a little arbitrary to me, but overall it was nice.
The game felt smooth and polished. The writing gives hints of interesting worldbuilding. Overall, like others have noted, the game feels a bit disconnected between its two sides, but both sides are individually well put-together.
This game was co-written by an 8-year-old girl and her father. Having a kid around that age that I've made IF games with, I completely enjoyed this game and thought it was cute.
I never had any problems with the parser, and I think the young author's fresh perspective allowed some surprising responses that weren't in the norm.
The 'puzzles' were simple to follow and interactivity flowed well.
Overall, a very pleasant little game. Very small, and very fun; what a nice experience for a family team.
This game is the author's first game, which is surprising considering the level of detail and programming in the game, although there are a few bugs.
This game features a prison break from an alien base. For some reason (never explained in-game), your captors disappear and you have to shut everything down.
The puzzles are a mixed bag. A lot make sense, a lot are fun, sometimes the two groups aren't the same (I enjoyed a language code puzzle that had simple, nearby hints involving interaction, but later everything was in English). Occasionally solutions seemed really obscure.
The coding needed a bit more synonyms. For instance, late in the game there are buttons that have names, but saying PUSH [Button name] doesn't work. Instead, you have to say the action that they perform (this example isn't in the game, but it would be like having a button saying lights where 'push lights button' doesn't work but 'turn on lights' does). A couple of other inconsistencies with synonyms was probably the major fault of the game.
Story-wise, I feel like it omitted some major features, but what's here is okay. It has some pretty strong gore at one point.
As a game, it's okay. As an author's first game, it's much better than most, and I'd expect the now-experienced author to be capable of making very good games in the future.
I generally enjoy games by Andrew Schultz, and this was no exception.
It's a small game on a 5x5 chess square with a few short chess puzzles. Using knight moves, you must move around the board to achieve your goals.
+Polish: The game was very smooth. I kept trying to type SUMMON instead of CALL but that's entirely on me.
+Descriptive: I actually like the writing in this more than almost all other Schultz games. It goes in a different direction and I like it.
+Interactivity: The puzzles appealed to me.
+Emotional impact: Genuine enjoyment counts as an emotion, right?
+Would I play it again? Yes, I found it satisfying.
I don't everyone would like this all the time, but I think some people would like this some of the time. If you'd like a brief logic-based brainteaser that wraps itself up nicely, try it out.
I remembered this game when I played it during the competition, but I couldn't remember where. Was I a beta tester? No, I wasn't in the credits.
Then I remembered that this was entered into Introcomp! The author has certainly improved the game since then. Back then, it only had the opening and then an empty crater.
This game has you play as a colonist arriving on a planet. The opening sequence is pretty brilliant, similar to the Ian Finley game Gris et Jaune. Unfortunately for both games, they get a little buggy later.
This game has few big bugs in it, like if you type REMOVE [something] it gives an error message with a space missing.
The game is ambitious, though; even though it's not super long, it has changing time, major modifications to locations, an autonomous NPC, and a (Spoiler - click to show)change in perspective.
If the bugs were fixed, I would give this game a 4 or 5, and I think the author didn't something great and should continue coding.
Danny Dipstick is a compact, polished puzzle game where you play as an uncharismatic man who is desperate to get a girl's phone number.
This game is based off on an older game by a different author. Much of my reaction to this game is based on my feelings about this variant of date culture in general, and may not reflect the author's own attitudes.
In my opinion, the central tenets of this game (that being able to easily persuade women to date you is desirable, that the barriers between you and 'random woman you just met' are all superficial things like appearance that can be easily corrected, etc.) do not hold up. In the past, almost all people met their partners through mutual friends, and now according to modern research the internet is even more common. For me, Danny's story didn't seem authentic and didn't resonate with me.
Like someone else mentioned, the depiction of the store clerk seemed inauthentic as well. He's described as scrawny, undernourished, with an almost unintelligible accent. According to statistics, the median Indian household is much wealthier than the median white household, and English is a first language for many in India. This corresponds with my own experience; in Texas, where I live, a huge chunk of my everyday coworkers and friends are Indian, and almost half of my wealthy tutoring clients are Indian. I'm sure scrawny, undernourished, unintelligible Indian people exist, but they're certainly outliers.
Mechanically, I was really pleased with the compact puzzles and their unity of purpose. The puzzles were simple but it contributed to the overall feel of the game.
This game is, I believe, a late entry to the recent parser competition that was for 2-word introductory games for kids. It's a simple Adrift game that is generally very polished, with a tutorial available, music, a few pictures, and some text effects.
Here's my rating:
+Polished: The game is very smooth and well-done.
+Descriptive: The game is sparse and, as part of the competition, can only put a couple of lines in each description, but the author manages to make each room interesting and to serve many purposes. It could have been easy to throw in a bunch of empty rooms to fill up space, but every is nice and compact.
+Interactivity: The puzzles were generally fair and interesting. I set the game down for about an hour in the middle, and forgot an important clue and had to look at the pdf, but if I hadn't wandered off I would have remembered.
-Emotional impact: While the game is generally charming, it never garnered a strong emotional response from me.
+Would I play again? Maybe I'd show it to my son.
This is an unpolished but complex and amusing parser game made by a kid.
It's strongly based on different Nickolodeon series, starting with the Loud House.
Here's my rating:
-Polish: For a kid making a parser game, it's great. Otherwise, it has numerous problems, most of which could be solved by time and practice.
-Descriptiveness: Most of the details are left out, relying on your knowledge of the shows or of classic tropes to fill in the details.
+Emotional impact: I thought it was fun and funny, especially the slime's riddle solutions
+Interactivity: It was straightforward but manage to cook up a lot of surprises. Some bugs but intfiction hints helped me out.
+Would I play again? With my kid, yeah