Reviews by MathBrush

15-30 minutes

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Social Democracy: An Alternate History, by Autumn Chen
3 of 3 people found the following review helpful:
A complex government simulator set between the World Wars in Germany, June 19, 2024
Related reviews: 15-30 minutes

This is basically a 'deafeat Hitler government simulation', which is a pretty fun concept.

You have a deck of cards and can hold a hand of 3 at any time, each card use counting as a month of in-game time, as well as special 'advisor' hand of up to 3 people, which can be used more rarely (every 6 months, I think).

Gameplay is complex; you need to balance funding, the demographics of the people you appeal to, keeping your allies placated to maintain government strength, and opposing the rise of the Nazis.

The writing is good, and the commitment to historical accuracy (or at least the appearance of historical accuracy, as I am not educated enough to tell the difference) is really cool.

Overall, I think the game is telling both in what it says about the 1930s and what it says about today. A lot of the game felt very similar to modern political events I've lived through.

Overall, it was a bit too complex for me to want a second go around after I lost. I kept getting tripped up because I didn't know things like the difference between Leftist and Labour. If I learn more one day, I will return!

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Deep Dark Wood, by Senica Thing
1 of 1 people found the following review helpful:
7 Forest-based stories written by kids, June 17, 2024
Related reviews: 15-30 minutes

This is the second time that students from Senica in Slovakia have written an anthology of short Twine stories for inclusion into Spring Thing.

This year there are 7 games, all of which start in a dark forest.

Most have a 'time cave' structure, where, instead of state tracking or having paths converge, all choices split the game into separate paths. Some do have a little bit of converging. Most end after 2-4 choices, often evaluating how good your ending is.

I enjoyed the small jokes, like linking an ellipsis to a 'why are you still here?' message, and the funny endings like dying of boredom and low trust while hiding behind a rock.

It could be fun next year to have a little more color; maybe letting students pick some of the CSS.

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Provizora Parko, by Dawn Sueoka
2 of 2 people found the following review helpful:
What if it was birds all along?, June 15, 2024
Related reviews: 15-30 minutes

This game has a heady, dreamlike feel. In it, you explore a kind of abandoned zoo or city or something, and interact with a lot of people and things, especially birds.

I didn't see until afterwards that it is explicitly framed as a purgatory, but that makes sense. It's kind of like a text version of What Dreams May Come, but stripped of all explicit moralizing.

I encountered a lot of mysterious and compelling scenes, some making the use of delayed text in a surprisingly effective way, such as in the luggage carousel full of masks. Birds are a recurring theme.

This doesn't feel like a pleasant world to be in. Statues are ugly, people are cruel or crass, decay is everywhere. But it feels like a place to move on from, a place that shapes and refines you for good or for bad.

Very compelling game. Due to its overall grimness, not one I think I'd revisit, but one that I could recommend to others.

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Nonverbal Communication, by Allyson Gray
4 of 4 people found the following review helpful:
A verbless game, June 14, 2024
Related reviews: 15-30 minutes

This is an interesting puzzlebox of a game with some cute 'characters'.

You play as a wizard that has lost all ability to use verbs. However, some of your words have possessed nearby objects, creating automatons!

You can use nouns instead of verbs. Unfortunately, this causes all loose verbs to converge on the given noun! This can cause a lot of problems.

This was a fun game, but also hard. It was hard to know how to start; it was hard figuring out if I had locked myself out of victory or not (spoiler: (Spoiler - click to show)it seems like there are multiple ways of doing this), and it was hard to win, so be aware of that coming in ahead of time! Although it was reasonably short. I think it's just fine being difficult (I think it made me like the game more) but I do think it could be useful to indicate the fact that you may need to restart/undo to win (unless I missed an ending that lets you do that!)

A very clever concept and a fun game.

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Luna Gardens, by Justin Kim
4 of 4 people found the following review helpful:
At atmospheric but incomplete game with contemplative magic, May 27, 2024
Related reviews: 15-30 minutes

I played two versions of this game; an Introcomp version a few years back, and this Spring Thing one.

They feel like two different games; the part of the Introcomp version I remembered most was branching paths and a butterfly, while this one is focused on divination symbols. Replaying the introcomp one, though, I found they share a setting.

In this game, you are a day early for a visit with a magic professor, and so you have time to think and contemplate your father's death (?). Gameplay consists of examining descriptions, finding symbols that translate into phrases, and DIVINE-ing a full sentence from these symbols.

The descriptions are lush and complex, giving a richness to the setting but also rendering it difficult to find important clues.

There are some bugs; the biggest one I found was The game saying 'There is a carving here' and X CARVING not working (you need to (Spoiler - click to show)X INITIAL).

I was unable to complete this without significant help from discord. Since discord isn't not publicly available or permanently stored, I want to record what helped:
-The number of symbols you need is (Spoiler - click to show)three
-The specific symbols you need to have found are (Spoiler - click to show)waves, piercing, concealment
-You find that first symbol by examining (Spoiler - click to show)the ocean specifically, not just water
-The final sentence you must type is (Spoiler - click to show)arrows planted in flesh are shrouded by an unaware mind

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Escape From the Tomb of the Celestial Knights, by Megona
1 of 1 people found the following review helpful:
An atmospheric Quest game about, well, escaping a tomb, May 27, 2024
Related reviews: 15-30 minutes

This game was part of the Back Garden in Spring Thing. In it, you wake up inside a sarcophagus in a tomb, and have to find your way out.

Here's my breakdown:

-Polish: The game could use more synonyms for things. Sometimes to use an item on another item you have to VERB SECOND THING and sometimes USE NOUN, which was a bit confusing.

-Interactivity: The lack of synonyms as above also caused some difficulties with the interactivity. There were mazes, but those weren't too bad and were easy to map mentally.

+Descriptiveness: I felt like some parts of the game had some pretty neat descriptions. I liked the opening in the box, and the ending sequence, and overall I could imagine the whole place (it reminded me of an NES Zelda dungeon).

+Emotional impact: I liked the atmosphere and enjoyed the feel of the game.

-Would I play again? The game was pretty slight and felt like it didn't tell a whole story, but I would play a fuller version.

For a first game, this is good, and I think that with more practice the author could make a truly exceptional game.

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The Time Machine, by Bill Maya
5 of 5 people found the following review helpful:
A short adaptation of H. G. Wells Time Machine, May 26, 2024
Related reviews: 15-30 minutes

This review is for the newer version of the game. I'll mostly be focusing on changes between the versions. The original review can be found below.

The biggest thing that struck me on initial play was the addition of AI-generated graphics and helpful windows on the side. But after completing, the biggest thing that struck me was the overall increase in code smoothness and good programming.

AI art has been controversial recently due to its being trained on artist's content against their will. I've seen it in a lot of games recently, and I find it tends not to contribute much as the art is often inconsistent. However, I definitely think it adds something here. Maybe it's because the well-known nature of the story it's based on has produced a lot of art over the years, or maybe because the writing itself is more utility-focused and so is complimented by art.

I did struggle with the side windows; the inventory one shows up just fine, but on both gargoyle and lectrote, I couldn't get the topics window to show up. Thankfully, typing TOPICS works just fine.

I liked the timing aspect in the new ending and the whole 'future' area in general much more this time around. I definitely feel like this is an overall improvement to the game.

Original review:

I beta tested this game.

This game is an adaptation of a static fiction story. This is something very hard to do well in a parser game; I've tried it myself and more or less failed, and so have many others. This game runs into a lot of the same problems: a faithful adaptation assumes a linear plot, while a parser game is centered around freedom of expression.

This game implements a house with many mentioned details but few which are usable. There are bugs, such as when one attempts to break a window (not needed in the game).

Plot wise, it doesn't follow the book directly, but instead starts after the action of the first one, allowing you to prove to the world that the time machine is real. The whole setup makes it seem like it will be very complex, but in reality there are only 2-3 puzzles and the whole game can be completed in very few steps.

Note: this review is based on older version of the game.
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Their First Meeting, by dravianis
1 of 1 people found the following review helpful:
Carry out tasks for a stranger with some fantasy, May 10, 2024
Related reviews: 15-30 minutes

This game was written in Adventuron for the Text Adventure Literacy Jam.

The idea is that you've stolen or smuggled some gems that have a mysterious glow and power. You find someone to report this to, a woman in the woods, but instead of listening to you she requires you to carry out some basic tasks for her first.

The game is both easy and hard. It is easy because the room description constantly updates to tell you what to do next. There are only two puzzle sequences.

It is hard because of three reasons:
1-The game only allows two word input, but has many puzzles involving combining two items. So while you might think 'tie rope to wood' would make sense, you have to find a way to do that in two words. Tie rope? Tie wood? Combine rope? You'll have to guess. But there are also at least two points where the solution requires 3 words, which are the only points in the game its available.
2-Implementation is spotty, so many objects are mentioned but can't be examined (like a sack of fluff), or can be taken but not examined, or can be examined but don't show up if taken.
3-The game has aggressive or insulting messages for all of its messages, along the lines of 'What are you doing, you fool?' or swearing at the player.

Combined, this means that you spend most of the game guessing the right word combination while the game yells at you in bright red text over and over.

On the plus side, the game's worldbuilding and plot are interesting. I think that relaxing the two-word parser and allowing more complex inputs, together with implementing more synonyms, would make the game pretty fun!

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The Basilisk and the Banana, by Jasper & Darren
5 of 5 people found the following review helpful:
Adventuron game about Greek mythology with cute kid-made drawings, May 8, 2024
Related reviews: 15-30 minutes

This game was entered in the Text Adventure Literacy Jam, designed to introduce newcomers to the genre.

It was co-written with a kid, who has provided the art for it, which gives the game a pretty awesome feel. I especially enjoyed the lettering on the parachute.

The game is well-fit for an introductory game, with good programming, a generally easy but dramatic set of puzzles, and a lot of humor.

The plot is a bit silly so some things didn't make much sense, but I don't think 'makese sense' was high on the list of priorities here; it seems like 'have fun' and 'be cool' were higher priorities, and it succeeds at both of those.

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A Princess Saves a Dragon, by Eva Cornei
4 of 4 people found the following review helpful:
Explore a forest of magical creatures, May 7, 2024
Related reviews: 15-30 minutes

This is an Adventuron game entered in the Text Adventure Literacy Jam.

It uses some pixel art which looks very detailed. I found out later that it was AI-generated, which would explain the lack of recurring characters.

The story is interesting and fun; a dragon has helped you, a princess, throughout your life, so when a prince asks you to marry him, the dragon helps you flee away. Now, you need to help your dragon while making friends with local fairies.

The map is not tiny but is easy to navigate, and it's easy to picture the room descriptions. The main NPCs have strong personalities, so that was fun.

There were definitely several bugs, as the author stated (due to lack of time). The weirdest to me was that there are supposed to be large crystals in the mine but instead they're listed at the pool, but you can't reference them with 'large' or 'crystals', instead you call them 'pool' and the game offers a disambiguation prompt between them and the real pool.

Similarly, there are several puzzles where you have to type things just right, like using 'jump on' instead of 'enter' or 'climb' or 'get on' or 'stand on'. This definitely could have used a longer testing period!

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