This Ectocomp game takes the form of a series of pamphlets which describe the current state of the British Empire.
Each one presents a conundrum, which you can solve in several (usually 4) ways. At first, your options are to Acquiesce (which guarantees a moderate stat loss) or to attempt to fix it using one of your strengths (which gives either a slight stat loss or a strong stat loss). Eventually the option to acquiesce disappears.
There doesn't seem to be any way to improve stats; it seems to be a simulator for the long death and decline of the British empire.
I had a couple of sticking points with the game. There were several typos; I myself am prone to them, but if this is in Twine you can print out a 'proofing copy' with the 'proof' button and run a spellchecker on them.
The other issues were mainly taste; I would have liked the stat decrease to remain on the screen a lot longer, as I couldn't even see it as first, with my eyes near the top of the screen. Second, it's hard to figure out what true effect your losses have. I ran through part of it a second time and there didn't seem to be any changes in the pamphlets that depended on my earlier failures, although perhaps there were subtle differences here and there that escaped the eye.
In any case, turning the many negative actions of the British empire into a horror game by just printing what happened is pretty amusing.
This ectocomp game was written using Twine.
It's a fairly short game about a man who has kidnapped a woman and a child and hurts them repeatedly. The game indulges in his verbal and physical abuse, almost reveling in it.
There is a slight supernatural element to the game which is stronger in some endings, but mostly this game just seems to serve up unpleasantries, and not in the service of some greater narrative; the torture seems to be the point.
It is polished and descriptive. However, the interactivity is a little bit weird; after one ending I looked around at the code, and it's pretty hard to figure out which action will lead to which result.
Emotionally, it was affecting, as I had a strong negative reaction to it.
I believe this author has a good writing talent, but different people have different tastes, and I'm not the target audience here.
This is a medium-length Twine game about a family that lives in a haunted house...but all the monsters in it are friendly with them, from the voices in the basement to the ghost children.
It has a nicely written and pleasant atmosphere, and kind of reads like books I'd read as a kid. I liked the homey feeling and the way the monsters worked together.
There was some real agency, where you could choose between different paths.
However, the game ends in the middle of the story; I would have given a higher rating if it were finished. Also, many of the background images had large patches of white, which made it moderately difficult to read some of thee white text.
Otherwise, cute family, nice worldbuilding, fun monsters.
A long time ago I studied IFComp games and noticed games that were marked as unfinished tended to do really poorly in the voting, regardless of their quality. I wonder if that’s changed now? It’ll be interesting to see how this game places, given that it says it will be updated and that several of the endings cut off in the middle of the story.
Your glasses are missing, and you have to find them! There are two key suspects, Minh and Jaime. All of them and you belong to the same book club.
The game branches pretty heavily, with one early ending being peaceful and happy and another ending I had involved organized crime(???)
Overall, it was fun, but just needs some more work. There were some typos (like ‘peak’ for ‘peek’, which is funny because I’ve made that same mistake at least twice this week), but not too many.
It’s interesting to compare this unfinished Choicescript game to One Knight Stand, another unfinished Choicescript game in the comp. This game is pretty minimal with just a few choices, but still manages to branch a lot. The other game has over 400K words with tons of choices for each option. Both manage to be pretty fun.
I liked what I saw of this game, there just wasn’t a lot.
This was a pleasant treat to play, although it was often sad.
It’s a looping game where the same events play out over and over but with variations. Many things are the same: a visit to a flower shop, passing by a statue, etc.
Things change visually as well, with the game getting darker over time.
I liked the writing and thought the loop was fun. I liked the note the game ended on.
I didn’t always see a clear progression between the different cycles. At first it seemed like things were getting worse and worse, and the darkening would imply that, but in many ways that didn’t happen. Maybe it was just about change? It’s okay for things not to have clear progression, but the background darkening seemed to indicate there would be. In any case, this was well written and I’d definitely play another game by this author.
This is a Twine (edit: Ink) game about, well, fixing your mother’s printer. It features some neat UI by Josh Grams in addition to the main story content by Geoffrey Golden.
It’s basically a long troubleshooting call with your mother, trying to fix the printer. In the meantime, she discusses your life and hers.
Mechanically, I felt like I had a lot of options. I could be nice or mean or sad, I could attempt to solve the printer puzzle in various ways, I could bring up topics, etc.
Storywise, the writing was tight, and the characters realistic. But I didn’t connect emotionally much with it. I’ve had fights with my parents before, but I’ve never really doubted their love and care for me, it was always arguments about how that was expressed. I’m not really used to this situation where you’re on speaking terms but there’s constant barbs and negative comments and defensiveness. Even the way my parents were with their parents, there was some negativity and unhappiness (one of my grandfathers was physically abusive), but they just left him alone and were polite when interaction was needed.
So I think that this story would ring true emotionally a lot more to me if I had had a different set of experiences.
It was very satisfying to get the printer to work. I chose the nice options because it was fun, and because that’s almost exactly what I do when I’m tutoring math; you work through things with people patiently and listen because that’s how people learn, and so often the problem turns out to be just the one little thing you wouldn’t even think about.
I don’t know. It was interesting, and I think it was high quality. But gave me a lot to think about and made me want to text my grandma!
This piece was good for me, I think. I’ve encountered different people with stuttering over time, and some of them I was kind too and some not. I had a group when I was younger that was both in church and scouts together. I never hung out with them alone but it was essentially my “friend group”. There was one guy who had a strong stutter. As a whole we often didn’t treat him well, and I regret it looking back.
Now I have a student who stutters a lot, due to having a stroke in his youth. I find it a lot easier to have patience with him and listen to his thoughts. He’s also an incredibly prolific writer (having written over 200 scripts each over 20 pages for a tv show idea he has.)
This game presents the experiences of one person with a stutter. They have a day to go through a list of chores and tasks.
I thought it was effective. It does have timed text but I made it work by playing it on my phone during a very boring work meeting where having it long and drawn out was a benefit. And I imagined the game itself as someone with a stutter and practiced being patient with them. After all, a lot of things that you would never do or like normally are acceptable or good when dealing with disabilities (like someone with IBS having frequent smelly farts).
My ex wife and son both use wheelchairs so it was interesting to see how similar some experiences are across disability, especially with other people under or over estimating the difficult of tasks. (Like “come to my house! It only has one step up, a few inches, that shouldn’t be a problem, right?)
So overall, lots of polish and good work and helped me reflect on life and saved me from a boring meeting.
This is a Texture game, a system that uses a drag and drop of verbs to pull over nouns. The text was small on the buttons, which is a bug I’ve seen before that’s due to the system, not the author, I think.
I really liked this game. I’m into weird short horror/terror and the author has an excellent command of character and setting and is able to effectively spin a tale that drew me in.
The main commands are APPROACH, REFLECT, and TAKE, and I loved how each of these took on different meaning throughout the game. I also felt like I had real agency; there was an interesting object early on I intended to look at but lost the chance as I progressed; yet there were still interesting things to do. It made me feel like the game was replayable.
I found one ending (The Captain, I guess you could call it). It seems like there are more, but I felt satisfied with my playthrough.
I would definitely read more by this author, good work. It suits my particular reading tastes, and I can’t guarantee that others would have the same experience.
This was a fun little game about an unfun situation.
I think I experienced this game in the best way possible, as I am a fan of the game it is connected to (Ascension of Limbs) and I got the most interesting ending first. If I had experienced it any other way, I’d probably have not liked it as much.
You play as a woman in a house that has been tormented by a thing for a long time. Years, maybe? Maybe not.
Something is in your house, a wretched thing. The game doesn’t really expand on what that is. I imagined something like a mix between a baby, a Slitheen from Dr Who, and a silverfish from Minecraft.
Most of the action in the game is generated on the fly as the wretched thing performs various gross deeds. There are a few keys ways to interact with it, but other than that there’s not much to do.
That’s probably the main thing I didn’t like. Tons of items are in the game, but almost all of them have a message like ‘that’s not important now’ or ‘you don’t need that’. That makes sense from a scoping point of view, but I felt a little sad every time an interesting item turned out not to be usable.
But I liked the writing. And the ‘good’ ending really explained a lot about one of Ascension of Limbs’ main mechanics, so that’s what I liked best about this.
I think I underestimated this game going in. It seemed just like a regular old Ink game with a silly premise that would be over in a few minutes.
Instead, it was a somewhat longer ink game with a pretty funny premise and a lot more state tracking than I’m used to in Ink games.
You play as a cowboy who was been transported to New York City (I read that in the voice of the old pace picante commercial: https://www.youtube.com/watch?v=Gi6AFz2fbr8&t=13s 1). Once there, you have to find your cowboy hat!
I liked the tone of the game. It reminded me a bit of old ‘holy fool’ operas/plays where someone’s pretty dumb but is resistant to suffering and oddly accepted by everyone around them.
I had recently revisited NYC after moving out years ago and it was fun to see how his experiences paralleled mine (like wandering through the city and accidentally ending up in Times Square, having wild youths follow you around–in my case, the students I was chaperoning–, a helpful city native who doesn’t really care what’s going on with you as long as you don’t get in their way too much).
There was a kind of stat system. I couldn’t tell if it was actually checking stats or just being goofy, but I liked the stat names. And frequently I had to strategize to try to figure out what to do next.
So overall, this seems just right for a mid-size game in IFComp: not long enough that you get tired or bored, not short enough that you feel like you didn’t play anything. Good middle ground.