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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Phantom, by Peter Eastman
2 of 2 people found the following review helpful:
A multimedia retelling/spin on the Phantom of the Opera, December 1, 2020
Related reviews: 15-30 minutes

This game gave me all sorts of different reactions.

First of all, it has nice visuals and sounds chosen from a variety of operas and symphonies.

The text is slow during musical portions, but the game overall is relatively short.

This game is a retelling of the Phantom of the Opera, where you can customize it in 6 different ways depending on the time period and the way you perceive the story of the Phantom.

However, on replay, choosing entirely different options, I found myself with almost the exact same story. I checked the code of the game, and all the stats affect at most one or two paragraphs each.

The writing is interesting and makes for a good retelling, with narrative twists. I felt that the characterization of Christine as seductress was surprising to me and didn't really gel with my version of the character, and then later events further differed, but I suppose that's the variety in retelling a story.

So I honestly don't know. This is in no way what I would consider a bad game, but it has a lot of unusual choices that I need to sit and unpack for a while.

+Polish: Everything worked well from the get-go.
+Descriptiveness: The characters and locations were vivid to me.
+Interactivity: Despite the small effects of choices, I felt like it was interactive, especially the first time.
+Emotional impact: I'm a Phantom of the Opera fan, so it was fun to play it in Twine form.
+Would I play it again? I don't plan on revisiting this.

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The Impossible Bottle, by Linus Åkesson
3 of 3 people found the following review helpful:
An impressive Dialog game with increasingly intricate puzzles, December 1, 2020
Related reviews: about 2 hours

I beta tested this game in a pure parser format before the clickable version was enabled.

This is a very strong game for the competition, one of the most polished parser games. You play as a young girl who has to go around the house getting stuff ready for dinner. But as the blurb says, this is a game of 'peculiar proportions'.

In fact, it turns out that the main mechanic of the game is (Spoiler - click to show)manipulating objects and altering the size of things by interacting with a scale model of your house. This provides for wildly inventive puzzles that get better as the game progresses.

But, since it gets better as the game progresses, it struggles a bit near the beginning for finding motivation to continue. In a sense, that's a lot like Shade, which has a very similar opening (in the sense that you're fetching objects in a house) and also gets better and better as time goes on.

Dialog is looking strong as a game language here. This is very complicated stuff, with a lot of disambiguation and complicated parser directions, and it's handled beautifully. The hyperlinks threw me off a bit as I was surprised that the mouse arrow turns into a text cursor when hovering over them. I wonder if some kind of color change when hovering (like Twine's highlighting) or turning the cursor into a hand (like both Twine and Windrift), as text cursor doesn't indicate 'click here' in my brain.

+Polish: The game is very polished.
+Descriptiveness: I was going to say that the setting is very commonplace, even with the cool mechanics, and doesn't lend itself to impressive descriptions, but then I remembered (Spoiler - click to show)the little hamster-sized hat you put on the hamster. There's a lot of cute little things in this game.
+Emotional impact: Very fun.
+Interactivity: Love the puzzles.
+Would I play again? Happily.

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"Adventures in the Tomb of Ilfane" by Willershin Rill, by Richard Goodness writing as The Water Supply writing as Willershin Rill
1 of 1 people found the following review helpful:
An Indiana-Jones style game with complex puzzles and a secret, December 1, 2020
Related reviews: 15-30 minutes

In Adventures in the Tomb of the Ilfane you play as an adventurer who is running from Nazi scientist Doktor Chirlu while you break into the tomb of Ilfane, ancient Autarch of the Teresten people. You have access to a beautiful mural of Teresten history, a Dais that represents the planets, and a sarcophagus covered in strange runes.

Below is a spoiler that may help those who didn't see the blurbs and cover art in IFComp 2020:

(Spoiler - click to show)Check out
"Incident! Aliens on the Teresten!" by Tarquin Segundo and
"Terror in the Immortal's Atelier" by Gevelle Formicore
and return here if you get stuck after that.


Below is more spoilers for people who've seen the first spoiler.

(Spoiler - click to show)I'm clumping these three games together because they have remarkably similar presentations. The titles all use quotations, their cover art has similar themes, and they all contain the phrase:

"Remember, no knot unties itself. You may need to seek aid from an unusual place."

in their blurb, in addition to using the same names for different characters in their blurb.

In case it's not clear, these games are part of a set, and in particular, they are all parts of the same game.

I've seen some people speculate about this on the forums. This is strongly reminiscent of the Hat Puzzle (see the second-to-last section of https://intfiction.org/t/what-makes-a-best-puzzle/46852).

The large amounts of worldbuilding and lore in each game can be overwhelming. It's descriptive and interesting, but I wonder if we could have gotten by with more names like 'the Knot' and less like 'Willershin Rill', not because they're bad but because it can be difficult to parser, especially since the first game contains several many-page books.

Fortunately, the author(s) foresaw that and put anything that you need to know in flashing lights with the words 'you need to know this' and puts them in an ordered list.

As you can guess from the similarities, the games are all the same game. Once you know that, the puzzles become easy: search everything you can for a password. Find out which game it belongs to and input it there, getting the next password. The final puzzle has the credits.

Overall, I'm pleased with these. I definitely think this works better than the infamous Hat puzzle which was not discovered without hints. The styling (especially on the runes and star chart) is nice while I usually despise slow text, it went quickly and much of it is skippable on replay.


+Polish: This game is definitely polished in appearance and effects.
-Descriptivenes: The proper names were a lot to deal with, and I couldn't picture things vividly.
+Interactivity: Great puzzles. Love it. Maybe XYZZY Individual Puzzle nom?
+Emotional impact: I felt excitement upon solving the tomb and the fade-to-white almost gave me chills.
+Would I play again? I'll check it out again in the future.

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"Incident! Aliens on the Teresten!" by Tarquin Segundo, by Richard Goodness writing as The Water Supply writing as Tarquin Segundo
1 of 1 people found the following review helpful:
A science fiction game with complex passwords and some surprises, December 1, 2020
Related reviews: 15-30 minutes

In Incident! Aliens on the Teresten! you play as a member of the starship Teresten which was attacked by an evil horde called the Ilfane after your scientist Chirlu experimented on The Knot. You have a computer that can unlock the knot if you can chart a correct course on a grid, as well as a dictionary for alien runes and a beautiful planetary logo to look at on the wall.

Below is a spoiler that may help those who didn't see the blurbs and cover art in IFComp 2020:

(Spoiler - click to show)Check out
"Adventures in the Tomb of Ilfane" by Willershin Rill
"Terror in the Immortal's Atelier" by Gevelle Formicore
and see my review of 'Adventures' for more detail.


+Polish: This game is definitely polished in appearance and effects.
-Descriptivenes: The proper names were a lot to deal with, and I couldn't picture things vividly.
+Interactivity: Great puzzles. Love it. Maybe XYZZY Individual Puzzle nom?
+Emotional impact: I felt excitement upon solving the star chart and the fade-to-white almost gave me chills.
+Would I play again? I'll check it out again in the future.

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"Terror in the Immortal's Atelier" by Gevelle Formicore, by Richard Goodness writing as The Water Supply writing as Gevelle Formicore
2 of 2 people found the following review helpful:
A fantasy game with complex passwords and some surprises, December 1, 2020
Related reviews: 15-30 minutes

Terror in the Immortal's Atelier has you fleeing an evil sorceror named Chirlu, Autarch of Telestren, who has stolen the Knot and placed it in the container called the Ilfane, which you have to open. You have 4 books telling you about magical creatures, and a huge table full of reagents you can mix and match in any order.

Below is a spoiler that may help those who didn't see the blurbs and cover art in IFComp 2020:

(Spoiler - click to show)Check out
"Adventures in the Tomb of Ilfane" by Willershin Rill
"Incident! Aliens on the Teresten!" by Tarquin Segundo and
and see my review for Adventures for more detail.


+Polish: This game is definitely polished in appearance and effects.
-Descriptivenes: The proper names were a lot to deal with, and I couldn't picture things vividly.
+Interactivity: Great puzzles. Love it. Maybe XYZZY Individual Puzzle nom?
+Emotional impact: The evil version of 'The Giving Tree' was honestly pretty great.
+Would I play again? I'll check it out again in the future.

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Amazing Quest, by Nick Montfort
4 of 5 people found the following review helpful:
A tiny Odyssey game running in an in-browser C64 emulator, December 1, 2020
Related reviews: less than 15 minutes

Nick Montfort wrote Ad Verbum, a great wordplay game that predates both Andrew Schultz and Emily Short’s wordplay games (but not Nord nor Bert), and has since then done a lot with the intersection between text and software.

I had heard a lot about this game, mostly consternation and mystery.

I’m happy to take this game at face-value. Without digging deeper, this reminds me of ASCII and the Argonauts, but slightly less complex.

In this game, you are presented with yes/no options on what kind of interactions to have with a scrambled group of towns. It seems that there is a pattern on what to do (and I was able to be right more than half of the time, so either there is a pattern or the game is good at making you feel there is a pattern, which there’s not really much of a difference there).

I’ve always had a fondness for little games done well. I came up with my current star-rating system on IFDB just so I could feel consistent giving the tiny micro-game ‘Creak, Creak’ and ‘Counterfeit Monkey’ both 5/5.

So, yeah, this is cool. Not what I expected from Nick Montfort, but then again I didn’t know what to expect, and this definitely fits his recent work. If more about the game is uncovered, that’s fine, but I kind of like its meditative simplicity.

+Polish: It does exactly what it sets out to do.
+Descriptiveness: I found that it packed in meaning in small chunks.
+Interactivity: I liked discovering the pattern.
+Emotional impact: I'm still pondering on sacrificing to Gods of a dusty planet.
+Would I play again? Yeah, I think I'll take another look at it.

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A Murder in Fairyland, by Abigail Corfman
4 of 4 people found the following review helpful:
A complex wordplay-based cyber fairy game, December 1, 2020
Related reviews: about 2 hours

Abigail Corfman has a very impressive Twine record with Open Sorcery (a popular quadratic-complexity puzzle-based commercial Twine game with upcoming sequel) and 16 Ways to Murder a Vampire at McDonalds (which is known for its complex puzzles).

So I was definitely looking forward to this one.

It wasn't quite what I expected. I thought at first it was child-oriented, but I'd rather say it's similar to fairy stories of the darker type (such as SCP-4000 or the poem The Goblin Market).

Gameplay is based on word puzzles. Initial gameplay has word-search puzzles. A long chunk of the game revolves around figuring out complex bureaucracy.

Most, if not all, of the puzzles are optional, as explained in the very brief walkthrough (which doesn't really spoil anything puzzle-wise, only offering ways around it).

I thought I was uninterested in the game at first, but then I found myself going out of my way to find more puzzles to try. In a way, it's almost like a Twine counterpart to Dibianca's Sage Sanctum Scramble, both a fantasy/sci-fi pastiche of wordplay.

I was progressing pretty nicely on the murder when I lost about 45 minutes of gameplay due to a random death with no undo possible (but restoring possible). I hadn't realized I needed to save that often, so it was a devastating blow to my will to go on. I used the walkthrough's cheats to progress to the ending, and found some satisfaction there.

Really not a fan of the random insta-death without undo (I'll admit there were some hints I was acting dangerously), but I liked the rest, so I don't know.

The protagonist is in a wheelchair, and it affects gameplay pretty much exactly how wheelchairs affect real life. I was married for 10 years to a woman who used a wheelchair full-time, and the game's emphasis on spotting out traversable paths, being stymied by a single stair step, and dealing with tedious bureaucracy to get accommodations is true to form.

There are also some personal details revealed through memories (whether of the author or of a created character), which were meaningful.

Overall, very nice experience, but make sure you save often!

++Polish and descriptiveness: Beautiful and lovely, smooth sailing.
+Interaction: My delight with the puzzles overwhelms my sadness about not saving.
+Emotional Impact: I felt intrigue.
+Would I play again? Yes, after the comp when I can dig in deeper.

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BYOD, by n-n
4 of 4 people found the following review helpful:
A small one-room game centered around a cool tech interface, December 1, 2020
Related reviews: 15-30 minutes

I tested this game. When I tested it, it didn’t have its flashy index page, which I thought was pretty cool, especially the worldbuilding elements and the cool animation. I had trouble at first though because I thought it was text-entry and not links.

The game itself is small and simple, a one-room game. The main feature here is that you have an app on your cell-phone that lets you connect to items by their ID and manipulate them through reading and writing. There are multiple endings, one normal and one which lets you be a hero.

There are a few niceties missing here and there (you’re told that everyone is working, looking at their screens, but can’t X SCREEN) but given that I was a tester I can’t really complain, can I?

If you like this game, you should try Michael Roberts’ immense game Return to Ditch Day which includes a lot of testing ports and running cable to access devices. Other games for gadget/tech people/fans of oldschool interfaces include Rover’s Day Out and Final Exam.

+Polish. The cool file system makes up for the implementation.
-Descriptiveness. The game is pretty sparsely written, and most objects described are generic.
+Interactivity. Great system!
+Emotional impact. Mostly wonder for the phone access.
-Would I play again? Doesn't have a ton of replay value, but that's okay.

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Just another Fairy Tale, by Finn Rosenløv
2 of 2 people found the following review helpful:
A charming Adrift game about finding a compass for a wizard, December 1, 2020
Related reviews: about 2 hours

I suspect that this may be a pseudonym, after I had a panic-inducing moment where something I posted in the author’s forum was liked by someone who I didn’t think was an author and who would write a game like this.

This was the first game on my personalized list, but I thought it was charming and wanted to take it slow.

This is an ADRIFT game, which means it comes with that ADRIFT style where precise verb noun combinations are needed and Inform’s and TADS’s automatic feedback systems aren’t in place. So you have to poke around.

This is a fantasy pastiche (with an especially funny moment where the game loads music by Peter, Paul and Mary and invokes the wizard Google) where you are teleported to another world and asked to bring a compass to a wizard.

While the storyline resembles a fantasy teen novel, the game itself is well-adapted to parser fans. It has traps you can fall into without knowing for sure if they are traps, and requires careful experimentation and searching, but it also has multiple puzzle solutions.

I had hoped to do most of the work on my own, and asked a few early hints, but ended up heading to the walkthrough around the bank segment. Given more time, I probably would have just left this open for a month and poked at it.

I definitely don’t prefer ADRIFT or Quest games for their systems, which often frustrate my gameplay style, but I have grown accustomed to their style, and they work remarkably well for menu-based systems (ADRIFT more than Quest).

This game was charming overall, and I had a good time playing it.

-Polish: The eternal bane of most ADRIFT games.
+Descriptiveness: I thought the game was well-described.
+Interactivity: I was often frustrated, but when I took it very slowly, it was fun.
+Emotional impact: I found it charming
+Would I play again? Why not? From the other scores I can see this early on, I might be in the minority, but I got a kick out of this game.

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Tavern Crawler, by Josh Labelle
2 of 2 people found the following review helpful:
A smooth and polished game exploring an odd medieval city, December 1, 2020
Related reviews: about 1 hour

Josh Labelle is a fairly well-known professional narrative designer, so I was interested to see how this game turned out. Skills developed working in a team on graphical projects don't always translate to solo text works and vice versa, so I figured it could go either way.

For me, I find this very successful. I have a soft spot for dungeon crawls and western RPGs (I enjoyed the parser game Heroes and the Choicescript series Hero of Kendrickstone better than most reviewers on average), and this game satisfies that.

It's very polished, with slick menus and nice highlighting and color use. I wasn't even sure it was Twine until I opened the file.

You play as one member of a team of three who has been assigned to kill a dragon then return to town. But once you get back, you have trouble finding where to claim your reward.

There are some complicated stats. It does fall a little bit into the Choicescript meme where you pick one of 3-4 skills and just max it out the whole time, and there's no reason not to accept most side quests; both these options make strategy a little less well-developed. On the other hand, the relationships with your partners and your decisions with the enemies (like the dragon and your employer) have more long term consequences (and many side quests have meaningful ending decisions that last even until the end credits).

Writing, setting and story are all high quality, with huge variety between the taverns in the game and several plot twists. Overall, I think this will do pretty good in the comp; if anything limits its appeal, it might be that traditional RPGs have been considered overplayed in IFComp in the past. It'll be interesting to see where this places. I consider it one of the better games I've played so far.

+Polish: Very polished, smooth, well-designed.
+Interactivity: Even lets you pick how much of the game you want to interact with, by making a lot optional.
+Descriptiveness: The variety in the bars was strong.
+Emotional impact: Suspenseful and funny.
+Would I play again? Yes.

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