I beta tested this game.
This game is about a private detective hired to track down a woman, and features a number of unusual animals (for instance, it starts in a petting zoo with an aye-aye and an iguana).
Robb Sherwinn is an incredibly funny writer who makes games that involve bizarre logic and creative situations. Mike Sousa is a talented programmer who also has a knack for humor.
So this game is a tag-team effort that warms my heart. When I beta tested this, I laughed out loud several times. Parts of this game are so funny to me specifically. It really depends on what type of humor you have. For me, the thing I think I like best is that it’s good-natured humor; the people might be weird, or violent, or non-human, or troubled, but they’re inherently kind to each other. I’ve always been averse to games with strong profanity and sexual references, which featured in early Sherwin games (not in this game, though), but the inherent goodness and kindness in the stories overpowered that for me. Because isn’t that more important? Isn’t doing your best and trying to help others more important than the way you talk? I still felt uncomfortable with the content, but this game is like ‘clean’ Sherwin and I can’t say how much I appreciate that that exists.
I also enjoyed the references to Mike Sousa’s earlier games, like the computer sports news about Jake Garrett the baseball player (from At Wit’s End) and the garrulous taxi driver from Fake News. I also appreciated (of all things) the smooth elevator in the game. I did some ‘Inform tutoring’ with someone and we spent an entire week of lessons working on his elevator extension he was trying to write, so I confidently say that this game has an excellent elevator, the kind of elevator I aspire to write.
Finally, I love the art in this game by artist asteltainn. So I definitely plan on revisiting this and playing it again in future years.
+++++Polish, Descriptiveness, Interactivity, Emotional impact, Would I play again? This game satisfies all 5 criteria for my star rating system. It's great for my tastes!
I beta tested this game.
This is one of two games this year to be co-written by Xavid and which implement the fun map-building extension used in Xavid’s earlier game Future Dreams. It looks good in both games!
This game is wildly ambitious, and the concept is clever: you take people’s intents (and even more, later) and move them around to each other.
This concept has been used before (most clearly in Delightful Wallpaper) but never on this scale. This game is very large, with three sections that easily could have each been their own IFComp game.
The game expands in the middle so that it has cubic complexity. You can apply any of one category of object to another category of object to each person in the game.
This creates an enormous state space unlike anything I’ve seen before (except possibly Andrew Schultz’s Threediopolis with exponential complexity). In my experience, even quadratic complexity can be crushingly painful (I wrote a murder mystery where any topic can be combined with any other topic).
This is both good and bad. On the good side, it provides freedom, and that’s imperative for most parser games. On the other hand, without careful guidance, the complexity overwhelms the player and the game becomes frustrating.
For me, the game had generally enough hints so that solving puzzles wasn’t too hard (I replayed much of it before this review). The final act, though, I find very difficult indeed, and it was beyond me.
I enjoyed the writing in this a lot. This game is verbose, and riffs on things from quantum mechanics to religious symbolism. It’s clever and witty. As an IF ‘historian’ I’m very interested in its placement; the nice graphical elements are the kind of thing that, in the past, have raised the scores of games a lot, while the complexity may or may not have an effect on the outcome. In any case, I’m glad I played it, and feel inspired by it as an author.
+Polish: The game seems bug-free, and the map is nice.
+Descriptiveness: The writing is really solid.
+Interactivity: The mechanics are clever
+Emotional impact: Parts of it are very funny
-Would I play again? The increasing complexity and overall size of the game are fairly intimidating!
I enjoyed playing this game after hearing about it from many others.
A shortish Twine story, its main strengths are in its well-wrought writing and its numerous special effects, which include responsive graphics, elaborate text animations (especially the title screen!) and sound. I especially like how it integrated the sound test.
As a story, I was frightened enough by this game that I considered stopping playing (it was close to midnight). As it was, though, I’m glad I’m finished.
A few people talked about the ending not being as strong as the rest. I’m not so sure; horror generally has two endings (hopeful and victorious but at what cost? vs defeat snatched from the jaws of victory), and while this game kind of mixes the two, I don’t see that as a bad thing. It’s a game I could definitely recommend to horror fans.
+Polish: Great effects
+Descriptiveness: Very vivid writing
+Interactivity: I loved how responsive the game was to your actions
+Emotional impact: Felt some fear!
+Would I play again? I plan on it.
This game uses Unity (and possibly Ink?) to give you a series of choices as you progress on a journey to avenge your master who has died. His spirit now inhabits a sword.
You pass through many interesting situations such as a pirate ship, a minotaur battle, etc.
I found the writing interesting and the concept charming. The text is typed out but fairly quickly, although that still hampered play somewhat The occasional use of graphics worked well.
In structure, this game reminds me of nothing more than Chandler Groover’s game Left/Right. In that game, you can either choose left or right over and over. One direction will kill you or end the game, and you never know which. It’s partially (I think?) a lesson in the inscrutability of that choice structure.
And it’s that way in this game, too. You have to guess the author’s mind on each choice. It’s possible to see the logic in each choice, but usually only after you’ve attempted to go through and die. I think it stems from a desire to make interesting decisions with only binary (or occasionally trinary) choices. But I don’t think having frequent deaths is the best option; it’s much more interesting to have old decisions affect future decisions several turns later and then to add some hinting to the game so that people have a general idea of what’s expected of them. Even better is adding multiple conflicting goals.
Overall, I had to stop at the cat-woman’s den because I was dying too often. But I found this fun.
+Polish: The game runs well and seems generally bug-free.
+Descriptiveness: The use of dialog made the game more interesting to me.
-Interactivity: Not a fan of 'guess which path is life and which one is death'
-Emotional impact: The characters didn't sink into my soul, so to speak.
-Would I play again? Not unless there were a faster way to replay.
This game is written in Quest, and I engage with Quest games differently from Inform and TADS games.
Quest games tend not to come from the culture of ‘implement everything smoothly’ that other systems have, which is both bad and good. Bad because there’s less immersion, but good because you’re less likely to miss important things.
This game uses a lot of fancy features, like the parser voice and the player being separate entities; different worlds; timed text (used sparingly); and some clever writing tricks.
The style of the gameplay was difficult for me, so I went to the walkthrough and followed it all the way through. Overall, the writing is fairly solid; I don’t think I could do better myself; but it could be improved. I didn’t get a lot of the hints behind the big reveals, and the gradual reveals about the narrator flew over my head. I know that’s on me as a reader, but I wonder if we could improve narrative flow.
I do think the whole key thing is pretty neat, and I’d love to work something like that into a game into the future.
+Polish: For a Quest game, this is pretty smooth.
+Descriptiveness: The writing was creative and interesting.
-Interactivity: I struggled to engage with the game as intended.
-Emotional impact: The big reveals didn't land with me.
+Would I play again? I could see me trying another time.
Man, I stayed up a couple of hours later than I ought to have because I wanted the best ending to this game.
I beta tested this game, but I didn’t see it all at the time. This is a very unusual parser game with limited actions. Instead of moving around and manipulating things, you have a fixed set of verbs and a fixed set of nouns, and they interact with each other in weird ways.
The verbs have normal things like EXAMINE and TALK but also things like WRECK and PROMOTE. The nouns include SELF, people, STORE, MIND, etc. Yes, you can WRECK mind to make yourself go a little less sane and in fact that’s a great way to find more endings.
You have a set amount of cash and it goes down each week. This is a hard game, unless you hit some random luck. Once you get going, things build up: promoting rare objects brings in customers who become regular customers who give you cash. I also recommend TALK CATALOGUE early on to get a free item.
Because this is a horror game, things go wrong. Your employees may be possessed. Once, to satisfy an ancient relic’s thirst for blood, I murdered a customer. But another customer came in before I could discard the body, so I had to murder her, too, and then more customers came in. Fortunately, no one escaped and I cleaned everything up before the police became involved. But it was touch and go.
I decided to try to reach all endings. I’ll say right now that the final ending, Ascension, is different from the others and may not satisfy you (although if you played this far it very well may; I felt content with it). As for the second to last one, it can get a little weird depending on your choices (Spoiler - click to show)(for instance, mine involved ritualistic bathing in chocolate).
But overall, I think this game is great. It’s heavily RNG based, so it will be either too hard or too easy on most playthroughs, but the depth of the interactivity is what I love here.
+++++Polish, Descriptiveness, Interactivity, Emotional Impact, Would I play again? This is exactly the kind of thing I like to see.
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.
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.
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.
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.