This game reminds me a little bit of the IF game Eurydice in tone and opening setup.
This is a longish Twine game that is almost entirely choiceless. It consists of several pages, each long, containing a detailed story, with some click-replace links and a few 'asides' (where you read them and come back). An early segment allows some options in the order you explore three scenes. It's styled with orange-on-black text, and is set at a 1999 Halloween party.
The structure of the game means that this game depends entirely on the quality of its story, and I think it excels there. There's real tension, especially if you read the content warnings ahead of time. There are surprises throughout, and I think overall this is some of the best writing of the comp. In a way, that made some of the links a little more frustrating; I didn't want to miss any of the good writing, so I just clicked on everything in order, going back and forth on the asides. I wonder if I 'notation' system like Harmonia's would have worked better.
If the author reads this, I loved the story. Very meaningful!
+Polish: I didn't see any errors.
+Descriptiveness: Great writing.
-Interactivity: I was a little frustrated by it.
+Emotional impact: I teared up a bit after.
-Would I play again? I liked it, but I think it will stick well enough from 1 playthrough.
This is a short game with two choices, each one being ‘support protestors’ vs ‘don’t support protestors’ (with a middle-of-the-road option in some playthroughs).
You play as someone on Mars who is in a relationship with someone who is either marginalized or very socially active.
I believe that all people are equal before God and I believe that racism is abhorrent. I believer that I am a beneficiary of a system that benefits white people over other races, and that change is necessary and requires personal effort from privileged peoples to stop practices that harm other races and foster those that strengthen them.
But i don’t believe the choice structure in this game is an effective way to communicate any of those messages.
As a final note, the game was polished and well-written.
+Polish: The game is thoroughly polished.
+Descriptiveness: It was well-written.
-Interactivity: See my thoughts above.
+Emotional impact: It certainly got a reaction out of me.
-Would I play again? I don't plan on it.
This is a cute game, and I had fun with it.
You’re a subatomic particle in a universe that’s constantly getting destroyed and recreated by a great cosmic cat.
The structure is basically the Time Cave type, where branches can take you down divergent paths. There are 5 permanent endings and many restart endings. It’s short enough that replay is easy.
The graphics for this game are bright and bold. Your cursor can turn into different animals. Your background can get filled with different pictures of the universe.
Worth playing since, if nothing else, its fun-to-length ratio is so high.
+Polish: The game is very polished. Graphics are a nice addition, although they can be 'busy'.
+Descriptiveness: The universe has a lot of detail and variety.
+Interactivity: The short length makes playing through a couple of times worthwhile.
+Emotional impact: It felt charming.
-Would I play again? I think that a few times through was enough. I'm not completely interested in seeing all endings.
+Descriptiveness:
I had a bizarre moment when starting up this game because it seemed 100% familiar. I thought that I must have beta-tested it and forgot, or somehow seen it earlier.
Then I realized that I had seen it earlier, but in a blog (I assume it's okay to link, as the author links to their blog in the end-credits):
https://annwords.wordpress.com/2020/06/23/what-happened-on-the-12th-of-july-2018/
I remember at the time finding it a traumatic story.
This game is very well-done. It's not aspiring to be an epic game or a involved interactive experience. Instead, its a game that tells a specific short story and it does so very, very well.
You play as a teen who was recently hired at a store in the mall. Work is a little bit frightening (you're young and neurodivergent, as is hinted at), and things start to go off the rails pretty soon.
The interaction is generally a 'continue' link, a choice between two similar options, or links which 'aren't allowed'. Usually, this makes for poor interaction, but in this game, it's entirely the point: feeling constrained, or helpless, or swept up by events.
Multimedia use is subtle and effective. Slight changes in the background color, inconspicuous music. I was thrown off for a second by the fact that all links are approximately the default color for already-visited links (which increased my sense of Deja-Vu) but that was just a small thing.
Overall, great game, 100% effective (for me) in what it was trying to do. Crappy experience, though.
+Polished: Very nice effects, everything worked.
+Descriptiveness: I felt like I was there.
+Interactivity: It contributed to the game's message
+Emotional impact: Definitely!
+Would I play again? Yes, and recommend it to others.
I’m always happy to see another Andrew Schultz game in the comp. His games have ranged from large open worlds with large amount of traditional puzzles (like The Problems Compound) and compact, laser-focused games like Threediopolis or The Cube in the Cavern.
This one has open-world elements mixed with a lot of wordplay. There is a specific gimmick/rule for items and things in this game that has surprisingly large amounts of play.
I beta tested this game, and was pretty overwhelmed while testing. The state of all possible solutions is so large (especially when using slang words or words I’d never heard pronounced). Fortunately, since then, Andrew Schultz has both increased the number of available help systems (including a very useful passage to a ‘cheater’ helper) and turned on most of the older hint systems by default.
My most recent playthrough was a lot easier due to these helps, but still difficult. I especially enjoyed the boat-based sequence. Perhaps the most enjoyable part of the game is when you get on a good string of guesses in a row. One possible weakness is the lack of uniformity in puzzle solutions; each puzzle might be solved by a song you’re thinking of, a book you’ve read, typing in the solution to a wordplay puzzle, or USE-ing an item. While this theoretically increases freedom, the state space becomes a little too large for me to handle successfully. Available hint items definitely aid this though!
One thing I’d love to see in a future Andrew Schultz game is one where you have to find nouns hidden inside other words (like a ‘shovel’ that produces a ‘hovel’ you can enter).
+Polish: Given the enormous state space, I think this is very polished.
+Descriptiveness: There's a lot of creative uses of the main wordplay mechanic here.
+Interactivity: Despite my frustrations, I had fun. I like wordplay.
-Emotional impact: I didn't get absorbed into the story.
+Would I play again? Yeah, it feels like there's more to discover.
This is a series of short stories inspired by/based around Rudyard Kipling’s Just So stories. Each story is told over a small number of pages, and there is one or two choices per story. These choices lead to massive changes between replays, to the point where it’s basically a choice between two separate stories.
The writing is good, similar to the original. The poetry was amusingly intentionally bad.
I appreciate the thought that went into its game, especially its sly twist near the end. I wasn’t really a fan of Kipling’s Just So stories before playing this game, and I think that influenced me not really getting a big emotional impact from this. But this game shows the author knows how to plan, write and program an interesting Twine game.
+Polish: The game is immaculately polished.
+Descriptiveness: The writing has a distinctive voice.
+Interactivity: Having the choices make an impact was nice.
-Emotional impact: The game was interesting, but I wasn't invested in the characters.
-Would I play again? I think once was enough. It'll stick in my brain though.
This game falls in the middle of the comp’s parser games for me. It’s reasonably well-polished, has a nice slow trickle of information, and has a well-defined progression. On the other hand, it’s fairly linear and could use some more emotional impact. So it was better than many other comp games for me, but it could use more to rise to the top.
In this game, you play as an academic moving into an office. You have a bunch of boxes stacked on top of each other. As you open them one at a time, you have to find a place to put everything. But there’s only a finite amount of room in the office, and a lot has to go into the trash and storage.
The idea of taking things out of boxes one by one and thinking about them while you decorate an office isn’t all that bad, but it’s not exactly action-packed (I say this as someone who wrote a game where you put things -into- a box while thinking about them while moving -out- of an office). The best parts are where you slowly learn more about the character’s background. In that sense, it becomes a mystery puzzle, and that’s completely up my alley.
The one thing that I think could be improved with the parser is near the end when you’re trying to wrap up. The game frequently told me I wasn’t done unpacking when I tried to leave, but all the boxes were gone (when I tried to leave the room). LOOKing usually gave me a hint, so I think if I could ask for anything it’s that the message for going WEST would change after the boxes are gone to give you more hints.
I was happy to play this, overall, and the name makes a lot of sense by the end of the game!
+Polish: The game was generally well-polished.
+Descriptiveness: The writing had a distinctive voice.
+Interactivity: I was able to make plans and execute them, which is nice.
-Emotional impact: The game's big moments didn't land for me.
+Would I play again? Yeah, it's pretty fun!
I played this game over a week before writing this, but put off reviewing it. It’s because I really enjoyed the concept, but found it very buggy (such as every important object being listed in the room as ‘You see…here’ or having scenery objects be takable).
I sent a list of possible bug fixes to the author, who took it under advisement, and tried playing it again.
I really enjoyed this game. You play as the assistant to a magician who was been kidnapped by a logician who leaves clues for you scattered around a mansion. Along the way, you encounter a whacky set of characters and bizarre magical implements.
The overall structure resembles Karella’s other games, but this is the first Glulx one. So there are still some iffy spots, but that’s to be expected: getting all the bugs out of an Inform game takes a long time and a lot of testing. But the writing was funny, the puzzles were generally well-clued and involved very creative concepts (more in the items used than the puzzle structure itself). and I think that overall this was great.
I wasn’t sure about whether I felt good or bad about a certain Christian clown in the game, as it seems generally mocking but presents him as sincere, so I’m on the fence about that. Otherwise, I heartily recommend this game.
++++Descriptiveness, Interactivity, Emotional Impact, Would I play again? Yes, yes, yes, and yes
-Polish: Could use some more!
So, I have played Fallen London for years, and am especially fond of Sunless Seas and Sunless Skies. I also did my dissertation in geometry and am a fan of Flatland. So I definitely think I was the target audience of this game, which is essentially all of the important locations of Fallen London but flat.
The game is quite large, and has a Zork-like structure where you put treasures in a trophy case. There are plenty of locations, people and items.
This game is centered on parser structure, Fallen London lore, and geometry. I want to talk about what worked well and less well for me personally in each area.
What worked well with the parser: The puzzles are clean and solvable, usually, with few red herrings. I had a couple of disambiguation issues (especially with books and with the chess set) but very few if any genuine bugs. Interaction with NPCs generally worked well, always a hard thing to do. The piano puzzle was great.
What worked less well with the parser: The puzzles could use a little more creativity. Many of them are just ‘take the object’ or ‘follow the instructions here’. On the other hand, the chess puzzle was, as your testers indicated, perhaps too hard. It might have been worth giving a visual interpretation or even having a scrawled note in the chess handbook that says what the ‘real meaning’ of rule 1 is so people know they’re supposed to translate the rules and use them.
What worked well with Fallen London: This was clearly written by either a fan of the game or someone a lot of time to browse the wiki (or both?). Locations seem true to form, from poking around in the banks of the river to the exhibits in the Labyrinth of tigers to the expeditions in the Fallen Quarter.
What worked less well with Fallen London: Fallen London relies almost entirely on atmosphere and on the idea that there are forbidden secrets just around the corner. This game reveals many of the secrets of Fallen London, so many that I would almost recommend people not play it if they plan on getting into Fallen London and want to have more surprises. This has a second negative effect, which is that by revealing so much of the secrets at once, they’re deprived of their power, and the impact of the setting is lessened. Likewise, the game lacks the lush descriptions of Fallen London.
What works with geometry: Things like the elevator shaft work very well and the endings. But otherwise the 2-dimensionality is not used very much. How are murals drawn? How do locks work? How can the sigils be drawn as (presumably) 1-dimensional paint? How can you bridge a river without blocking its flow?
So I think this game has a lot of positives, but that it could make use of its three sources a little bit more.
+Polished: Mostly so.
-Descriptive: The writing is, well, somewhat flat.
+Interactivity: There was generally always something available to do.
-Emotional impact: I didn't feel emotionally invested in the game.
+Would I play again? After I've had enough time to forget the solutions, yes.
So I’ll just say that this is a great ‘first attempt at an IF story’, as the author put it. I’ve developed theories over the years on what parser games do well during the comp, and they’ve worked pretty good, but recently I’ve been coming up with theories on what makes choice-based games successful. One of the biggest things, in my theory, is allowing a great deal of freedom, either freedom of characterization of the PC or freedom of movement, as well as allowing the player to come up with and execute plans. Having a rhythm or pattern to the game can help too, where similar events repeat with a buildup to something big (like the days in Birdland or the memory episodes in Will Not Let Me GO).
This game has a lot of that freedom and it has that rhythm. You are a cave man, basically an ape, naked in the forest. There’s a small ±shaped map that you explore over the course of the game, gathering brown mushrooms. Each time you find one, you ‘level up’, which increases the verbosity of descriptions, the kind of tasks you can complete, and the mini-puzzles (of which there are three) that you can access.
The mini puzzles are well-done, and Mancala looks fun to play in real-life.
I’m pretty skeptical of the hypothesis of the game (sounds like Lamarckian evolution) but this game is definitely presented as fun and not as an evolutionary biology text.
The two things that hold it back from greatness, in my opinion, are the relatively small scope (although a shorter game is nice during such a big comp!) and the fact that you can only work on one task at a time, lowering the difficulty and making it feel railroaded. But outside of that, I think this is a very strong first game and would love to see more from this author.
+Polish: Mancala and tick tack toe were really cool.
+Descriptiveness: The several layers of intelligence in the writing works great.
+Interactivity: The gated structure doesn't work for me, but the games and combat work well for me.
-Emotional impact: I don't know why, but although I enjoyed the game, it didn't impact me on an emotional level. Not sure what the reason was.
+Would I play again? Yes, I think I would, taking notes.