This is one of my favorite recent exceptional stories.
There are rumours of a special race going around Fallen London, where only the best captains are invited. Surprisingly, you aren't invited, but you know who is, and you discover a bizarre plot.
This story excelled at two things. First, it really uses your traits. I had a Zubmarine, a Hell's Hymn, successful terms as governor, and a monster hunter's harpoon, two things that take quite a lot of work to get, and the game incorporated both beautifully into the story. Many other things I did not have were also incorporated into the story.
Second, it is strongly connected to Sunless Sea. The race course passes by all of the major near-London locations from that game, so seeing the Sphynxes and the Iron Republic was nice.
The story was very lengthy, had memorable characters, and had some of those GO NORTH-like options (i.e. really bad ideas) Fallen London is known for.
Might be worth becoming an exceptional friend this month, as I think it's cheaper than just buying the story.
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.
This game was created as part of an MFA in writing at the University of Pittsburgh, where it was accepted as part of the program’s requirements, the first time a game has been accepted as part of their requirements. The author has also taught classes in Narrative Design in Twine.
This is a huge Twine game. The main idea is that you experience randomly-selected stories, and in between them a greater story builds up. You must acquire certain attributes or tokens to sell to advance.
This game correlates well with my experience of the academic environment vs submitting a game for evaluation by the wide world through publication or (in this case) IFComp.
The academic ‘audience’ is typically 4-5 people, the members of your committee. If its anything like math, the committee will likely spend very little time looking at your work, trusting perhaps your supervisor who has had weekly meetings with you to assure you that the work is high quality. For this game, I suspect the committee likely played for a few minutes until a death happened. In this environment, appearing to be a big time investment is the main goal, and appearing to be deep is another (which this game accomplishes by referencing racism and misogyny).
In the ‘open world’, though, other things are valued much more, #1 of which is a lack of bugs and typos, of which this game has many. For a large game entered into the competition, it needs far more testing, and hopefully publishing a proofing copy on Twinery and running it through grammarly or hiring an editor.
The game also uses very slow text in the middle. It features an undo feature which is very helpful, but if you reach a segment where you have to pay more tokens, even very late in the game, and you die, there is no choice but to restart, playing through the entire game.
I definitely think this work is valuable and I think that this is worthwhile to make, but it’s difficult to please two groups of people at once, and making a game that appeals to a wide audience is something that takes practice and a lot of help from others.
-Polish: Needs more polish.
+Descriptiveness: The game was very descriptive.
+Interactivity: This was good for the most part; the tokens are what got me.
+Emotional Impact: This game made me think a lot about my own past in academia.
-Would I play again? No, it felt a little too dificult to go far and the tone of some of the segments left me cold.
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.
Well, my personal shuffle lined up for me three pretty hefty games that I beta tested all in a row. But fortunately they’re all fun to play.
This is a big game, longer than 2 hours for me (I only replayed the first 2 ‘acts’ for this review). It’s basically the ancient rituals of the Eleusinian Mysteries (as far as we’ve recreated them) retold in the style of P.G. Wodehouse.
The game is split up into 4 or 5 acts. Each is large enough to be an IFComp game in its own right, especially the first act (which involves searching for items in an expansive map) and the last act (which is a madcap action scene set in a single room and involving a form of optimization).
The game provides a ton of jokes and just text in general, with full-screen text printouts being a regular occurrence. Overall, it’s a masterpiece in terms of total content and polish.
Structure-wise, I found the open-world segments more effective than the narrowly constrained 2nd act. Quite a few of the puzzles were more difficult than I could handle, as well, with my typical loose and easy playstyle. For the thoughtful and methodical player that examines every item, carefully checks exits and works through every takable object, this game will exciting and rewarding. For everyone else, like me, the hints are quite good and let you see the witty writing more easily.
+Polish: For a game this large and complex, it is very polished.
+Descriptiveness: The witty writing is a plus.
-Interacivity: For me, the puzzles were too hard to figure out easily.
+Emotional impact: This game is funny, for sure.
+Would I play again? After the comp is over, I'd like to revisit this.
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!
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.
Custom parser games only available as windows executables are always a mixed bag, but this is one is better than most.
You play as Prince Charming (or Cinderella) and you have to get yourself and Rumpelstiltskin back to a wedding. Along the way, you have to complete several fairy tales such as Goldilocks and the Three Bears and Jack and the Beanstalk.
The map is expansive, with a lot of diagonal directions and several little colleges.
The parser is definitely better than most custom-made parsers but has a lot of work it still needs. Conversation especially is very picky; I had to use the walkthrough a lot. I don’t think TALK TO or SAY _________ TO ________ or similar constructions work, and you have to use quotations in a way I’m not used to. There is a provided manual, though it is very long.
The puzzles are logical, and the included art looks nice, although it started bouncing up as soon as it came down later.
Rumpelstilstkin got a little annoying as he says ‘Let’s hurry’ pretty much every 3-5 lines.
Creating a parser from scratch is very difficult, so this game is a technical feat. But unless the author is planning on making several games with this engine and refining it over and over (like Linus Åkesson with his game engine Dialog), it might be worth using previously-refined engines instead.
+Polish: Despite the problems with the parser, the setup here is clean and looks great for a Windows executable.
+Descriptiveness: The characters and locales are described in detail.
-Interactivity: I was frustrated by the specificity of required commands.
+Emotional impact: I was fairly amused by a few parts.
-Would I play again? I think I've found everything I wanted to.