When I clicked on Neil Aitken’s website, I saw that he is an accomplished poet, with testimonials by other poets including some state Poet Laureates.
So I was interested to see how the game panned out. Games by static fiction authors are often different from games by programmers-turned authors. (Edit: apparently he was also a programmer before too, which explains the smoothness of the game!)
So this game is a cyclical kind of twine game where you wander around a maze of rooms (different on both of my playthroughs, with about half the rooms the same and the other half different). It’s a cave and it’s influenced by standard fatnasy tropes (treasure, magic runes, lizard people, magic pools, etc.) and you can gather various items and use them as well as gathering things like ‘incomprehensible wisdom’ which I thought was a nice touch.
Visually, the game uses neon-style text for important nouns, kind of like the neon in Cactus Blue Motel. I found it visually appealing.
This game was polished: no bugs, no typos that I found. Usually first-time game creators tend to have a few unfinished ends here and there (blank passages, macros typed incorrectly), so that was pleasing.
Overall, I would say that the line by line writing was excellent. I’ve found over time in the comp that a lot of people who try to create poetry in IF fail to inspire me, but I was genuinely into the writing here. As an overall story and as a series of interactions, it didn’t excel to me; it was competent, but I feel it could have been more ambitious. The same could absolutely be said about my own game in this competition. I would definitely consider this a game for the author to be proud of.
+Polish: The color highlighting around important words is nice, and this game had no bugs or typos that I found.
+Descriptiveness: Lovely writing, very nice.
+Interactivity: The overall structure didn't stand out to me, but the variation and the many ways the inventory can be used was fun.
+Would I play again? Definitely.
+Emotional impact: Yes, a kind of meditative, chill emotion.
This is a Windows executable game that I gave two attempts for. The first one I died against the brother, but on reloading (through 2 different saves) the lever puzzle stopped working, so I suppose I should start from the beginning, but I might have to save that for later.
This game reminds me a lot of Eye of the Beholder but without graphics. It’s menu based; in each room, you can look at each of the four directions. When you look at a direction, you might see something like a mural, or you might find items, which you equip. Items can be upgraded through prayer, which gives them special abilities. Combat is turn-based.
Most of the puzzles involve decoding passwords through hints scattered around the map. It’s a fairly compact game, so replay won’t take too long.
The goals of this game seem different from most parser games. Instead of focusing on mimesis or smooth gameplay flow, it focuses on combat and inventory. Worth checking out if you are into TTRPGs with miniatures.
-Polish: I had one crash and a weird bug with the levers. The system had words wrap around lines, being split in the middle instead of moved in discrete chunks.
+Descriptiveness: The scratchings on the walls and the knights you fight were interesting.
-Interactivity: Looking at each room separately and having to use different commands for each menu was kind of a pain.
-Emotional impact: I didn't really get a strong feeling from this game. It seemed more of a system than a compelling story, and that's okay; it just didn't move me.
+Would I play again? I'd like to see the ending sometime!
I beta tested this game a while before the competition.
I found this game charming. Time travel and dual worlds always fascinated me, and in this game you explore a town before being sent 40 years into the past.
The goals in this game are simple, and I found the parser responding smoothly to pretty much everything I tried. There are many solutions to the puzzles (I ended up with about 30 points out of 50, happy with my result).
There is a timer in the game, and your watch tracks what happens. Events happen naturally in the city. People respond logically to actions you take, and everybody has a few conversation topics.
I feel like the very first puzzle with Tom can be a bit unintuitive (what exactly are we looking for?) but the state space is so small that it's solvable just by trying everything available.
+Polish: Felt smooth.
+Descriptive: The language of the game is simple, but the town was memorable.
+Emotional impact: the game felt homey. For me, this game had the je ne sais quoi that ties everything together. YMMV.
+Would I play again? Yeah, I think I might revisit this in the future.
This was an odd game for me to play. Jim Aikin was an early favorite for me, as Not Just an Ordinary Ballerina was one of the first IF games I ever played, and I thoroughly enjoyed. I later tried other games like Lydia's Heart and found them complex and polished.
This game has a lot of excellent coding and and overall clever design, but I feel it didn't quite rise to the level of the earlier games (which makes sense, as they were designed for a grander experience than can fit into the comp).
You play as a young woman who is captured in a tower, and where your kidnapper is planning on raping you. The game heavily emphasizes this in the opening scene and content warnings, giving the player a sense that perhaps the seriousness of this crime will be justified in the story. But in the actual game, nothing at all depends on the duke planning to rape you. The story could just have easily had you kidnapped for any reason whatsoever and it would have made no difference at all. So I'm not sure why the rape is dwelt on so heavily.
Many puzzles require nonstandard actions, usually involving examining scenery items that are in the middle of room descriptions and discovering extra parts to them, using special verbs (in at least two puzzles, EXAMINE doesn't work but closely related verbs work).
The characters are well-differentiated and have interesting conversation, but for me at least they had all conversation topics available at the same time; so, for instance, I was able to ask the cook about things that I had never heard of, and which I later heard of from another character, and which were involved in puzzles I was very far away from, providing a sort of spoiler.
Here's my final score breakdown:
+Polish: The game was very polished. Most of my issues were with interactivity, not with overall polish.
+Descriptiveness: Characters were well-differentiated and there were a lot of little details.
+Would I play it again? Yes, especially since I feel it has more secrets than I discovered.
-Interactivity: I found myself fighting the parser a lot, and I feel that several of the puzzles were designed in a way that didn't click with my brain.
+Emotional impact: I wavered back and forth on this, but in the end, the game made me feel a lot of things. I wouldn't have played through this slowly and analyzed it the way it did if it didn't have an overall effect on me.
Larry Horsfield has a long-running and fairly successful series of ADRIFT games with the hero Alaric Blackmoon.
I always have a bit of trouble finishing the games. These games are definitely in the older school fashion, which Adrift is suited for. Adrift only encodes specific verb-noun combinations, although you can set up a few synonyms. So in particular, if an action works in one room, it might provoke an error message in another. To climb down a rope, you must type ‘CLIMB DOWN ROPE’ but not ‘DOWN’. This isn’t necessarily a drawback…it ends requiring careful analysis. These games are the perfect games to slowly pick at over a month or so.
During the comp, though, I rushed with the walkthrough, until I messed up a part with a bucket and got stuck. In the part I saw (about 2/3 of the game), I found some really fun dynamics (like growing and shrinking), intervened in a goblin war and navigated through some crazy caverns. Definitely one to come back to later!
+Polish: It has a lot of effort put into nice color changes and complex mechanics.
+Descriptiveness: I could imagine a lot of the scenarios vividly.
-Interactivity: I frequently had trouble doing what I'd like to with things, and commands frequently had to be very specific.
+Would I play again? I plan on looking at this again.
+Emotional impact: A lot of parts of it were just fun, like crossing the ravine and changing shape.
This game seems like a sequel to Gotomomi, AvB's expansive parser simulation game of 2015 set in Gotomomi, a neighborhood in Japan. In that game, you gathered money by various means (working carrying a bucket of fish, posing as a model, etc.)
In this game, you return to the same scenes, but your path is a lot more constrained at first. The main goal seems to be finding better and better housing.
There are elements of the game that seem surreal, especially near the end. I wouldn't use the term magical realism, because there's not any magic here, but maybe 'enhanced reality'? There is violence in the game more surprising in how it is reacted to than its existence.
Overall, the game's narrower focus than Gotomomi aids it in telling a coherent narrative. However, many required actions are things that, while dramatically sensible, don't make much sense in a typical parser game. I ended up using the walkthrough for most of the game.
+Polish. The game uses an in-depth conversation system and has a lot of interesting moving parts (like a gambling game and holding your beath).
+Descriptiveness. This game is very descriptive.
-Interactivity. I often found myself at odds with the parser.
+Emotional Impact. The ending was very intriguing. I don't know if it was moving, but I'd describe it as a thoughtful game.
+Would I play it again? I'd be willing to give it another go some time.
Equal-Librium is a short, replayable Twine game about how our daily choices affect our lives in deep ways, and interesting topic that I had actually been reading about before the comp began.
The game uses complicated styling, like shaking text and some timed delivery (which didn't really annoy me here as it was fairly fast and the game was short). It emulates e-mail systems.
The story is about being a CEO of a company and receiving a bribe offer with ecological consequences. There are several endings with a suggestion to replay.
I found some typos and a broken macro, but the story was interesting.
-Polish: The effects were fancy, but there were too many typos and errors for my liking.
+Descriptiveness: I found the writing vivid and interesting.
+Interactivity: Branches a lot but is short enough to make replaying feasible.
-Emotional Impact: I got where it was coming from, but for some reason or another the message didn't sink in.
+Would I play again? Wouldn't mind giving it another spin to find more endings (already found 2).
So, Hanon Ondricek has a long history of making very unusual and experimental games. I first came into contact with his work in the 2015 IFComp, which we both entered. He had a game called the Baker of Shireton, an unusual game which was a baking simulator with some MMORPG-style elements. One especially odd feature was that it modeled abstract objects as inventory items, like your name, job, and quest. It later turned out (spoilers for this game) (Spoiler - click to show)that you were an NPC in an MMORPG and could hack the game to get out and go on a short quest.
I found that idea fascinating, and I ended up using it in several of my games. So that made the Baker of Shireton get stuck in my brain.
This game is a successor to that one. In this game, you get to play an upgraded version of the fake MMO that the first game was set in. This is a choice-based system instead of parser, and it has great art by Marco Innocenti and music from a variety of sources. The music was catchy; I left it on for much of the day as I played, and my son liked it too.
The bulk of this game is getting and fulfilling quests from different NPCs. There is a complex combat system (I especially enjoyed the 'magic' mechanics which require you to quickly spell some words during combat. There is also an option to slow down combat significantly for people who have trouble with quick time events). While rich and actually pretty fun, combat isn't completely necessary. In a way, it reminds me quite a bit of Porpentine's various comabt systems, and various bee-related events in the game also bear some resemblance to her.
Speaking of bearing resemblance, there are references to a lot of games in here, including many of Hanon's older games as well as Cragne Manor, the SCP foundation and others.
Solving this game was challenging. I frequently had to think outside of the box. Hanon is one of the pioneers (along with people like Agniezska Trzaska) in choice-based puzzle mechanics and boy does this game have a lot of them. I definitely wouldn't feel bad asking for hints (and, in fact, I didn't feel bad; I asked for quite a few).
This is also a very large game. I spent around 5-6 hours beating it.
My overall evaluation:
+Polish: Absolutely polished. About the most polished a game can get. I don't mean bug-free, I mean that every aspect of the user experience has been accounted for and acted on.
+Interactivity: Loved the RPG events, the weird shortcuts you get later on, and the ease of use of the AXMA system.
+Descriptiveness: I especially appreciated the details in Luneybin.
+Emotional impact: The horror-lite sections near the end worked well for me.
+Would I play again?: Definitely plan to revisit this just for fun in the future.
Like most of B-minus's work, this is a shortish surreal Twine game with haunting descriptions and poetic use of choices.
In particular, this game features several choices in a row, on one page, where for each one you can pick RED, FAST, or BENT.
I originally was going to give this 3 stars, but the layout and format are so nice looking, especially for a game made in 4 hours or less.
I wasn't big on B-minus when I first read their work, but Chandler Groover has always expressed a lot of appreciation and interest in B-minus games, and it made me look at them with more appreciation. I wonder how much of my own reviewing is tangled up in my own experiences and history that I bring to the game. Earlier today I gave a higher rating to an Among Us-based IF game and rated it higher because I liked Among Us. It's weird to think about.
Anyway, I thought this was pretty good.
At first, I thought this game was just a link to BBC (which for some reason didn't work for me when I clicked on it but worked when I manually entered it into the search bar).
Then it turned out I could scroll down. It's a multimedia page and it has some interesting features (for instance, you can either scroll down to read more text or click links instead, with some interaction between the two).
The non-working initial link and the abrupt, buggy-looking ending put me off the game a little bit. The writing is vivid and imaginative, though, and the visuals are compelling.