I think it would be fair to describe this as an escape room game. You wake up in the dark and have to navigate from there until you exit the room.
This is exactly the kind of game that works well with La Petite Mort (the four hour competition): has a concept that wouldn't work as well in a longer game, has a constrained setting to allow for more detail.
I didn't encounter any implementation problems at all, which is pretty impressive. Definitely had a fun time with this little puzzler.
This game is surprisingly complex for a 4-hour game. There's conversation (although only ASK X ABOUT COMET works in general), many locations, a vehicle, rope.
There are a lot of grisly details. As a content warning, this game has frequent references to suicide. That part was a bit too dark for me.
I only found one ending, on a cliff. I'm sure there are other endings (I think other reviewers have found them).
This is a very short story about the game Among Us. I feel like I'm giving all the La Petite Mort games 3 stars (which, I figure is what you'd expect most speed-IF to be at most). This game is very short, but I love playing Among Us with my son, so it was fun.
And it surprised me twice. The first one I feel very dumb for not thinking of, given how obvious it is, but the second thing that surprised me is how customized the text is based on the order of your choices.
Short fun.
This game is directly modeled on Lime Ergot and Toby's Nose, where the main action is found by examining something over and over again, including things mentioned in the description.
It's more rough than those two, with some typos and less direction for the player, but the worldbuilding was intriguing to me and the descriptiveness well-done.
It's a brief game, but I played through it twice and feel there's still more for me to discover.
This is a short, styled twine game about having a party with monsters and you having to find some gourds.
It has a world-model, various characters that can interact with each other, and some items.
Everything's just small. There's very little of interest in the conversational options that don't advance the story, and only a few options do anything.
But this was made in 4 hours, and I'm honestly impressed at how much they packed in in that time. And some of the characters are described very well (especially Orlok and Lycan).
This is pretty good for a 4-hour-or-less game. You meet death in some sort of spiritual limbo, and you get the chance to redeem your soul through playing chess.
Instead of placing ships on a grid, your position is pre-selected and your guesses come from a menu. I won the first time I played, but I don't know if it was rigged to always win or if it was just random chance.
There are some interesting thoughts on the freedom of the soul, but I feel like the whole thing could use some more fresh takes. But that's hard to do in 4 hours, so I'm overall pretty happy with this game.
This is an interesting short game. You have to create a character to run through a short horror story.
But the narrator, Pallas, wants your creation to be incredibly detailed. While each choice has narrow options (as commented on by the narrator), there are many options to be had before the impending disaster.
I liked it. Near the middle, I started clicking fast through several similar/repetitive options, but I think that's part of the experience.
The game overall seems well polished for something made in less than 4 hours. The emotional moments didn't 100% land for me, but it was good overall.
This is a short game written in 4 hours in which you stumble upon a shrine on a journey.
It reminded me or Caleb's Cannonfire Concerto, which is perhaps the Choicescript game that personally affected me the most. The surreal atmosphere (which is similar to his earlier games released this year) is splendid.
-Polish. As is expected for a 4-hour game, there is a lot that is not implemented or otherwise confusing with the parser.
+Descriptiveness: A lovely and vivid world, if dark.
+Interactivity: The puzzles felt directly connected to the narrative and lent it more emotional impact.
+Emotional impact: The twig-pilgrim was my favorite part.
+Would I play again? Yes, I like this game.
This game is essentially a small snippet of a horror story told over 4-6 pages. Like the blurb suggests, it's 175 words.
It's completely linear, but I think the interactivity actually works for it here, as it paces the story well and allows for surprise more than would be feasible in a static format.
My rating system is designed to accomodate micro games, so I'm giving it stars for emotional impact, interactivity and descriptiveness but not for polish (there are typos which, in a 175 word game, should really be easy to fix using grammarly or something similar) or replayability. Even with the typos fixed, I would still give 3 stars, as the interactivity is only okay, not great. But fun little game.
This game reminded me of Princess Mononoke crossed with Hybras from Sunless Skies.
You are essentially a gig worker trespassing in a national park to scavenge various psychotropic mushrooms which have properties far beyond the ones we have in real life. Normal mushrooms give you 1 cent a cap (fairly consistent with real gig jobs like Amazon Turk), while the King's Breakfast could pay off your rent.
It seems that worldbuilding by far is the biggest part of gameplay. More than half of my play time was spent reading the guide book, and it could have served just as well in static form, but it made finding mushrooms later on more fun.
It's weird to say, but I think that later gameplay reminded me of nothing more than the original Zork. I remember playing Zork as a kid and finding some weird stuff and thinking "I have no idea how this all connects", and getting the idea that there was way more out there. I later went and looked at the code of this game and found that there was way more out there, but the effect still persisted.
I don't know if that particular combination of deep lore dive + unpredictable trip in the woods worked for me interaction-wise, but I appreciated the polish, descriptivenes, emotional impact and replayability of the game.