This game was entered in the Emily Short Anniversary Contest.
It's a sequel of sorts to Pick Up the Phone Booth and Die, Aisle, and Pick up the Phone Booth and Aisle.
Like those games, this game is centered on having silly or weird responses to individual actions you can choose. These games usually require a ton of different actions to see all of the content, but this game isn't quite as expansive as the others. There are a few references to Emily Short and the contest.
I helped beta test this Spring Thing 2020 game.
In it, you play as a someone trying to rob a house for an organization of thieves.
Like DiBianca's other games, you have limited parser options here. All interactions are performed by typing the name of the object you are interacting with.
The puzzles are interesting, with puzzles involving far-flung parts of the house, searching puzzles, combination locks, etc.
The owner can come back at any time, and discerning the patterns of his visits is one of the biggest puzzles of the game, one which I didn't see for a long time and which really surprised me. I'm not sure it worked for me completely, but I enjoyed this game well. If you're a parser fan, this is one of the best parser games released this year, and definitely worth checking out!
This is an odd game. I was excited to see it used texture writer, a system that often produces unusual games.
In texture, you slide 'action' blocks onto 'noun' blocks. This game switches that around a bit, more just sliding one of two nouns (eye, shoulder) onto adjectives and nouns.
It took me a while to figure out the functionality (which is (Spoiler - click to show)'eye' provides a description using several adjectives while 'shoulder' adds the word to a sentence, except at the very end where you get one or more endings.
I didn't really know what to make of it all, but it worked for me, the discovery of the use of the nouns providing the same kind of feel that solving a puzzle does.
My favorite insight was realizing (possibly incorrectly) that the game provides insight into the author's feelings about themself.
This is an introspective parser game set in the world of the paintings of Caspar David Friedrich, one of my favorite artists. It revolves around exploration and small, one-item puzzles in the classic Zorklike mode.
I've seen many first parser games (including my own, a game I never released), and they are almost uniformly buggy and unfinishable.
This game has surprisingly few, if any bugs, which is a welcome surprise. However, it is lacking a lot of polish. I had to decompile the game to find the ending. Some suggestions for the next game:
1. Having one or more beta testers can alleviate almost all problems, if you implement their feedback. Intfiction.org is a good place to find some.
2. Room exits should be listed in every room unless finding the exit is a (hinted) puzzle, like a maze.
3. It's good to have either everything have a description or nothing to have a description. It takes a long time to describe everything, but it's often worth it.
4. Some puzzles may need cluing (like the magpie puzzle). Having a beta tester or two can help here.
5. Having instant deaths and disabling UNDO is a pretty frustrating combo. There's been a lot of debate over the years on whether disabling UNDO is worth it, but it's worth knowing that some interpreters have built-in UNDO that works even if you try to disable it, so some players will always have UNDO.
Overall, I think the author is capable of creating truly great parser games given enough tester support. I'd love to see more!
This twine fiction has 4 poems presented in different ways.
One offers choices that don't seem to change the story, instead indicating how you personally feel about your choices.
Another uses some kind of randomization to present a series of tiny vignettes with random names. You can move backwards and forwards in time during the vignettes.
The third uses a grid of text, and you can reveal more or less of the grid.
The fourth is my favorite, with a physical space you can move through and some interaction.
The writing has evocative moments, but the choices of interactivity distance me from the text more than drawing me in. I felt more alienated than invested.
This reminds me of a lot of early works by people who are now well-known/professional IF authors, so I'd love to see where this author goes next.
I beta tested this game.
Napier's Cache is in an unusual niche of historical fiction, and is based on a family story of the author.
It is fairly linear in story with nonlinear interactions in each 'phase'. You first have a small treasure hunt, followed by a dinner scene, then another treasure hunt and a simple maze.
In design it reminds me quite a bit of Christminster, an early (pre-IFComp) inform game that was well-regarded at the time, that also had you doing things like eating at a dinner with scholars and discovering the history of old alchemists.
Overall, the quality is well-done, and most reasonable interactions are coded for. I enjoyed each iteration of this better than the previous, and I believe this is something to be proud of.
This game is one of the most interesting of Spring Thing. You have to explore a 4x4 grid of planets, with 4 'safe' planets in the middle, 8 dangerous planets on the edges, and 4 really dangerous planets in the corners (at least, that's how I interpreted it).
The writing is grounded in the pulp sci fi of decades ago, and has a lot of tropes from an older time, like 'impressing the natives' and taking treasures from their holy sites back to your society's museums.
The gameplay has a good rhythm of exploring, buying and selling, kind of reminiscent of Fallen London.
I really enjoyed this at first, but on each of my playthroughs, I hit a kind of wall at the end where I knew exactly what I needed to do but the resources seemed like a lot to acquire. There are some shortcuts (like special ores giving tons of crystals), but I felt each time like the interesting content ran out before the final quest did.
However, that might be due to my timeline in playing every game. Perhaps if I took it at a more leisurely pace it wouldn't be a big drawback, and I don't know if the author should change it.
This seems like a first-time Twine author's game, with at least no broken links.
The writing is rushed and seems untested. Here's a sample:
"He pulls out a big rotten fish and throws at you, it hits at at the head and knocks you unconcious."
There is some funny humor, but a lot of it didn't make sense even as nonsensical humor.
I think this just needs to be heavily revised. At its best, it could end up like the madcap game Escape the Crazy Place, but at its worst it still represents a step forward for the author.
There are two cyberpunk mystery games in this Spring Thing, and there were at least three last year in IFComp. It's a good genre; Delusions did it back in the 90s, and there have been some other good games in this field.
This game is definitely creative and unique, though. It features some really nice retro-looking UI and some flashing graphics.
The story is about investigating the memories of a deceased individual who had a bionic bow implant on their arm. You're working for the police department.
It focuses on the experience of surveillance and on the way that humanity can be degraded by a police state.
I didn't find deep emotional fulfillment in it, but it gave me a lot to think about.
This game is written in Ink, always a smooth-looking choice for an engine. The styling is good.
Some of the language could admittedly be more polished. The author admits that English is not their first language, and it shows.
The interactivity is fairly satisfying but not all the way there for me. The same actions might save you or not in different playthroughs. Is it random or stat-tracking? It's hard to say.
Overall, it's interesting.