This game is made by 1/2 of the team that made the excellent rabbit-based game Ürs a couple of years ago. It's a first try at making a parser game.
Programming-wise, it has a lot of things covered: edible food, rideable vehicles, conversation, active animals, devices, untouchable objects and other things difficult to program.
I was looking for more cohesiveness in the story or setting, though. I felt like the individual elements were interesting, but as a whole it didn't gel together. Its sparse, linear, fantasy setting reminded me of the Bony King of Nowhere, but it didn't have the common thematic elements that tied that game together.
There is one puzzle in the game which I only discovered by decompiling the source code. The author mentioned how no beta testers discovered it, but that the solution should have made sense.
This is an interesting point. The puzzle involves selecting one object out of many and using it in a location far from where it was found with little indication of any connection.
I've found that 'good puzzles' typically come from either:
-learning a complicated system with learning tasks followed by complex tasks
-setting up expectations and then subverting them, or
-providing a set of rules that players can strategize with.
The author framed this as a kind of learning exercise, and has shown great skill in programming. I believe that with practice, they could create truly great parser games, and look forward to any games they create in the future.
I love a good mystery in Interactive Fiction, and I was excited to see how this one would play out.
There a lot of ways to do mystery in IF: have the mystery play out linearly or as a results of puzzles (so the gameplay doesn't involve the actual mystery); hunting for specific clues; and actual deductions by either the player or the character.
All versions can be made into very engaging games. This game does pretty well, but it didn't quite reach the level of pure satisfaction.
This game, according to the author, is "a small project I made to learn Twine and experiment with Interactive Fiction in general", and it's much better made than many other first efforts.
Story-wise, it's a cyberpunk mystery where you have to search people's memories (or engrams) on the 'net. Gameplay-wise, you're hunting for a motive, means, and murderer.
This short Twine game has you play as a young character surviving alone after some time of zombie-style apocalypse. You have to make some critical decisions regarding an old acquaintance.
I thought at first that this was just a heavy-handed riff on the coronavirus, but then it took a turn which pleasantly surprised me and which I'd like to see more of in Twine. Thoroughly enjoyable.
The author's conent warnings include profanity and a non-consensual kiss.
This is a shortish Twine game by Els White, author of the popular Twine game To the Wolves and writer/designer under Spider Lily Studios.
This game isn't meant to be epic, just a simple love story, but it has fairly heavy world-building done through implications. I felt like it explored class politics, transitioning, gay relationships, theology, etc. all in ten minutes.
There are some nice visual effects that add to the play (you literally assemble a visual angel), and I enjoyed the time I spent playing.
This is a Ren'Py story that uses beautiful photography with a mostly linear story broken up by binary choices.
These binary choices always have an immediate effect, but I don't know if their influence lingers later on.
I love the type of story. It's almost like a romantic version of the Turn of the Screw. The hero is confused, foggy--possibly non-neurotypical. They have someone at home--sister? caretaker? spouse? And they encounter someone in the woods. But who and what are they?
The answers are never fully revealed, but gradually hinted at more and more. I found it effective.
When I was a kid, my dad had tons of sci-fi books from the 50s and 60s, and my grandmother had huge boxes of Star Trek books. I read Asimov and Clarke and all the others.
This story reminds me of a lot of sci-fi from that era: humans and aliens trying to understand each other. I guess that's always been a huge genre, even now with shows like Steven Universe exploring the same thing.
In this story, you play a human in a future version of the universe where aliens have established diplomatic relations with earth. You have tried to renounce your identity and become an alien, and humans are in an uproar over it.
The story is presented non-linearly, with custom-made graphics to take you from section to section. Generally, you can choose to see another cutscene before or after the one you're in. However, going forward and then back doesn't bring you back to where you were; it seems like you always see new material.
I enjoyed the story, and found it polished, descriptive, and emotionally satisfying, but I don't feel an urge to play again. I'm satisfied with the story I found.
In this French IFComp game, you see (in a linear hyperlink format) a teenage couple who are checking out the moon with a telescope.
After one playthrough, you earn 10 points that can be used to go back and change the story at 4 critical points, for a total of 16 possible endings.
The writing is well-done, but as another reviewer noted, it is repetitive, especially since you only get 10 pts per playthrough and any choice you make spends that 10 pts. You'd basically have to play the game 4 times with no choices in order to play the ending that uses all 4 point spending opportunities.
I love the story of Cuchulainn. I remember learning about it in college, how he can get enraged and have his feet turn backwards and his face puff up with only one eyeball and all sorts of weird things. Then he appeared in FF12, which was cool.
This is a game about Cuchulainn, and it's also a game that largely consists of an unfair labyrinth. Basically, you can go left/right, etc. and it doesn't give you any hints about what's coming up. I would take off a star for that, but Cuchulainn adds it back, so there you are.
I only played to one ending, because it's in fairly complicated French (harder for me to understand than the other French games in this comp). I might try it again though. Interesting game, and I think it's in Ink (plays like it, at least).
This murder mystery is fairly compact and has some intriguing characters. It also has extra-fancy design. It's written in Ink, and works by clicking text (with links not receiving any special formatting).
It has lovely images of the murder suspects, whom you can learn about one at a time. You play a police commissioner (I think?) attending the 'big reveal' of a professional detective.
Slow-text didn't really work for me (and I never really like to see it), although it contributes in a minor way to the overall puzzle. I was also confused by the fact that sometimes the same action would result in me being called an 'imbecile' while at later times in the same playthrough it would work. After seeing the solution, I think I get it, but I'm not sure that was a good design decision.
Overall, the French IFComp continues to lead the IF world in technical innovation. I'm excited to see what comes out next year.
This is game that is hard for me to review, in many ways.
First, it was difficult to play. It is in French, not my native language, but it also is written in a very allegorical and elusive style. It is very long, with at least four chapters each with a dozen or more pieces. I encountered a bug while looking at my objects list at the very end of Ch. 3 where the link to return to the main story disappeared.
Also, it's hard to say what score to assign. According to my rubric, I give 1 point for being polished (it is), 1 point for being descriptive (which it also is), and 1 point for interactivity (despite the fact it's linear, giving me a choice to see the objects page or not was in fact useful). But I didn't feel an emotional impact as the scenes were too disconnected, and I was too exhausted by it to play again. I believe that many of these problems would be mitigated for a Francophone.