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.
I debated back and forth on what score to give this game, so I'm going to break it down by points.
This is a short choicescript game where you have to defeat an evil spirit in a test involving an ever-shortening candle.
It has a cool yellow bar representing the candle, and its structure allows for quick replay.
When I saw the timer, I felt nervous, so the game was able to impact me emotionally. I played through to two different endings.
Very impressive for four hours. I know its silly, but I think the yellow bar is what bumped it up from 3 stars to 4 for me, it's just cool to me as a Choicescript author.
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.