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.
This is a charming short parser game in which you read a text in Latin in your room at night, translating each line as you go (provided with a dictionary and grammar that you can LOOK UP things in). You must frequently match adjectives with nouns that share their declension, so for language fans this is heaven.
The atmosphere in the game was quite nice as well.
+Polish: This kind of thing is pretty tricky to program; I'm impressed!
+Descriptiveness: The Latin itself provides most of the flavor
+Interactivity: As a language fan, it's great.
-Emotional impact: It was fun, but I didn't get creeped out as much as I might have.
+Would I play again? I think I definitely will come back to this at some point for fun.
Like Will Not Let Me Go, this story is a well-written long Twine game about the effects of old age and Alzheimer's/dementia on an elderly man and those around him.
It plays out over ten days and ten nights. You struggle as a young at-home attendant for an elderly man named Carl who wavers between lucidity and violent forgetfulness.
At night, you have 4 tasks, the same every night. On the fast version, you do these once, but miss out on some important plot points. On the slow version, you do them 10 times every night, but they're tricky and shift around in very plot-relevant ways.
The 10-times version is hard but rewarding the first night. By the third night, though, I misclicked five times in a row (which restarts the night) and had to stop. It's hard because the image pushes all the text below the screen, so I had to scroll down for each image on a trackpad laptop.
The images are gorgeous and really contribute to the game. I wonder if, for the nights at least, it could have helped to put the image to one side and the text to another.
In any case, the story was meaningful to me, especially talking about divorce and changing relationships with one's spouse. I loved it, and appreciate the author writing it.
This is a Choicescript game made for the Grand Guignol division of Ectocomp. It's a bloody and violent game about a confrontation in a forest.
I think that every game has different elements that contribute to the overall strength of it. Here's my take on five elements I usually look at in games:
-Polish. This is where the game struggles the most. There are numerous typos and misstatements scattered throughout the text. As an author, and especially as a Choicescript author, I am no stranger to making a ton of typos (I think I had to fix 'its' vs 'it's' 1000 times in my Choicescript game). But websites like grammarly can really help out here, which is what I use, or asking people to look over the text.
+Descriptiveness. This is the game's strongest point. The writing is detailed and vivid. For me, I found it violent and gory in an unpleasant way, but it was only unpleasant because it was so detailed.
-Interactivity: I personally like Choicescript best when it lets you customize who are you in detail or lets you plan out strategies. In this game, choices can be completely arbitrary (like 'go left, go right, go straight') or represent a forced choice where all options are essentially the same (that's not always bad, but in this case you get the same forced choice over and over again).
+Emotional impact: I felt disturbed by the game, which is not an emotion I like or seek out but which succeeds in its goal.
-Would I play again? Due to the content and the polish, I wouldn't do so right now.
Contains strong profanity and gore.