There's a specific kind of story I really enjoy, where people travel to an alternate, darker version of our reality. Legend of Zelda: A Link to the Past, the Dragonlance Test of the Twins, the IF game My Evil Twin, Stranger Things, etc.
In this well-developed Twine game (which has nice styling and graphics), you play as a Diver who enters various breaks in reality, trying to reach a specific location that will allow you to rescue a real-life runaway.
It's not too long, about 15-30 minutes. Most of the choices seem flavor-based, which was just fine with me.
This is a Choicescript game written in less than 4 hours for Ectocomp 2019.
I had a lot of fun with this one despite its size. The author managed to cram a lot in. There's a 'build your monster' segment followed by a series of moral choices. It provided a feeling of agency beyond its substance and had solid writing.
Loved it! If you want more monster stories from this author, they also wrote Each-Uisge from IFComp 2019.
I'm pretty sure this game is the result of someone opening up Quest for the first time, putting in some rooms and an object, and sending it out. Probably a younger person as well.
There's nothing wrong with doing that, but it's not really a game. It's three locations and an item and nothing else. In addition, it's released as the code for the game instead of the finished game itself.
I'm glad the author figured out how to use Quest, and if they want to make longer stuff, more power to them.
This ChooseYourStory game is short but offers real consequences to actions. You play as a recently dead teen who comes back on the Day of the Dead and discovers the truth about their death.
There are 7 endings advertised, of which I found 2. I would consider both of my endings failures, but they were interesting failures.
The writing seems a little off here and there but it's descriptive enough to make up for it. Overall, I found it to be a compelling tale.
Visually, this game is a treat. It does for a parser game what has been increasingly common for high-end Twine games over the last few years: custom fonts, background images, special styling (here marginal notes). I love it, and, having tried for a long time to style my Quixe games, I know how hard it can be.
Gameplay-wise, this is polished for an Ectocomp game. You have a ghost that randomly curses things, and a big recipe sheet that tells you how to cook things.
I didn't do too hot, getting 42 on my first attempt and then (undoing for more chances but messing up) getting a 0.
This is the kind of thing I really like to see in Ectocomp: an experiment that stretches the boundaries of IF in interesting ways.
In this game, you play a Japanese ghost who frightens people by removing its face. There is an expansive map with different locations to visit and numerous NPCs.
What is clever here (and which I like) is that you have a to-do list you can visit at any time that tells you what your next steps are (without telling you how to accomplish them) and gives hints of what else lies in the game (with obfuscated 'Bonus' achievements).
It also includes a text-entry puzzle, which seems to be case-dependent (since an answer I tried with lowercase turned out to be the right answer when written in uppercase). The game does provide progressive hints, though.
I think the concepts in this game are interesting and worth trying out in a larger Twine game.
This game has you travelling to live in a small village where electronics are banned, church is every night and the rules must be enforced.
This is a common theme in horror (like Midsommar), and this pursues a lot of those tropes.
I found the story interesting and exciting. The formatting threw me off, since the paragraphs sort of ran together. All in all, though, it was a fun short horror experience.
Like the original Balderstone (which you don't have to play to understand this), you are at a gathering of horror writers who tell 'stories' which are minigames. The order of the stories is randomised.
The games are coded well, and the tone varies a lot, sometimes dramatic, sometimes silly, sometimes frightening, all sort of tongue in cheek. Many of them have twists, whether geographical or as a meta-narrative etc.
I came, I saw, I had fun, the stories aren't really related, so why don't you just go try it out and see for yourself?
My reaction to this game was "Wow!" followed by frustrated noises followed by "Ewwww".
This is a speed-IF, so programming and grammar bugs are here, but I was so impressed with the vivid writing and setting as the game began. A mysterious ragman comes into your house and gives you 5 heartbeats (or game moves) to give him what he wants.
But it doesn't tell you what he wants. I spent a long time guessing many different things, and I was frustrated.
The solution was, frankly, gross. Not that I think (Spoiler - click to show)breastfeeding is gross, but the fact that (Spoiler - click to show)the monster would desire it. It's written fairly similar to rape, in the sense that a man is demanding use of a woman's organs.
This game is very small, smaller than almost all the Twine games in IFComp. Made in 4 hours for the speed competition known as Ectocomp, it seems the author spent most of the time working on polished writing and world building.
I think it was very successful. I found myself repeatedly surprised as I read, each time realizing how the surprise connected with proceeding material. The author does an excellent job of choosing what to reveal and what to imply. I'd give more details, but it's better to just play it yourself!
There's some violence and brief strong profanity.