Reviews by MathBrush

about 1 hour

View this member's profile

Show ratings only | both reviews and ratings
View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
...or see all reviews by this member
Previous | 171–180 of 461 | Next | Show All


Codex Sadistica: A Heavy-Metal Minigame, by grave snail games
7 of 7 people found the following review helpful:
A heavy metal parser puzzler with colors and a couple rough patches, October 5, 2021
Related reviews: about 1 hour

This was a genuinely fun game. You are part of a heavy metal band whose set is being taken over by a glamrock band. You have to assemble your band together, but each is distracted and can't come help you.

After some initial exploration, you gain the power to JAM with the other members of your band, which lets you cause interesting effects. Jamming with 2 people at a time provides more effects, leading to about 10 jam powers all together.

The writing is snappy and fun, the colors are cool, and the mechanics are interesting.

The only real downsides are (for me), a lot of profanity (in line with metal fans, though) and a lot of missing synonyms and alternate solutions. I kept trying things like RIP SHIRT or SURF CROWD or UNPLUG SWITCH or TAKE SWITCH and getting error messages, when it seems like these things ought to have been implemented. The game is very smooth in other areas and had testers, so I guess I'd just recommend in the future piling on even more testers and implementing everything they try in a transcript. I think this game is already great, but I think it could be pushed to 'completely awesome' territory by such efforts. I definitely hope to see more games by this author in the future, because they have a real talent for writing and mechanics.

You can log in to rate this review, mute this user, or add a comment.

RetroCON 2021, by CRAIG RUDDELL (as 'Sir Slice')
4 of 4 people found the following review helpful:
A bunch of mini games wrapped up in Twine, October 5, 2021
Related reviews: about 1 hour

This game is unapologetically just a bunch of mini games wrapped up in Twine with an ultrathin story applied.

The minigames include:

-A slot machine with fruit graphics and some animation
-A poker draw game
-Keno
-Horse Racing
-A football game
-A zombie-shooting card game
-A short custom-parser text adventure.

Each of the games worked pretty well, and some of them were pretty fun. All are based on RNG except the text adventure. The text adventure has a pretty basic parser (which has a tendency to insult you) and is of the classic 'my dead male relative's house' style, with each room lovingly recreated.

+Polish: Very smooth. The parser isn't awesome compared to dedicated parser languages but impressive for Twine
+Descriptiveness: It was easy to see what was going on usually
+Interactiviy: Most games worked well for me.
-Emotional impact: I felt distanced emotionally from my character and the games
-Would I play again? It was interesting, but I don't think I'll be revisiting.

You can log in to rate this review, mute this user, or add a comment.

Finding Light, by Abigail Jazwiec
3 of 3 people found the following review helpful:
A parser game about a magical fox-human, October 5, 2021
Related reviews: about 1 hour

This is a fantasy parser game where you play as a human/fox creature that can switch between forms at will. You are a guardian to a young human who has been captured and you have to rescue him.

Gameplay is centered on switching between forms to your advantage. This is done very well: your animal form can speak with other animals, has heightened senses and can fit into tight places, while your human form is stronger and can use tools.

The parser could use some work, and the opening scene is where it struggles the most. Going up or down gives a blank message, and trying to apply the bandages is really rough when it comes to guessing synonyms (things like PUT BANDAGES ON ____ don't work).

The cast of characters is described well, although the raiders stick out as weird (they use strong profanity, where the rest of the game is more at a YA level, and they seem fairly dumb). The animal characters are great.

You can log in to rate this review, mute this user, or add a comment.

we, the remainder, by Charm Cochran
3 of 3 people found the following review helpful:
Surreal horror game with religious themes in a compound, October 4, 2021
Related reviews: about 1 hour

This game features a hungry young protagonist in a wheelchair that explores a large world in Twine.

This game is very location-and-inventory based, with a large map (including an actual in-game map at one point) and several lock and key puzzles.

Gameplay consists of exploration, with special optional memories unlocked while a larger main storyline plays out.

Stylistically, it leaves many words uncapitalized and switches to different colors to signify different themes.

The story is a surreal religious horror where it's difficult to know what is real and what isn't. There is a large amount of imagery taken directly from the book of Revelations, and much of gameplay revolves around the fact that you are someone in a cult.

Overall, I found the surreal religious imagery to be effective. Many of the parts about wheelchair use seemed realistic based off of my experience with living with a wheelchair user for almost a decade (except getting through farmland!).

I appreciate the author leaving a lot up to imagination, using nuance and hiding behind symbolic imagery.

-Polish: There were noticeable typos. Everything else was great.
+Interactivity: The world map and the puzzles felt good.
+Descriptiveness: Very vivid writing, some of the most descriptive I've seen this comp.
+Emotional impact: I'm really into this stuff. It doesn't represent my worldview (I have a more hopeful interpretation of Revelations) but it lies in the intersection of my interests.
-Would I play again? It was pretty dark and I felt like I understood the message I was going to get, so I'm not sure I'll revisit.

You can log in to rate this review, mute this user, or add a comment.

The TURING Test, by Justin Fanzo
4 of 4 people found the following review helpful:
A classic-style Twine game about creating and detecting robots, October 4, 2021
Related reviews: about 1 hour

This game feels like it would fit well in the early era of Twine. It's standard white text on black with blue hyperlinks, uses a couple text animations and has a standard branch and bottleneck structure with a sci fi or fantasy genre.

I like a lot of games like that (like Hunting Unicorn, for instance). This one turned out pretty well.

You play as a participant in creating sentient robots. You undergo questioning similar to a Turing test with your answers fed into the programming for a field of robots.

Later on, you encounter those robots, and must at a crucial moment conduct a Turing test.

I felt engaged with the story, and thought that the characters were vividly described. I felt like my choices mattered. I do think the game could use a little more polish, like a title screen or custom CSS or even some more callbacks to earlier choices. And while I liked it I don't think I'd replay it.

You can log in to rate this review, mute this user, or add a comment.

Second Wind, by Matthew Warner
3 of 3 people found the following review helpful:
A post-apocalyptic game about helping a baby's birth, October 3, 2021
Related reviews: about 1 hour

I enjoyed Matthew Warner's last IFComp game, Tombs and Mummies, but I think this represents a substantial upgrade. The author makes excellent use of the Adventuron engine here and I had little trouble with the parser itself.

You play as a man in a shelter that survivors of two apocalypses have constructed. Outside roam the infected weremen. Inside, your wife is about to have a baby, but she needs a c-section, and the only person who can help you is someone not likely to want to do so.

This game is Cruel on the Zarfian scale. It is very easy to unknowingly lock yourself out of victory. It also includes some randomized combat, although there are ways to fix anything that goes wrong.

There is a timer going on, so you can't dilly-dally too long.

A lot of puzzles have a riddle-like or crowssword-puzzle-like quality, like unscrambling words, remembering famous pop-culture numbers, or navigating a maze.

I beat about 60% of the game, but I had missed a major component early on and couldn't figure out why I always ran out of time. The walkthrough helped me through that.

Once you know the codes replay is faster, so it's not too bad to retry if you die.

Overall:
+Polish: Very smooth. This is Adventuron at its best implementation-wise, I think.
+Descriptiveness: It was very descriptive.
-Interactivity: I like the game, but fiddling with the doors and equipment and doing the unscrambling puzzle weren't really my cup of tea (although the unscrambled messages were funny!)
+Emotional impact: I think the game may overreach at times in the emotional effect it's going for, by relying on a selfless choice as the main thrust but requiring that selfless choice to proceed. Still, I found the story interesting.
+Would I play again? Yes, after I've had some time to forget the puzzles.

You can log in to rate this review, mute this user, or add a comment.

The Spirit Within Us, by Alessandro Ielo
5 of 5 people found the following review helpful:
A custom executable game about pedophilia and violence, October 3, 2021
Related reviews: about 1 hour

I'll be frank and say that I don't enjoy playing games about pedophilia in any way; I don't find them fun, and I have yet to play one I find enlightening. I think that games can and should treat difficult and heavy topics, but for me playing game about pedophilia is like reading a coffee-table book full of high-quality illustrations of feces. My apologies to authors who have attempted to treat this topic in a sincere and thoughtful way.

Anyway, this is a custom parser game where you explore a house and try to recover your memories. You wake up weak and bleeding, with a health counter that slowly decreases until you die.

The storyline centers around pedophilia, with texts by de Sade and inappropriate photos (described in vague text terms only) to be found. There are also several weapons to find.

The game isn't too big. I wandered around for a while before trying the walkthrough, and found that I had seen about 50% of the game already. The walkthrough itself contains many unnecessary but interesting commands, such as looking at every wall in every room and trying to go in wrong directions in most rooms. These commands are in the walkthrough because the author has implemented custom text for much of them.

The parser is pretty good, but I miss being able to use pronouns, since you must take an object before looking at it and it would be easier to type "take paper; x it" instead of "take paper; x paper". Some synonyms would be appreciated, like 'turn on car' instead of 'turn on engine'.

Overall, this game is solidly in the simulated realism camp of parser implementation, with a wound/hunger timer, lots of red herrings and random scenery, randomized combat, etc. There are multiple endings, of which I found 3 (although 1 of them just ended the game immediately, so I don't think it was a real ending. This was (Spoiler - click to show)driving away before discovering the truth.).

My overall rating:
-Polish: more synonyms would work well, I think. There are very few typos, but some of them are noticeable.
+Descriptiveness: The game is very vividly described.
-Interactivity: Finding the objects of importance often meant looking at things that are not described, such as walls or floor.
+Emotional impact: The impact was negative, but it did provoke strong emotion.
-Would I play again? I tried a couple of endings, but I don't plan on looking again.

I would have given 3/5 if the subject had been different.

You can log in to rate this review, mute this user, or add a comment.

The Belinsky Conundrum, by Sam Ursu
8 of 8 people found the following review helpful:
A Facebook messenger game about a cyborg spy thriller, October 2, 2021
Related reviews: about 1 hour

This game is played on Facebook messenger, and requires you to be logged into Facebook to play it.

This is a choice-based comedy spy thriller. Most choices are out of three options.

The story is set in a future where everyone is controlled by a PLUS chip, especially you, an Enhanced cyborg, the first of your kind and the number one assassin for the United States government. You are asked to assassinate a man and his 2 young children to preserve the current regime.

This heavy story contrasts with the goofy and often mean-spirited writing. Your choices are often reactions like 'OMG?' or 'This is nuts', etc. Your character frequently insults each other and seems to have problems with women. There are several errors (such as a character whose name changes from Roosk to Roost and back), and characters often seem to change motivation or personality without warning.

Overall:
-Polish: The new system is very impressive, but the game itself could use some more editing.
+Descriptiveness: The author is good at vivid descriptions.
+Interactivity: At first I felt like almost all choices were meaningless, but some later on seemed definitely to matter. Whether or not it's true it was good at making me feel like it was true.
-Emotional impact: I tried to get invested in the story but the stakes and goals frequently change. Our character is a jerk, and I've realized that, while many people like playing as a villain, few like jerks, and the difference is that well-written villains have strong motivations for their evil actions, while jerks go out of their way to cause harm for no benefit to themselves.
-Would I play again? The somewhat slow performance of facebook messenger and the difficulty with backtracking or saving, combined with the length of the game means that I don't plan on replaying.

You can log in to rate this review, mute this user, or add a comment.

Return to the Stars, by Adrian Welcker
2 of 2 people found the following review helpful:
A science fiction prison break game, August 3, 2021
Related reviews: about 1 hour

This game is the author's first game, which is surprising considering the level of detail and programming in the game, although there are a few bugs.

This game features a prison break from an alien base. For some reason (never explained in-game), your captors disappear and you have to shut everything down.

The puzzles are a mixed bag. A lot make sense, a lot are fun, sometimes the two groups aren't the same (I enjoyed a language code puzzle that had simple, nearby hints involving interaction, but later everything was in English). Occasionally solutions seemed really obscure.

The coding needed a bit more synonyms. For instance, late in the game there are buttons that have names, but saying PUSH [Button name] doesn't work. Instead, you have to say the action that they perform (this example isn't in the game, but it would be like having a button saying lights where 'push lights button' doesn't work but 'turn on lights' does). A couple of other inconsistencies with synonyms was probably the major fault of the game.

Story-wise, I feel like it omitted some major features, but what's here is okay. It has some pretty strong gore at one point.

As a game, it's okay. As an author's first game, it's much better than most, and I'd expect the now-experienced author to be capable of making very good games in the future.

You can log in to rate this review, mute this user, or add a comment.

Acid Rain, by Garry Francis
7 of 9 people found the following review helpful:
A fastidious timed puzzle about assembling electrical components, August 3, 2021
Related reviews: about 1 hour

This game has you stuck at the side of the road with a dead battery in the middle of some deadly acid rain. You'll end up searching a mansion with a timed light puzzle and inventory limits to assemble a door opener.

The game is polished, but descriptions are fairly sparse.

The timed light puzzle, many empty rooms and inventory limits, as well as frequent responses where the game knows what you are asking but wants you to do it in more steps (like turning on the car) reminded me of different advice I've seen over the last few decades.

I'll share some of that here:

From a list of rules for games in IFComp by Jessica Knoch, with additional commentary by Andrew Plotkin from 2003:
"> Rule Three: Do not impose an inventory limit for its own sake.
> Rule Four: Do not include hunger or sleep puzzles.
> Rule Five: Check your spelling. Check it again.

All just as true outside the IFComp.

> Rule Nine: Do not include lots of empty locations.

Important for everybody."

Jan Thorsby's list of 'things that cause automatic playing' from 2005:

"List of things that causes automatic playing
By automatic playing I mean when a player types in commands more or less
automatically without thinking much. None of the things listed is necessary
always bad, and there are probably instances when they don't really lead to
automatic playing.
[...]

2. Many rooms

Traveling between rooms doesn't take much thinking, and the more rooms the
more traveling.

[...]


7. Time limits/eating puzzle

If a game has a time limit and the player is unable to keep it, the player
is likely to play the game again and just type in all the commands over
again minus the useless ones. A time limit that last through a large part of
the game is more likely to be annoying than a time limit for just for one
scene of the game. An eating puzzle is when the player dies if he does not
eat after a certain amount of turns. It is in effect a time limit.

[...]

11. Limited carrying capacity

Some games have a limit on how mange objects a player can carry. This often
leads to the player going back and forth a lot to pick up things he had
previously left behind. In many games it also leads to the game potentially
being made unwinnable, because the player may not have a vital object when
needed.

12. Having to type more commands than should be required to show ones
intention

For instance say there is a closed door to the north. If the player types
"north" it is fairly clear that he intends to open the door and go north.
But the game may not let him go north until he has first typed "open door".
Machinery is often needlessly complicated to operate.

[...]

14. Very easy puzzles

A very easy puzzle can be things like: unlock a locked door, buy something
in a store or give an object to a person who has asked for such an object.
These easy puzzles can be important to a story but are arguably useless from
a gaming point of view. If they are not important to the story one might
consider eliminating them.
[...]"

An intfiction thread including this quote from Michael Roberts from 2010:

"A word of caution on these is in order. Many authors worry that it’s unrealistic if the player character can carry too much at one time, so they’ll fiddle with these properties to impose a carrying limit that seems realistic. Be advised that authors love this sort of “realism” a whole lot more than players do. […] Don’t fool yourself about this -the thoughts in the mind of a player who’s tediously carting objects back and forth three at a time will not include admiration of your prowess at simulational realism. In contrast, if you set the carrying limit to infinity, it’s a rare player who will even notice, and a much rarer player who’ll complain about it."

You can log in to rate this review, mute this user, or add a comment.


Previous | 171–180 of 461 | Next | Show All