Reviews by MathBrush

about 2 hours

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 356 | Next | Show All


Ghostfinder: Shift, by Han-Joo Kim
3 of 3 people found the following review helpful:
Serial murder investigation in Twine, October 13, 2020
Related reviews: about 2 hours

So this one has a lot of good features and some that didn’t mesh with me. I’m not sure I’m the target audience.

This is a long Twine game with a mechanic that I’ve not really seen in IFComp before. There’s a long, mostly linear prologue where you meet all the main characters, then you’re given a bunch of journal entries/case files to go through. As you go through them, you can type them into a database to learn more, kind of like Her Story.

This is a game about a serial rapist/murderer. In fact, it’s the third game I’ve played in this comp that prominently features a kidnapper/sexual assaulter. This game specifically seems heavily influenced by stories like those featured in true crime podcasts and documentaries, and by the Golden State Killer specifically.

+Polish: A lot of work went into this game.
+Descriptiveness: Has a level of detail similar to true crime podcasts.
-Interactivity: The main mechanic was overly difficult to me. Typing in things that I knew were important (like 'bulger') didn't always work.
+Emotional impact: It was an emotion I didn't like, but it did it.
-Would I play again? Not my cup of tea, content-wise.
The graphic depictions in one of the assaults and the extensive profanity/abuse definitely set me on edge, and I don’t think I’m the target audience for it. Writing-wise, this game is good on the individual level, but some of the twists didn’t make much sense to me, especially the ending sequence which changed the genre of the game completely.

The mechanics are interesting, but I think they could use more testing for robustness. I will say if you haven’t played it yet that it keeps a running notebook for you at the very bottom, which I didn’t notice until near the end.

Overall, the author seems very talented. This game was beta tested by several people, but I think the next game in the series could use a couple of more people, especially Twine authors who have done well in the comp before. I’m assuming there will be more in the series, and I’d be happy to see that, especially ones with less sexual violence (for my personal taste, may not reflect all readers).

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Seasonal Apocalypse Disorder, by Zan and Xavid
3 of 3 people found the following review helpful:
A compact time travel game with four time periods, October 9, 2020
Related reviews: about 2 hours

This is one of two games co-authored by Xavid, both making use of the same kind of cool map code Xavid used in Future Threads a few years back.

This game is definitely my sort of thing. I love games with two worlds that are mirrors of each other, and this game has four.

In this game, you’re sent back in time to stop an apocalypse from being cause by a cult. For some reason the cultists seem completely unfazed by your presence, and you can’t understand their spoken language but can understand their written language. But this is a fairly mild concern.

There is a compact map that persists through four different time periods you can warp through. At first, you are heavily constrained, but over time you unlock quite a bit more.

Some of the puzzles were real headscratchers, but other reviews and the in-game hint system got me through. One of the main puzzles and one of the optional ending puzzles rely on urban legends about animals that may not actually work in real life.

Overall, I definitely enjoyed the game. Thanks for making it!

+Polish: Very smooth.
+Descriptiveness: There was a lot of creativity with the different rooms.
+Interactivity: Cool time travel makes up for weird puzzles.
-Emotional impact: It was fun, but I didn't really get 'in character'
+Would I play again? Definitely!

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Accelerate, by The TAV Institute
10 of 12 people found the following review helpful:
A long "new horror"/religious ecstatic game, October 8, 2020
Related reviews: about 2 hours

Okay, so there's a certain kind of game that pops up in IF from time to time. It's a kind of game that's part poetic and part heartfelt exposition. The words are abstract, the situation obfuscated or abstracted to a level where the core narrative is hard to discern and the game becomes a kind of blank slate or Rorschach test, where scenes and phrases give deeper meaning but not always what the author's original meaning was.

B-minus makes a lot of games like that, which are usually short. Longer examples are a lot of Porpentine's work, the work of Phantom Williams, and the games Spy Intrigue and Dr. Sourpuss Is Not A Choice-Based Game.

This game has that kind of style, but it also has 'really good animations and music' style, too. The music in this game perfectly complements the writing.

This is a long and complicated game. I played it over two periods of time, as I had to take a 3 hour break. When I first played it, it all seemed a mystery, but when I came back later, somehow it all clicked in my head and I understood exactly what was going on in the story and exactly who everyone was (not the deeper meaning, just the outer meaning).

The game has 21 chapters with some surprises in the middle. Here is a general outline of the complex, non-linear plot as I understand it:

(Spoiler - click to show)The player is (or more precisely, was) a young man named Hank, born in the 23rd century, who had a traumatic incident where they were held up at gunpoint by a black man, and then called the police. The event haunts them, and is one of a giant group of negative events that pile on the protagonist. The hero is also addicted strongly to drugs (one called metafentanyl in my playthrough).

(Spoiler - click to show)To get their fix, they go to the TAV institute, a pre-war group that somehow survived the worldwide conflict (giving them the name antediluvians). A Scientology-like group, they read your body with a strange meter device, and prescribe you your drugs.

(Spoiler - click to show)The leaders, Mother and Father, give you surgery and a new name to make you a woman, Hannah. Mother uses you to further her goals, having you assassinate, steal, and kidnap. Your ultimate goal is to end the bitter cycle of reincarnation and repeated horrible experiences by murdering fate, represented by an Archon. And that's exactly what you do.

There are references everywhere in the game, so many that I can't even be sure if they're references. Is it a Galatea reference when you awake as an art exhibit on a pedestal in a gallery with the name Galene (or is Galene an exhibit near you)? Are some of the Institutes beliefs and practices reminiscent of the Church of Jesus Christ of Latter-day Saint's beliefs and rituals? When the author refers to living in a holographic reality re-experiencing traumatic moments, is it referring to Howling Dogs? Is the end of Chapter 20 a visual representation of the scripture that says 'No man shall see the face of God and live'? Some maybe yes, some maybe no.

Other references are far more direct, like when you take on a role directly imitating the hijackers of United Airlines Flight 93 during 9/11. Timothy Mcveigh is referenced, Trayvon Martin is referenced, and absolutely everything ties in with trans identity (one reading is of Mother and Father as representing dual natures of Man and Woman inside each of us, with the protagonist's transition corresponding to their love of Mother, and Archon representing the idea of fixed gender identity). But that's only one interpretation.

I frequently compared it to musical albums as I listened. It reminded me of Joni Mitchell's Blue, where she used all of her most tender and/or heartfelt memories and thoughts to make a very public album. After my second session, I thought it was like the Who's Rock Opera Tommy with it's semi-religious overtones and a central narrative mixed up with symbolism. Or The Wall.

A game like this isn't really a game to be 'enjoyed'. This seems like the game you write when you have so many thoughts and feelings in your head you have to put them somewhere. You can either do that directly (I wrote a game called In the Service of Mrs. Claus which is 100% about my divorce, and in a fairly direct way) or you can do it indirectly and jumbledy-complex like this game. When you put out a game like this, probably the worst possible result is that a few people say "wow I loved it" and no one else comments. If you push this hard, you want someone to push back, and so I think it would be 'successful' if many people reacted to it strongly in both positive and negative ways. So 'enjoy' is definitely not the word here.

Despite that, the ending sequence with its visuals and music all came together and it was actually pretty epic, just as a story. Chapters 20 and 21 are just plain awesome, and like I said, I don't know if the author wanted to be awesome. I think a more appropriate response I had is early on in Chapter 6 or 7 where I said, "Well, that's disturbing" out loud.

The credits bring things back to a more somber tone. It's a vast list, including me (!), Sonic Youth, and 'the haters', without which the game would not be possible.

I'll have to revisit this game some time.

Rating this game defeats the purpose, but I'll do it anyway.
+Polish: Very polished. Extremely so.
+Descriptiveness: Equally so.
+Emotional Impact: High for me.
+Would I play again? Plan on it.
+Interactivity: I liked my choices.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Tragic, by Jared Jackson
1 of 1 people found the following review helpful:
A fun, complex card system with occasional bugs, October 8, 2020
Related reviews: about 2 hours

Jared Jackson is one of the most innovative IF authors out there, always pushing the boundaries in weird ways to test what you can do with text. His previous games, Instruction Set and Language Arts, explored algorithms and text manipulation in fascinating ways.

This game is a card-based game where your attacks and defenses are represented by a deck of cards. There are 3 dungeons to work through, each with a boss, and there are checkpoints and small encounters like gambling, a maze, and a funny recreation of Leroy Jenkins.

I beta tested this game, and I didn’t help much. At the time, I couldn’t help but die really early on, so I felt like I was a bad player and didn’t try much further (sorry Jared!)

As a player, I’ve taken the game up on its offer to give me unlimited respawns with increased health each time. This made the game far more enjoyable. I ended up making it halfway through the middle dungeon as a berserker when the game stopped responding to my link clicks. Restarting the game and continuing my save, I found that I could not continue, as it took my to a blank screen (this possibility is mentioned in the game’s readme txt). I might give it another run as a wizard later. This is probably something I would have caught as a tester if I had embraced dying, so sorry Jared!

I’m not sure if this game is possible to beat without dying a lot. There are no healing opportunities between encounters (except very rarely), and even maximizing your defense actions still won’t be enough to protect you from attacks, so it’s mathematically impossible to keep from dying. Since dying is framed as bad in most games, that’s kind of a bummer at first.

The variety in the game is fun; as a combat system I find it genuinely enjoyable. The complexity though may be its own downfall; balance and bug-hunting become much more difficult with increased complexity.

In any case, I look forward to the next innovative game by this author, and I plan on playing this game again for fun after the comp.

+Polish: The game is complex and interesting. There are bugs, but the art and other systems make up for it for me.
+Descriptiveness: Lots of variety in creatures and objects and cool backstory.
+Interactivity: Once I embraced dying, I really enjoyed the system.
+Emotional impact: It was fun.
+Would I play again? Yest.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Radicofani, by Rob
2 of 2 people found the following review helpful:
A translated multimedia .exe homebrew parser about a deep mystery, October 7, 2020
Related reviews: about 2 hours

Okay, so I think this game actually has a lot going for it, and I also think it will receive less votes than most games and score lower, and not necessarily deserve it.

This game is a windows executable. Historically, windows executables get very few votes.

This game is written by an Italian author and has numerous English grammar errors. Which is reasonable; I suspect that I if I wrote a game in Italian, I would have quite a few Italian grammar errors. But it can be confusing; the kitchen has ‘cookers’, but is that the oven (an openable thing?) or the stove (not openable?) When it says that the bench has a usable bottom, how was that meant to help me open it?

I got fairly far in the game, making it to the city of Radicofani before being killed in the church. This game has a lot of sounds and pop-up images (which mostly must be closed individually). I especially enjoyed the pixelization of the Beatles Revolver album cover.

I suspect the game is on a timer, as when I got further the missing woman’s picture frequently popped up telling me to hurry.

Typing HELP helped me a lot, as did typing words’ whole names rather than parts.

I liked the story, involving some sort of portal in spacetime, the power of the written word, a murderer and possibly demons?

Unfortunately, there is no walkthrough with the game. I’d definitely take another crack at it if I could have a step by step walkthrough (although I’d just follow it exactly so I could see the whole story).

+Polish: Lots of problems with the custom parser, but lots of good sound and images.
+Descriptiveness: Very vivid. Probably my favorite thing about it.
-Interactivity: It was very hard to guess the next step.
+Emotional impact: It was all mysterious and cool.
-Would I play again? Without a walkthrough, no. With a walkthrough, yes.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

A Murder in Fairyland, by Abigail Corfman
4 of 4 people found the following review helpful:
A complex wordplay-based cyber fairy game, October 6, 2020
Related reviews: about 2 hours

Abigail Corfman has a very impressive Twine record with Open Sorcery (a popular quadratic-complexity puzzle-based commercial Twine game with upcoming sequel) and 16 Ways to Murder a Vampire at McDonalds (which is known for its complex puzzles).

So I was definitely looking forward to this one.

It wasn't quite what I expected. I thought at first it was child-oriented, but I'd rather say it's similar to fairy stories of the darker type (such as SCP-4000 or the poem The Goblin Market).

Gameplay is based on word puzzles. Initial gameplay has word-search puzzles. A long chunk of the game revolves around figuring out complex bureaucracy.

Most, if not all, of the puzzles are optional, as explained in the very brief walkthrough (which doesn't really spoil anything puzzle-wise, only offering ways around it).

I thought I was uninterested in the game at first, but then I found myself going out of my way to find more puzzles to try. In a way, it's almost like a Twine counterpart to Dibianca's Sage Sanctum Scramble, both a fantasy/sci-fi pastiche of wordplay.

I was progressing pretty nicely on the murder when I lost about 45 minutes of gameplay due to a random death with no undo possible (but restoring possible). I hadn't realized I needed to save that often, so it was a devastating blow to my will to go on. I used the walkthrough's cheats to progress to the ending, and found some satisfaction there.

Really not a fan of the random insta-death without undo (I'll admit there were some hints I was acting dangerously), but I liked the rest, so I don't know.

The protagonist is in a wheelchair, and it affects gameplay pretty much exactly how wheelchairs affect real life. I was married for 10 years to a woman who used a wheelchair full-time, and the game's emphasis on spotting out traversable paths, being stymied by a single stair step, and dealing with tedious bureaucracy to get accommodations is true to form.

There are also some personal details revealed through memories (whether of the author or of a created character), which were meaningful.

Overall, very nice experience, but make sure you save often!

++Polish and descriptiveness: Beautiful and lovely, smooth sailing.
+Interaction: My delight with the puzzles overwhelms my sadness about not saving.
+Emotional Impact: I felt intrigue.
+Would I play again? Yes, after the comp when I can dig in deeper.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Just another Fairy Tale, by Finn Rosenløv
2 of 2 people found the following review helpful:
A charming Adrift game about finding a compass for a wizard, October 5, 2020
Related reviews: about 2 hours

I suspect that this may be a pseudonym, after I had a panic-inducing moment where something I posted in the author’s forum was liked by someone who I didn’t think was an author and who would write a game like this.

This was the first game on my personalized list, but I thought it was charming and wanted to take it slow.

This is an ADRIFT game, which means it comes with that ADRIFT style where precise verb noun combinations are needed and Inform’s and TADS’s automatic feedback systems aren’t in place. So you have to poke around.

This is a fantasy pastiche (with an especially funny moment where the game loads music by Peter, Paul and Mary and invokes the wizard Google) where you are teleported to another world and asked to bring a compass to a wizard.

While the storyline resembles a fantasy teen novel, the game itself is well-adapted to parser fans. It has traps you can fall into without knowing for sure if they are traps, and requires careful experimentation and searching, but it also has multiple puzzle solutions.

I had hoped to do most of the work on my own, and asked a few early hints, but ended up heading to the walkthrough around the bank segment. Given more time, I probably would have just left this open for a month and poked at it.

I definitely don’t prefer ADRIFT or Quest games for their systems, which often frustrate my gameplay style, but I have grown accustomed to their style, and they work remarkably well for menu-based systems (ADRIFT more than Quest).

This game was charming overall, and I had a good time playing it.

-Polish: The eternal bane of most ADRIFT games.
+Descriptiveness: I thought the game was well-described.
+Interactivity: I was often frustrated, but when I took it very slowly, it was fun.
+Emotional impact: I found it charming
+Would I play again? Why not? From the other scores I can see this early on, I might be in the minority, but I got a kick out of this game.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Alone, by Paul Michael Winters
3 of 3 people found the following review helpful:
A solid old-school parser game about an abandoned gas-station, October 5, 2020
Related reviews: about 2 hours

I saw some positive buzz for this game and was looking foward to it.

This is a parser game with a map that slowly expands, starting with a pretty constrained area but slowly branching.

Some have called this 'old-school' and I'd say that that's true, in the sense that the storytelling is mostly environmental, the puzzles are well-recognizable tropes with clever twists (color-coded switches, complicated devices, machines with missing parts, keys and locks, etc.), and the writing is mainly devoted to describing objects and things briefly and succinctly.

The puzzles form an enjoyable whole; I liked figuring out the different ways of handling the fusebox. I ended up needing to use the walkthrough when trying to find the (Spoiler - click to show)spring, and I locked myself out of the best ending accidentally when I (Spoiler - click to show)incinerated the worker and the device for making the cure. I hadn't saved in a long time, so I'll have to go back some time and try again. I got a sub-optimal ending, but still felt satisfied.


If anything could improve this game, it would be additional coverage of scenery implementation and synonyms. Much of the game depends at looking at scenery and looking at its sub-details, yet numerous such scenery objects are not implemented at all or require specific phrases. For an example of specific phrases, I couldn't refer to the (Spoiler - click to show)big red button as just (Spoiler - click to show)'red'. For an example of synonyms, 'push red fuse' doesn't work, but 'turn on red fuse' does. For missing scenery, when you see a faint light in the distance, you can't look at the light.

These aren't major impediments, but resolving this would take this game from good to great. I definitely think that this game will do well in the comp, and that the author could create future awesome games.

-Polish: As described above, I felt that the game could have benefitted from another few rounds of refinement with synonyms and such.
+Descriptiveness: The writing does a good job of describing the various objects you find.
+Interactivity: I enjoyed the puzzles outside of the polish issues.
+Emotional Impact: I felt a sense of mystery and exploration.
+Would I play again? I plan on finding the good ending some time.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Vampire Ltd, by Alex Harby
1 of 1 people found the following review helpful:
A vampire gets a job (and revenge), October 4, 2020
Related reviews: about 2 hours

I was a beta tester for this game.

I feel like this is the bread and butter for parser games in the comp. Reasonable but interesting puzzles, funny wordplay, an interesting protagonist, and solid implementation.

In this game, you play a vampire who has come to sabotage his rival, who is a real jerk to everyone around him. Unfortunately, you have a lot of weaknesses: running water, death by stakes, etc. Menu-based conversation plays a big part in this game.

I enjoy this game, and could happily recommend it to parser fans.

+Polish: Smooth. Experienced no problems with the parser. Nice cover art.
-Descriptive: Could use a little bit more richness in the descriptions. It was hard to visualize a lot of things in the game, just for me personally.
+Emotional impact: I found it genuinely funny and delightful.
+Interactivity: Smooth puzzles that I enjoyed more than most things in this comp.
+Would I play again? Definitely!

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Limerick Quest, by Pace Smith
4 of 4 people found the following review helpful:
All Limericks, with several clever wordplay puzzle. , October 4, 2020
Related reviews: about 2 hours

So the original Limerick Heist was something that had never really been seen in IFComp: a game consisting entirely of a constrained poetical form (in this case, a ton of limericks) while still telling a coherent story with items and actions.

It did very well, and defied usual voting patterns (by being one of the shortest Choice games to place in the top 10). It also picked up some well-deserved XYZZY nominations.

I wondered what this game would be like, and its receptions. Did people vote highly for the novelty only? Would a second game that has the same tricks as the first do as well?

Unfortunately, we won't find out because Limerick Quest manages to be just as novel and ingenious as the first game, improving substantially on the original formula.

In this game, you encounter several puzzles involving completing Limericks under various constraints. Your partner (her text in purple, yours in green) gives out generous hints on request. The constraints vary quite a bit, and include timed puzzles near the end (with very short times, so watch out if you use text-to-speech!)

The puzzles were really ingenious. I could see this picking up a 'best puzzles' nomination for next year. I was shocked to see this game get so much mileage out of, for instance, 100 identical objects labelled by number only.

So, I had fun. The visuals were great, with animated text, expressive use of color (especially with voices in unison) and background color changes.

+Polished: Very much so.
+Descriptive: The limericks are carrying all the weight here, and they do well.
+Interactivity: The puzzles were honestly very clever and enjoyable.
+Would I play again? Definitely.
+Emotional Impact: Fun and excitement.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 


Previous | 171–180 of 356 | Next | Show All