The Hard Puzzle games have always been odd-balls. They tend to be extremely fussy sandboxes with mechanics you can use over and over and whose solutions require enormous leaps of intuition, endless experimentation with absolutely everything, or just dumb luck.
This game honors that legacy by having many, many sandbox commands and requiring some outrageous leaps of intuition. I had solved some of the previous Hard Puzzles by decompiling them, and this game has some good-natured nods to people who 'cheat' at games like that.
This differs from the other Hard Puzzles, though, in that it can be solved piece by piece, instead of an all-at-once lightning bolt thought like the former ones.
I won by cheating in three different ways (including (Spoiler - click to show)'decompiling', the intfiction forums, and decompiling).
This game is obscure in many senses of the word. First, it is very hard to run, intended only to run on a linux system. I was able to play it following helpful instructions at http://intfiction.org/t/reviews-for-beta-tested-games/43016/7.
Second, it's obscure because the writing is deliberately vague. Everything is allusions, none of which (maybe one?) is about Alice in Wonderland. Most of the allusions seem to be to Hansel and Gretel or Cinderella.
Third, the way forward is obscure. It is difficult to discover how movement works, difficult to find out how a room is finished, and difficult to go on to the next room. Some basics of movement: (Spoiler - click to show)Typing EXITS shows you the exits. You can move with N, E, S, and W as abbreviations. I took to the source code first and walkthrough later. The source code encourages you to look at it.
I encountered a bad ending that made me get stuck. It was when I (Spoiler - click to show)became a tree. I beat it by typing, not (Spoiler - click to show)run, which was the highlighted term, but (Spoiler - click to show)running away.
Occasionally I used the source to type the right word to move on if I got completely stuck.
One note: all of the major keywords (that give you special results) are (Spoiler - click to show)HTML color codes.
The fiddliness of interaction put me off a bit, and the game either has a few bugs or only has bugs because I played it on the wrong system. Otherwise I was impressed with the design and descriptiveness and would be interested in playing again.
I beta tested this game, and I love it.
You play as a contestant on a reality show that apparently involves finding antiques while wearing a chicken suit (?).
You run around a mansion gathering items while a timer ticks down each turn. Some items are easy to find, while others require a great deal of ingenuity.
Knowledge is the key in this game, player knowledge and not character knowledge. You can learn secret codes that help you succeed. There are secret bonuses. On top of all of this, all of the items have an 'optimal placement location' that gives you even more money.
This game has more narrative than most shameless treasure hunts, and a lot of funny lines, but the focus here is on getting the best prize. Your host comments on your score each time, and you are able to replay as much as you want in-game, with it being interpreted as re-takes of the show.
Love it, think it's great, and I think people will be playing this one for years. I play IF for many reasons: love of stories, love of characters. This game satisfies my itch of 'take/drop/N/E/S/W', which is the same reason I love the original IF game Adventure.
This game takes about 30 minutes to finish the first time but hours to get a good score.
I beta tested this game.
Visually, this game is nice and polished, and the text is free from typos and bugs.
You play as a man blinded by the government and sent to work. While at work, you encounter a cast of characters entangled in a web of intrigue, and must make your own decisions and what to investigate and who to help. There are 6 different endings, some of which can happen unexpectedly, which makes this game pretty difficult (especially with no undo feature I saw.)
The first chapter's text is incredibly dense, with a lot of big words and long sentences. Once other characters are thrown into the mix, the pace picks up, and the dialogue especially is fresh and well-written.
I would love to see a dialogue-only game by this author (like the very popular games Birdland and Hana Feels). As for this game, I was interested enough to play to several different endings, and felt satisfaction at reaching a good one.
I beta tested this game.
In this game, you are bullied by cheese. In a bizarre twist, you find yourself in a sort of pocket-dimension blocked by an enormous, rude wheel of Gruyere cheese.
There are eight corridors leading from the cheese, each heading to a different area containing useful items.
Some of the puzzles can be pretty tricky in this game, and some of the concepts can be very difficult to puzzle out (like what exactly is the nature of the (Spoiler - click to show)'hole' you find). But it's compact nature means that there are only so many things you can try before finding the solution. I found this game to be pretty amusing!
I beta tested this game, and was delighted to do so.
This is a big game, DiBianca's largest (except perhaps for The Wand). I played it for well over 2 hours (maybe 4 or 5) while beta testing, although I was trying to be exceptionally thorough.
Basically, the game is full of little minigames which give you better and better rewards as you understand them better and as they synergize. Your airship captain gives you goals to hit and you do them. There's an economy that grows in scope over time, and a lot of little lovely surprises.
There are puzzles here, but not in the traditional sense. It's technically possible to win just by doing the simplest of tasks over and over and over. The real joy here is in optimization, similar to Sugarlawn from this year's comp.
Strongly recommended, and lots of fun!
Andy Phillips is a figure in the IF community known for occasionally releasing massive IF games that generally feature science fiction of some sort, large maps with a few puzzles available at a time, and deadly women.
In this game, you're a super-fan of Andy Phillips who has been locked in by his roommates. You're wearing a jumpsuit from an Andy Phillips game and you have tons of memorabilia around the rooms, all of which is directly based off of the games.
There are a few start puzzles and then one main one, getting out of the room. I found the starter puzzles not too hard, but the main puzzle requires few leaps of intuition. Given the constrained size of the game, however, it's possible to suss out the solution after time, and there is a great help system.
I beta-tested this game, but only got to the first part/tutorial.
Now that I've seen the rest, I'm really amazed. I love it!
I don't know if I can recommend it to the general IF populace. In this game, you have a very restricted programming language that moves a block one tile at a time based on conditions that only detect the block near it. This is very similar to my PhD research in almost convex groups and subdivision rules (which were also determined locally by rules), so I have a soft spot for this kind of thing anyway.
The framing story is very light. There might be a big reveal at the end for all I know, but everything else is just sort of fluff to introduce the puzzles. The puzzles are quite hard, and require a great deal of trial and error and a little bit of praying for success or cursing at failure.
I beta-tested this game.
Åkesson is one of the most successful creators of new parser languages in the last few years. His new A-machine and Dialog language have proven to be powerful and smooth, and its default messages are, perhaps, more appropriate than Inform's default messages.
This game is a great departure from usual parser fare, and a bold choice for IFComp. You are a conductor, and you must follow a real-life score (from the Nutcracker Suite) and cue everyone at the right time. The real score is contained in the game, as well.
This is like no other game I've seen before, and playing it is extremely taxing. I felt like I was burning calories as I played this game. Even slight errors can cause havoc in the orchestra. And if you play perfectly, a problem arises that is outside the scope of the score, providing a 'lousy last point' puzzle.
Is this well-done? Yes. Is it innovative? Definitely. Is it a great display of the Dialog language's capabilities? Absolutely. But is it fun? For me, playing felt frustrating, but winning was truly enjoyable. So if you're going to play it, try to schedule time to finish it!
I beta-tested this game.
This game is is a horror story that effectively borrows elements of both games and pop-culture from the 80s. This is a monster-focused horror game set with two kids driving the boy's car to prom, with the date wearing the boy's ring. It brings to mind the music video for Thriller or parts of Back to the Future.
Gameplay-wise, this has elements from older games as well. There are numerous timers on the game (including one that killed me off at 70 points as I was playing the competition version), a maze, and a complex machinery.
I like this game, both as a tester and as a player. It can get frustrating at times, though. I recommend playing past the first scene and seeing if you like the overall feel of the game or not.