This is an introspective parser game set in the world of the paintings of Caspar David Friedrich, one of my favorite artists. It revolves around exploration and small, one-item puzzles in the classic Zorklike mode.
I've seen many first parser games (including my own, a game I never released), and they are almost uniformly buggy and unfinishable.
This game has surprisingly few, if any bugs, which is a welcome surprise. However, it is lacking a lot of polish. I had to decompile the game to find the ending. Some suggestions for the next game:
1. Having one or more beta testers can alleviate almost all problems, if you implement their feedback. Intfiction.org is a good place to find some.
2. Room exits should be listed in every room unless finding the exit is a (hinted) puzzle, like a maze.
3. It's good to have either everything have a description or nothing to have a description. It takes a long time to describe everything, but it's often worth it.
4. Some puzzles may need cluing (like the magpie puzzle). Having a beta tester or two can help here.
5. Having instant deaths and disabling UNDO is a pretty frustrating combo. There's been a lot of debate over the years on whether disabling UNDO is worth it, but it's worth knowing that some interpreters have built-in UNDO that works even if you try to disable it, so some players will always have UNDO.
Overall, I think the author is capable of creating truly great parser games given enough tester support. I'd love to see more!
This twine fiction has 4 poems presented in different ways.
One offers choices that don't seem to change the story, instead indicating how you personally feel about your choices.
Another uses some kind of randomization to present a series of tiny vignettes with random names. You can move backwards and forwards in time during the vignettes.
The third uses a grid of text, and you can reveal more or less of the grid.
The fourth is my favorite, with a physical space you can move through and some interaction.
The writing has evocative moments, but the choices of interactivity distance me from the text more than drawing me in. I felt more alienated than invested.
This reminds me of a lot of early works by people who are now well-known/professional IF authors, so I'd love to see where this author goes next.
I beta tested this game.
Napier's Cache is in an unusual niche of historical fiction, and is based on a family story of the author.
It is fairly linear in story with nonlinear interactions in each 'phase'. You first have a small treasure hunt, followed by a dinner scene, then another treasure hunt and a simple maze.
In design it reminds me quite a bit of Christminster, an early (pre-IFComp) inform game that was well-regarded at the time, that also had you doing things like eating at a dinner with scholars and discovering the history of old alchemists.
Overall, the quality is well-done, and most reasonable interactions are coded for. I enjoyed each iteration of this better than the previous, and I believe this is something to be proud of.
This game is one of the most interesting of Spring Thing. You have to explore a 4x4 grid of planets, with 4 'safe' planets in the middle, 8 dangerous planets on the edges, and 4 really dangerous planets in the corners (at least, that's how I interpreted it).
The writing is grounded in the pulp sci fi of decades ago, and has a lot of tropes from an older time, like 'impressing the natives' and taking treasures from their holy sites back to your society's museums.
The gameplay has a good rhythm of exploring, buying and selling, kind of reminiscent of Fallen London.
I really enjoyed this at first, but on each of my playthroughs, I hit a kind of wall at the end where I knew exactly what I needed to do but the resources seemed like a lot to acquire. There are some shortcuts (like special ores giving tons of crystals), but I felt each time like the interesting content ran out before the final quest did.
However, that might be due to my timeline in playing every game. Perhaps if I took it at a more leisurely pace it wouldn't be a big drawback, and I don't know if the author should change it.
This seems like a first-time Twine author's game, with at least no broken links.
The writing is rushed and seems untested. Here's a sample:
"He pulls out a big rotten fish and throws at you, it hits at at the head and knocks you unconcious."
There is some funny humor, but a lot of it didn't make sense even as nonsensical humor.
I think this just needs to be heavily revised. At its best, it could end up like the madcap game Escape the Crazy Place, but at its worst it still represents a step forward for the author.
There are two cyberpunk mystery games in this Spring Thing, and there were at least three last year in IFComp. It's a good genre; Delusions did it back in the 90s, and there have been some other good games in this field.
This game is definitely creative and unique, though. It features some really nice retro-looking UI and some flashing graphics.
The story is about investigating the memories of a deceased individual who had a bionic bow implant on their arm. You're working for the police department.
It focuses on the experience of surveillance and on the way that humanity can be degraded by a police state.
I didn't find deep emotional fulfillment in it, but it gave me a lot to think about.
This game is written in Ink, always a smooth-looking choice for an engine. The styling is good.
Some of the language could admittedly be more polished. The author admits that English is not their first language, and it shows.
The interactivity is fairly satisfying but not all the way there for me. The same actions might save you or not in different playthroughs. Is it random or stat-tracking? It's hard to say.
Overall, it's interesting.
This short Twine game about some disaster making people not want to go out (at first seeming like Covid, later not so much).
It satisfies my 5 requirements for stars:
-Polished. This has great understated use of color and is organized neatly, with an interesting mechanic at the end.
-Descriptive: The house, people, and items and even mood were palpable to me as I read.
-Emotional impact: I could really feel the emotions the game was pushing out, maybe just because of my quarantine experiences.
-Interactivity: The card game was a nice change, and I felt like my choices in general had some kind of impact, if nothing else than in my roleplaying.
-Would I play it again? I already did. I like the feel of it. Might play it again.
Sunless Sea is a cornerstone of narrative-heavy games. Sunless Skies, the sequel, is better in many ways.
But not in all. I bounced hard off this game for a couple of reasons.
First, the controls require more practice. You have a slippery little flying locomotive that can strafe and aiming is hard.
A bigger issue that almost killed the game for me was the pacing. Sunless Sea had islands grouped in sets of 4-6, with the more dangerous and interesting islands found to the south and east. You could sail east and see everything dangerous, die, and restart, but it was all technically accessible early on. The 'safe islands' near the home port were more safe and boring.
In Sunless Skies, the map is way bigger (with 4 huge worlds), but your entire first world is like that 'safe' region. Ports are gentle and nice, and everything is slow paced. I almost lost interest.
But the other worlds are far better for my tastes. London is full of politics. You can join the rich in their fantasy lands that are gilded cages or you can work to rally workers to rebel against their masters. You can betray Victoria or nurture her child.
Eleutheria is full of darkness and poetry. It riffs on one of the most popular Exceptional Stories of Fallen London (Hojotoho) and has the same vibrant and dangerous feel that Saviour's Rocks or the Chelonate had in Sunless Sea.
The Blue Kingdom is small, but its ports have tons of options, and its 'small ports' are bigger than many of the real ports in the other worlds.
The story content here is immense, with more choices that you can take. Descending in a bathysphere through a black hole was amazing, and confronting Victoria with the true contents of the Serene Mausoleum was also excellent.
Highly recommended. I've played more than 60 hours and have quite a bit left to go on my current storyline, and I plan on doing a different storyline afterwards.
This game is visually lush and rich, but its heart is storytelling.
In this game, you pilot a boat from port to port. You start on the fringe of existence, able to die from a few hits by passing monsters, losing your crew to mob bosses, or running out of fuel or food. Slowly, you crawl your way up to being able to afford more and survive attacks. It calls itself Roguelike in combat and I feel that's accurate.
But most of the gameplay is stories. You discover ports which come in increasingly exotic sets as you get further away from home. At first, you discover things like an island of liars or a mysterious military station accepting coffins and nothing else. As you expand, you can find a terrifying castle of ice or an island of guinea pigs and rats. At the very edges, you reach the truly horrifying or truly cute.
Stories range from diplomatic negotiations to bizarre rituals to painful torture and so on.
The Zubmariner expansion adds a ton of stories but not much new in the way of equipment. The main Zubmariner storyline (Immortality) is excellent, and the new ports are some of my favorites (I enjoyed slowly turning my organs into crystal and injecting myself with solidified regrets).
I put about 76 hours into the game+expansion, and plan on playing again in the future.