This is a big Quest game entered into the 2020 Spring Thing.
It's clear that a lot of love and hard work has gone into this game, and it is very detailed and at times evocative.
However, adapting other works, especially static stories like film or books, is tricky. It can, as in this case, end up with huge worlds and confusing maps, tons of NPCs each with small parts, etc. This, plus the randomized combat, gives a feeling of an old western false-front store, designed to look big but needing a lot of work in the background.
A walkthrough would improve this immensely. On the plus side, it made me want to watch the original film, which I think is one of the author's goals.
This is a long Twine game entered into Spring Thing. It has a long storyline about a boy who's orphaned and ends up taking care of a younger child while older friends take care of him. He gets involved in a fairy story in a way. The game has long linear stretches with some 'dynamic text choices' and a few binary choices that do seem to affect the storyline.
I grade on a 5 star scale:
-Polish: This game is not polished. There are many typos and other grammatical errors, due most likely to the author being a non-native speaker.
-Descriptiveness: This game is very descriptive, with characters having distinct personalities and voices.
-Emotional impact: I got into the story, so I'm giving a star here as well.
-Interactivity: It was hard to know how much I affected the game, but I affected it somewhat and didn't feel locked out.
-Would I play again? Probably not.
So I would give this 2.5, rounded up to 3.
B Minus makes what I would describe as anti-games. Just like Ryan Veeder likes to do counter-culture things like making very elaborate set pieces that are useless in the game or giving anti-climactic climaxes, B-minus likes to have functionality that's not all that functional.
In this case, it seems like the links might have some kind of strategy or purpose, but instead it's more like file folders, with the game ending if you get too deep.
The writing is opaque and symbolic, with elaborate language and constructions. I learned the word "aubade", a poem appropriate for dawn or morning.
B-Minus is an author that either pleases you or puzzles you, but I feel pleased.
I found this exceptional story rather confusing. It seems to mostly relate around an elaborate pen show. You begin to discover that the seller is using the colors of the neathbow, a set of colors used throughout the game and featured prominently in Sunless Seas. Colors like Irrigo, which brings forgetfulness, or Violant, which fixes things in memory.
There is a love story and a confrontation, but this story never really gelled in my mind. It was my first exceptional story in years, so perhaps I had just forgotten how to read them, but it's hard to say. The rewards were good, though.
I recently started up my Exceptional Friendship at Fallen London again, and this is the second story I played.
You discover a cat that wants a new start on life, but to do so, you must provide character statements from their old friends. The cat wasn't that great of a person before, so the statements are fairly offensive, and you have to decide whether to share what you learn with the cat or not.
Overall, this was charming for an exceptional story, with some good lore here on Parabola and the King of Cats.
This game consists of the following elements:
-Custom graphics and animations
-Custom sounds
-4th-wall breaking goofy storyline
-A baby in a robot suit destroying things
These elements are all good in themselves, but this could have used a few more pass-throughs. The sound is loud and has no visible controls. The choices imply freedom without granting it or even, after choosing, the illusion of freedom. It implies strategization while taking it away.
The concept is funny, and I laughed, though, which is what the author wanted. So I believe that the author has been entirely successful in their goals.
This is a twine-based game with an ASCII map where you leave little footprints as you travel across the map.
This is food-based horror, a theme that occurs fairly regularly in Groover's repertoire. But it's a bit different this time. This time, you are food: you're jelly, and you're crossing the landscape, trying to get ready for a picnic, and trying to understand what was lost.
It's a live-die-repeat game, where you have limited turns to accomplish your goal. Surprisingly, your actions before death linger, letting you make lasting changes to the landscape.
It's gross, with flayings, immolations, and a lot of devouring, but it's definitely not the grossest Groover game you've ever played.
The final puzzle was beyond me (I didn't realize a certain ordering was different than I thought), but the copious hints smoothed that over.
Weird, and fun.
This game is made by 1/2 of the team that made the excellent rabbit-based game Ürs a couple of years ago. It's a first try at making a parser game.
Programming-wise, it has a lot of things covered: edible food, rideable vehicles, conversation, active animals, devices, untouchable objects and other things difficult to program.
I was looking for more cohesiveness in the story or setting, though. I felt like the individual elements were interesting, but as a whole it didn't gel together. Its sparse, linear, fantasy setting reminded me of the Bony King of Nowhere, but it didn't have the common thematic elements that tied that game together.
There is one puzzle in the game which I only discovered by decompiling the source code. The author mentioned how no beta testers discovered it, but that the solution should have made sense.
This is an interesting point. The puzzle involves selecting one object out of many and using it in a location far from where it was found with little indication of any connection.
I've found that 'good puzzles' typically come from either:
-learning a complicated system with learning tasks followed by complex tasks
-setting up expectations and then subverting them, or
-providing a set of rules that players can strategize with.
The author framed this as a kind of learning exercise, and has shown great skill in programming. I believe that with practice, they could create truly great parser games, and look forward to any games they create in the future.
I love a good mystery in Interactive Fiction, and I was excited to see how this one would play out.
There a lot of ways to do mystery in IF: have the mystery play out linearly or as a results of puzzles (so the gameplay doesn't involve the actual mystery); hunting for specific clues; and actual deductions by either the player or the character.
All versions can be made into very engaging games. This game does pretty well, but it didn't quite reach the level of pure satisfaction.
This game, according to the author, is "a small project I made to learn Twine and experiment with Interactive Fiction in general", and it's much better made than many other first efforts.
Story-wise, it's a cyberpunk mystery where you have to search people's memories (or engrams) on the 'net. Gameplay-wise, you're hunting for a motive, means, and murderer.
This short Twine game has you play as a young character surviving alone after some time of zombie-style apocalypse. You have to make some critical decisions regarding an old acquaintance.
I thought at first that this was just a heavy-handed riff on the coronavirus, but then it took a turn which pleasantly surprised me and which I'd like to see more of in Twine. Thoroughly enjoyable.
The author's conent warnings include profanity and a non-consensual kiss.