This game is centered around a survey and uses various literary and programming techniques to establish a creepy atmosphere.
I found it inventive and effective. My ratings are adjusted to the length of a game, so I consider this a 5-star game for a short, under 15-minute work.
Otherwise, I don't want to give away too much. Very fun!
I rate games on a five point scale. This is a shortish but broad Twine game where you are being hunted by something magical and must use your equipment to survive. It branches heavily, enhancing replayability.
Polish--The art is good, the game seems well-thought out and designed. Pretty good.
Descriptiveness--Very good. I could picture it all in my mind vividly.
Interactivity--It's hard to play without learning by death, so I struggled a bit with this one. And widely branching games are a bit frustrating at times because you have to replay the beginning over and over to see all the different ends, but it's totally a valid stylistic choice.
Emotional impact--I felt moved by the story. I like fantasy, especially TTRPG-adjacent fantasy like this.
Would I play again?--I've already played it a few times, so yes.
This game was interesting.
In initial appearance, you are in a house and have several options for exploring it, with no option allowed twice in a row but otherwise full freedom.
Over time, the game changes in both subtle and overt ways.
It works well technically, and the idea is good, there's just not much of it, and I feel like the concept needed a bit more time to come to fruition.
In any case, the author is clearly good at both writing and programming, so I'd be interested in further games.
I grade games on a scale of 5 stars, in the following criteria:
*Polish. This game is very polished, with custom sounds, varying backgrounds and images, complex menus and text input.
*Descriptiveness. This game nails the Night Vale voice and has vivid non-descriptions of real things and real descriptions of non-things.
*Interactivity. I felt like my choices mattered and had consequences. The game wasn't quite linear and not quite lawn-mowery, and I felt good.
*Emotional impact. I felt amused.
*Would I play again? I think I would.
This is a game in which you have to track down The News, a wild beast which has escaped in Night Vale, a town where every conspiracy theory is true.
Emily Short's game City of Secrets is a relatively-hidden gem. Started as a commercial project for a band, it's a sprawling city-based game that has much of the liveliness and intrigue of her later Counterfeit Monkey.
This game takes that same layout and room descriptions, but includes an 'Easter Egg Hunt' where you have to find 10 gems (and 1 super gem I didn't find) scattered throughout the layout of the game.
It does what it set out to well: encourage people to see and appreciate Short's setting and descriptions.
I had some difficulty guessing words (I'm used to Inform's synonyms like SEARCH being the same as LOOK IN), but the game had several hint systems, which was very useful.
This game was entered in the Emily Short Anniversary Contest.
It's a sequel of sorts to Pick Up the Phone Booth and Die, Aisle, and Pick up the Phone Booth and Aisle.
Like those games, this game is centered on having silly or weird responses to individual actions you can choose. These games usually require a ton of different actions to see all of the content, but this game isn't quite as expansive as the others. There are a few references to Emily Short and the contest.
I helped beta test this Spring Thing 2020 game.
In it, you play as a someone trying to rob a house for an organization of thieves.
Like DiBianca's other games, you have limited parser options here. All interactions are performed by typing the name of the object you are interacting with.
The puzzles are interesting, with puzzles involving far-flung parts of the house, searching puzzles, combination locks, etc.
The owner can come back at any time, and discerning the patterns of his visits is one of the biggest puzzles of the game, one which I didn't see for a long time and which really surprised me. I'm not sure it worked for me completely, but I enjoyed this game well. If you're a parser fan, this is one of the best parser games released this year, and definitely worth checking out!
This is an odd game. I was excited to see it used texture writer, a system that often produces unusual games.
In texture, you slide 'action' blocks onto 'noun' blocks. This game switches that around a bit, more just sliding one of two nouns (eye, shoulder) onto adjectives and nouns.
It took me a while to figure out the functionality (which is (Spoiler - click to show)'eye' provides a description using several adjectives while 'shoulder' adds the word to a sentence, except at the very end where you get one or more endings.
I didn't really know what to make of it all, but it worked for me, the discovery of the use of the nouns providing the same kind of feel that solving a puzzle does.
My favorite insight was realizing (possibly incorrectly) that the game provides insight into the author's feelings about themself.
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.