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.
This is a shortish Twine game by Els White, author of the popular Twine game To the Wolves and writer/designer under Spider Lily Studios.
This game isn't meant to be epic, just a simple love story, but it has fairly heavy world-building done through implications. I felt like it explored class politics, transitioning, gay relationships, theology, etc. all in ten minutes.
There are some nice visual effects that add to the play (you literally assemble a visual angel), and I enjoyed the time I spent playing.
This is a Ren'Py story that uses beautiful photography with a mostly linear story broken up by binary choices.
These binary choices always have an immediate effect, but I don't know if their influence lingers later on.
I love the type of story. It's almost like a romantic version of the Turn of the Screw. The hero is confused, foggy--possibly non-neurotypical. They have someone at home--sister? caretaker? spouse? And they encounter someone in the woods. But who and what are they?
The answers are never fully revealed, but gradually hinted at more and more. I found it effective.
When I was a kid, my dad had tons of sci-fi books from the 50s and 60s, and my grandmother had huge boxes of Star Trek books. I read Asimov and Clarke and all the others.
This story reminds me of a lot of sci-fi from that era: humans and aliens trying to understand each other. I guess that's always been a huge genre, even now with shows like Steven Universe exploring the same thing.
In this story, you play a human in a future version of the universe where aliens have established diplomatic relations with earth. You have tried to renounce your identity and become an alien, and humans are in an uproar over it.
The story is presented non-linearly, with custom-made graphics to take you from section to section. Generally, you can choose to see another cutscene before or after the one you're in. However, going forward and then back doesn't bring you back to where you were; it seems like you always see new material.
I enjoyed the story, and found it polished, descriptive, and emotionally satisfying, but I don't feel an urge to play again. I'm satisfied with the story I found.