You play as a doll who was once brought to life by a child's magic, but awakes now when the child is long gone.
You explore a dark two-story house filled with death, decay, and dark magic.
I loved the cast of characters, and found many of the puzzles satisfying. I think I had more fun with this game than I did with anything else in the comp so far.
Quest is just not as powerful as Inform or Tads or Dialog, though. Quest's worst feature is synonym handling. Synonyms apparently must be typed in for each verb combination.
For instance, if something is called ADJECTIVE NOUN, then one puzzle might be solvable by typing VERB1 NOUN, but another puzzle might only except VERB2 ADJECTIVE NOUN. And due to Quest's weaker engine, it won't tell you you're close or detect if you've almost typed the right thing.
Bitter Karella usually does much better than other Quest authors in this regard, but some slipped through this time. For instance, (Spoiler - click to show)TAKE CLAWS or GET CLAWS produced no text, incorrect text, or just baffling text at different points in the game.
Overall though, I love this game. Fun!
This game is currently broken. I don't think it will always be that way, and I'd be happy to change my review if that changes.
You play as a character who experiences a life-changing event that results in the implantation of an alien presence. You shift back and forth between a real world and an alien, and between linear parts and puzzle parts.
There is some strong language. I'm loving the storyline here and would love to see this fixed.
Edit:
The author has made several improvements, although it's not perfect. I completed all three chapters this time, and I really felt a connection with the author. The feeling of impending doom that cannot be escape is truly a relatable feeling after I faced a difficult job search this year.
I love dark, psychological/surreal settings, and this story called to me. Some small things still need tweaking, however.
This is an interesting game. It has custom art and animations in the Godot engine. You play as three characters (well, four characters, but two are at the same time) as you go through the story.
It is very short, with just a few screens and one choice per screen.
It's a philosophical game. In the beginning (which I now realize presaged the end), you are asked to abandon the characters as soon as the game is over (hence the name).
I realize now as I write this that (in regards to that ending) (Spoiler - click to show)I was surprised and annoyed that the game just stops in the middle. I wanted to know more. But isn't that the whole point? That I had promised to not care?
So it is clever, but it left me feeling frustrated. Also, I feel like it could do better in its choices; for a few options, none of them were things I'd like to do.
So, a few things about this game. First, it's by an author whose work I love, Hanon Ondricek. On the author hand, it's an erotic hand. On another other hand, it has a 'tame setting'.
But this is perhaps the least tame 'tame' setting I've seen. The author is just bursting at the chance for you to sample some of his erotic writings.
Case in point: the whole point of the game is to interview four sex robots and ask them a series of 7 questions to help determine the cause of a murder. But the robots get bored, and you have to do other things to get them to respond. Eventually the only options, even in the clean mode, are sexual. The pictures correspond to the hardcore version, no matter what you pick. Your character still has erotic encounters with bots at the factory.
Well, in any case, this sort of thing in a game comes along with a feeling of shame, which is not what I'm looking for in a game.
Okay, that out of the way, this has some interesting things going on with it. Like Howling Dogs, it has a day/night cycle in a grey cube in a futuristic setting. There's really a sandbox feeling, as you can choose to go to work or not, spend money on things you like, configure your room with different virtual reality setting, sleep in the mimddle of the day, etc.
It can all get overwhelming. I reached a first ending on accident, and my next one implied I had missed a huge portion of the game ((Spoiler - click to show)involving accessing robot memory in-game). I'd replay, if not for the issues mentioned above.
The game is very polished. It is descriptive...perhaps too descriptive, lol. It certainly filled me with emotions, not all pleasant. And the interactivity, once I worked it out, was really intriguing. But I don't plan on playing again!
I'll admit, I'm a big Astrid Dalmady fan. From her earliest games like You Are Standing at a Crossroads, I've found her writing comforting and cathartic.
So this game, I ate it up. It's not big on traditional interactivity. You just explore everything, then move on to the next step (on the surface, at least. In truth, the game tracks state and has many endings, but it doesn't appear like it).
What I like about it is the story. The label I'd like to apply is 'magical realism', although that's a subject I'm not an expert in, so I might be using it wrong. A day to day story with fantastic elements brought in that are treated matter-of-factly, for the most part.
What happens is you are the night guard for your mother's paintings, and (Spoiler - click to show)they begin to come to life. You must gather items for a ritual to summon back a lost painting.
You have options. Some choices cause you pain, and others cause you sadness. There are many endings.
Overall, I found it almost like a cleansing for the mind. The deep discussion of the mother-daughter relationship helped me think about my own relationships, and the ritualistic structure was like a form of meditation.
This is a lengthy game that has you surviving a fall in a dream, and wandering around the dream landscape.
I love the whimsical setting here, and its very imaginative, especially the whole cloth situation in the market.
The game uses dream logic, though, and I soon turned to the walkthrough and became baffled by the suggested actions. Errors litter the game as well, such as the game saying you have a smock when you don't get it later.
This is a game that needs more polish. Having experienced beta testers run through it over a few months would have helped a lot.
Okay, this game is not a comp-killer. It's short, the puzzles are very easy, the plot is linear.
But it's just brimming with honesty and earnestness. This is a real-life tale of friendship and tribute. The protagonist doesn't sound like me; grabbing a 24% THC stash in Colorado and downing draft beers with buds isn't me. But that's okay; the thing I like about this game is that it's a window into another life, a window into a period of bonding and experience. The author has put his real self on the page (or at least made it look like that!) and it's so rare to find something like that.
And the simple game design makes for less bugs. There are some rough spots, but it wasn't too hard to get out of.
Here's to friendship!
This game is pleasant, and has a simple map and friendly, talking animals.
You are exploring an island and its surrounding reef, looking for treasure. Along the way, you solve some riddles and help out some new friends.
It's all very pleasant, and it boasts numerous testers, but I feel like the design has some issues. Some puzzles (like Morse code) work great.
But others have trouble. One that comes to mind is the shovel. When we use it, we're asked where we want to use it. It turns out the answer has the form DIG PREPOSITION NOUN. This is a really big space to get the answer right in. Do you dig NEXT TO THE SEA? IN FRONT OF THE TRUNK? When you open up the parser to three-word puzzles, it makes things more difficult.
This happened later for me with the flat stone. You need to use one thing with another thing to affect a third thing. There are just so many ways of typing it, and I had to turn to the walkthrough.
There were a few other things that were similarly open-ended (like the riddle), and so I kind of bounced off that portion of the game and didn't become invested.
Overall, I found this fun, with wonderful imagery.
In this game, you play as a new user on a poetry forum. You select from 3 usernames of varying respectability (and they all get commented on). You can then join 4 or so different chat workshops.
Each one has different characters, all reminding me of real-life forum members: the rude ones, the funny ones, the cute ones.
I got the Kanojo ending, which I enjoyed. The game's not too long, but it's replayable and its length suits its purpose.
I didn't feel strongly emotionally invested, but it's polished, descriptive, has good interactivity and I would (and did) play it more than once.
MTW tends to make games that have similar strengths and similar weaknesses.
Pros:
-Large casts of interesting characters that talk to you and follow you around
-Big maps and inventories
-Compelling plot points and settings
Cons:
-Only one path is implemented
-Difficult to predict correct paths
-Typos and bugs
This game is no exception. A mysterious mongoose/cat and a mysterious woman come into your life, and you investigate a weird house with links to the past.
I used the walkthrough because, from experience, it's difficult to play a MTW game without one.
Edit: For some more specific feedback on this game:
(Spoiler - click to show)Consider the following exchange when meeting the first human NPC:
>talk to woman
That's not a verb I recognise.
>ask woman about woman
sleeping young woman doesn't have anything useful to say about that.
This is a game filled with NPCs. It takes only 5 minutes to put in a response to TALK TO WOMAN that suggests using ASK/TELL instead. The capitalization and/or article usage for "sleeping young woman" is harder but is doable.
The default responses for many simple verbs like JUMP, PUSH, and EAT have all been left in.
Error messages make up the bulk of text you see when playing a parser game, and they need a lot of work here.