In this French IFComp game, you see (in a linear hyperlink format) a teenage couple who are checking out the moon with a telescope.
After one playthrough, you earn 10 points that can be used to go back and change the story at 4 critical points, for a total of 16 possible endings.
The writing is well-done, but as another reviewer noted, it is repetitive, especially since you only get 10 pts per playthrough and any choice you make spends that 10 pts. You'd basically have to play the game 4 times with no choices in order to play the ending that uses all 4 point spending opportunities.
I love the story of Cuchulainn. I remember learning about it in college, how he can get enraged and have his feet turn backwards and his face puff up with only one eyeball and all sorts of weird things. Then he appeared in FF12, which was cool.
This is a game about Cuchulainn, and it's also a game that largely consists of an unfair labyrinth. Basically, you can go left/right, etc. and it doesn't give you any hints about what's coming up. I would take off a star for that, but Cuchulainn adds it back, so there you are.
I only played to one ending, because it's in fairly complicated French (harder for me to understand than the other French games in this comp). I might try it again though. Interesting game, and I think it's in Ink (plays like it, at least).
This murder mystery is fairly compact and has some intriguing characters. It also has extra-fancy design. It's written in Ink, and works by clicking text (with links not receiving any special formatting).
It has lovely images of the murder suspects, whom you can learn about one at a time. You play a police commissioner (I think?) attending the 'big reveal' of a professional detective.
Slow-text didn't really work for me (and I never really like to see it), although it contributes in a minor way to the overall puzzle. I was also confused by the fact that sometimes the same action would result in me being called an 'imbecile' while at later times in the same playthrough it would work. After seeing the solution, I think I get it, but I'm not sure that was a good design decision.
Overall, the French IFComp continues to lead the IF world in technical innovation. I'm excited to see what comes out next year.
This is game that is hard for me to review, in many ways.
First, it was difficult to play. It is in French, not my native language, but it also is written in a very allegorical and elusive style. It is very long, with at least four chapters each with a dozen or more pieces. I encountered a bug while looking at my objects list at the very end of Ch. 3 where the link to return to the main story disappeared.
Also, it's hard to say what score to assign. According to my rubric, I give 1 point for being polished (it is), 1 point for being descriptive (which it also is), and 1 point for interactivity (despite the fact it's linear, giving me a choice to see the objects page or not was in fact useful). But I didn't feel an emotional impact as the scenes were too disconnected, and I was too exhausted by it to play again. I believe that many of these problems would be mitigated for a Francophone.
In this game, which has beautiful graphics, you have risen to the throne after your mother was accidentally poisoned by a drunk witch.
You have numerous binary options, and one (or both) options will have humorous, unintended consequences.
It's not too long, but it is polished, descriptive, and amusing. However, I found its interactivity a bit frustrating at times, but I could see my self playing again.
This game is long, well-written in the noir style (where men drink hard liquor and every woman is beautiful.
It's framed as a radio play, and has two acts. You end up doing daring things, with cat-and-mouse chases, throwing punches, etc.
Unfortunately, many of these things are under-clued or involve non-intuitive actions. This makes a walkthrough almost required to play through the game.
I've long enjoyed games about fairies, other worlds, and dreams. This game doesn't branch much, but provides plenty of humor and child-like fantasy.
You play an insomniac who is visited by the dream fairy. The dream fairy attempts to diagnose your insomnia, taking you from person to person to try and find someone who can help.
I like the idea of this French IFComp game. You have different stats, and you are constantly reborn, changing your stats. You try to gain Karma during each lifetime, eventually ending the cycle.
I found it a bit opaque (although it was not my native tongue!) Each binary choice would affect your stats, and sometimes you'd have big non-interactive sections affected by those stats, some of which would give you karma.
It was pleasant, and I enjoyed the writing, but I didn't feel like I could strategize despite the UI heavily suggesting strategizing.
The theme of this year's French IFComp is cycle and/or revolution.
In this short Ink game, you are in a looping timeline where someone knocks on your door, demanding a potion.
You have a grimoire with two potion recipes in it, alluding in a riddle-like way to different herbs. You have to select the right herbs like a combination lock.
Not being my native language, some of the clues were difficult. Also, one very particular path in the opening sequence gives you, in a non-intuitive way, an extra helpful book.
So it was fun and looks nice, but was a bit frustrating.
I purchased this game because it seemed interesting. I'm a sucker for good horror stories.
The concept is that the dense fog in your town is rumored to kill those who have wronged others and not confessed. After an argument with a former friend, he dies, and you are the last person to see him alive.
The game is split between two main modes of interaction: deciding which of your many (well-written) friends you'll spend most time with, and deciding whether to believe in the fog monster or be a skeptic and deal with the real-life problems in the town.
I struggled with the first chapter or two, as it was more relationship-focused and I'm more into fantasy and sci-fi aspects of games. But then it picked up steam, and I ended up enjoying both facets of the game, and had a satisfying (though 'losing') ending.