This is a game that I like, but which I feel could have been quite a bit longer.
It's got fun illustrations, an enjoyable premise (giant slugs attack everything), and the beginnings of inventory- and location-based puzzles.
But then it's over so quickly. It's 10,000 words, and you don't see most of those because it branches a lot.
In a way, it's kind of like Dungeon Detective 1 last year. I liked that game, too, but it was also too short, and the author made a bigger sequel (Dungeon Detective 2) this year that was much longer, and I loved it.
If anything, I just want more of this. Would love to play more games by this author.
Hmmm.... this game hit home in several areas. You play as a young man entering graduate school to satisfy his father's wishes. You reflect on your past life scouting as you deal with the drudgery of graduate school.
It wasn't my parents who pushed me, but I did graduate school and also had been a scout. Both parts rang true: boys discussing the forbidden parts of life in tents on trips, graduate school largely consisting of a series of failures aggregating very slowly into a dissertation.
The problem is, and this comes up in so many games: can a simulation of a boring event be fun? And my answer is no. Sure, Farmville and Universal Paperclips simulated boring things, and yet were popular. But they added a social aspect and/or increasing complexity. Just showing the drudgery of graduate school is accurate, but it's just not fun to me.
In fact, the overall structure of the game is pretty dull. Flashbacks are linear, with scattered 'expand' links that sometimes give extra text in-line and sometimes link to another page.
So why do I give it 4 stars? Well, it was just all so relatable. The prose didn't jump out and bite me, but it wormed its way inside of me. The narrator feels like a real person, even though this is a work of fiction. There's just a kind of raw honesty to it all that appeals to my sense of self and my own history.
Writing a mystery IF game is hard, but rewarding. The hardest thing to handle is the deductive process: will the PC find clues before solving the case, or can the player can deduce the answer on their own? Does the player need to link clues themselves, or do they automatically process them?
This is a good game, but I'm not quite sure it nails that deductive process. In this Twine game, you play as a young woman in a sci-fi future renting out an old detective's office for the night. Your father has died, your sister is missing, and you have to search for her.
You have numerous locations you can go to. You have an NPC companion who can examine things for you. You have an inventory where any item can be used with any background link, giving quadratic complexity. You also can deduce things with your companion, linking concepts with, again, quadratic complexity. Dying alters the game subtly.
All in all, it makes for a rich game. But the state space is so large that it's difficult to know where to proceed next. Do you need to deduce in the middle of the game? Is dying essential? Do items need to be examined by your companion, used on NPCs, or ignored? I found myself frequently turning to the walkthrough.
Storywise, it uses some classic sci-fi tropes (techno-cult, do robots have feelings, etc.), but it executes it well. I felt comfortable with this game. The author says 'hire me' at the end, and I would feel comfortable hiring them for a writing project.
I think I would give this 4.5 stars, but I am rounding up.
Provodnik Games made their debut last year with Railways of Love, a sci-fi game set in a future Russia where you were locked into one path which later opened.
This game is somewhat similar. It is set in the same future (both feature 'spikeheads', robot transmitters). Both games are illustrated, the former in 8-bit pixel art, and this one in gorgeous, smoothly animated black and white art.
The writing is good, with some English hiccups here and there. A son in a lonely outpost needs to enter the real world by choosing a job. There are two job choices, and the choice gets made over and over.
Near the end, you finally break free, but it's tricky to find. The final screen, interestingly enough, shows a breakdown of what final choices people made. Only 15% of people made my choice, which was a partially hidden ending, but apparently there's an even better ending that 1% of people found.
I'm not afraid of choice-deficient games (I loved last year's very linear Polish the Glass), but I feel a bit odd giving this 5 stars when it's more of a computerized book. However, the constrained interactivity does serve a purpose, and reflects the constrained options of the protagonist. On the other hand, this kind of constraint-as-story as been done many times before. On the other hand, just because something isn't new doesn't mean it's bad. So I go back and forth between 4 stars and 5, which is why I've given it a score of 4.5. I'd love to see more from Provodnik!
Okay, this is a great game in many ways. Pixel art is on point, characters are compelling, the atmosphere at Dan's shady truck dealership is just perfect, and the storyline comes to a great point.
But I found the day by day gameplay a little less compelling. My choice of which job to pick up didn't seem to matter too much, and neither did my driving strategy. It's possible they mattered, but I didn't see it in in-game, unlike my choice of 'side hustle', which strongly affected the game.
So, I liked it, but found parts a bit tedious. This is a trucking simulator where you make money doing increasingly shady jobs, while individuals begin approaching you for help. Your choices of who to help affect the politics not only locally but eventually globally.
This author has become well known for Twine UI work. with many people interested in learning how to make games look the way, for instance, Devotionalia did.
This game has that same rich UI. Buttons instead of hyperlinks, character portraits, rich backdrops, multiple save files in a button in a collapsible menu.
Story-wise, this is heavy stuff, epic fantasy mixed with horror. You are a lone human burying their mother, living on an island filled with huge, sentient insects. You have been offered a controversial position on the island in the religious hierarchy, and life is complicated.
Most choices are about your attitude and response to others (agreeing, disagreeing, deflecting). Others have agency affecting the story. The real replayability factor is in the characters, not all of which you can talk to in one go through.
It's polished, descriptive, interactive, creepiness-inducing, and I would replay, so I'm giving it 5 stars!
This game is a remake of a 1985 Danish game (which explains the two authors).
The game warns you that it comes with randomization, hunger timers, etc. and has a really clever idea: allowing you to turn all of those off. I tried playing with them on at first, and it was actually fun, since the map wasn't too confusing (especially with the automap. And Adrift online makes playing a lot better!). The music and images worked well with the text.
Some parts of the interactivity just seem too farfetched to guess on your own, though. I knew I needed to (Spoiler - click to show)find the key in the jaguar, and I knew that (Spoiler - click to show)I had to eat in the game, but I never thought the two would be combined to solve a puzzle. And some tools seem like they could have many uses (such as the (Spoiler - click to show)dynamite). But a lot of this stems from older game design where it was expected the player would only have a few games available and play each of them off and on for multiple days or weeks.
More concerning is the inherent colonialism in the game. I ran into this when adapting Sherlock Holmes in to a game; I left in negative references to gypsies, and the feedback I received taught me a lot more about the negative experiences gypsies have had over the years (including in the Holocaust!) This game does something similar, where the natives are portrayed as more or less dumb and associated with alcohol, and there are no moral qualms about entering sacred spaces and stealing artifacts to take back to Europe. This wasn't exactly unusual in 1985 (just look at Indiana Jones and the Temple of Doom from the year before!), but sticks out now, to me, especially since I've also adapted older works with colonialist views. I don't really have any advice, these are just my thoughts.
This game reminds me of one I've looked for for years. In 2015, when I started playing IF, I played a parser game where you've just had a fight with your husband, and you eventually find (Spoiler - click to show)a used pregancy test in the trash. It was very short, and it comes to my mind often.
This game is a choice game, but has a similar theme. With only a few links in the game, it manages to be pretty tricky at times to advance the story. The styling has been modified somewhat, most notably by some timed text which is pretty appropriately used here.
It's hard to get emotionally involved in such a small game, though, and there is a tug of war between the puzzly link interaction and the heartfelt story. I feel like the interactivity doesn't pair well with the drama.
In any case, as a person I can identify with this moment and the feelings involved, and it brought back vivid real-life memories. I wish them the best!
This author has been writing for almost two decades now. His games are compact, with small settings allowing for experimentation.
This game is no exception. We have a very constrained situation at first, which opens up into a somewhat larger area. We're investigating our uncle's abandoned gas station which we have now inherited.
It took me a while to get the gist of the game. I missed the big twist because I tried (Spoiler - click to show)look under newspapers instead of (Spoiler - click to show)look under cardboard, but a peek at the walkthrough sent me on my way.
The writing is brief, reminiscent of Adventure and other mainframe games. The programming is mostly polished, my favorite feature being that the game remembers your past solutions to transversal puzzles and repeats them for you after you've done it once, like Hadean lands.
There's nothing bad here, I just wish it was more exciting and longer.
"Stop me if you've heard this one before," the game says. Well, I have heard this one before. The game replies, "Oh, you have heard that one? Well, okay. Well, I guess you'll just have to trust me on this one. After all, what's the worse that could happen?"
Well, the worst that can happen is that I can have a bit of fun doodling around with this cyclical game before finding the 'good ending'.
The game is very aware of its reliance on tropes. The 'you are in a room, escape and weird branchy stuff happen' is an old one, perhaps best expressed in J.J. Guest's enormous, decades-in-the-making Escape From the Crazy Place. This game is much smaller, possibly created in response to a school assignment (a credit thanks a professor).
None of it is bad, but it doesn't push the boundaries at all. All of the links work correctly, but the styling of the text is standard. There is some timed text, done better than most. The branching interactivity works well with the small, cyclical nature.
I'm a fan of soothing, small, cyclical surreal games (like Astrid Dalmady's early work). If you are too, I recommend this.