This game has you travelling to live in a small village where electronics are banned, church is every night and the rules must be enforced.
This is a common theme in horror (like Midsommar), and this pursues a lot of those tropes.
I found the story interesting and exciting. The formatting threw me off, since the paragraphs sort of ran together. All in all, though, it was a fun short horror experience.
Like the original Balderstone (which you don't have to play to understand this), you are at a gathering of horror writers who tell 'stories' which are minigames. The order of the stories is randomised.
The games are coded well, and the tone varies a lot, sometimes dramatic, sometimes silly, sometimes frightening, all sort of tongue in cheek. Many of them have twists, whether geographical or as a meta-narrative etc.
I came, I saw, I had fun, the stories aren't really related, so why don't you just go try it out and see for yourself?
My reaction to this game was "Wow!" followed by frustrated noises followed by "Ewwww".
This is a speed-IF, so programming and grammar bugs are here, but I was so impressed with the vivid writing and setting as the game began. A mysterious ragman comes into your house and gives you 5 heartbeats (or game moves) to give him what he wants.
But it doesn't tell you what he wants. I spent a long time guessing many different things, and I was frustrated.
The solution was, frankly, gross. Not that I think (Spoiler - click to show)breastfeeding is gross, but the fact that (Spoiler - click to show)the monster would desire it. It's written fairly similar to rape, in the sense that a man is demanding use of a woman's organs.
This game is very small, smaller than almost all the Twine games in IFComp. Made in 4 hours for the speed competition known as Ectocomp, it seems the author spent most of the time working on polished writing and world building.
I think it was very successful. I found myself repeatedly surprised as I read, each time realizing how the surprise connected with proceeding material. The author does an excellent job of choosing what to reveal and what to imply. I'd give more details, but it's better to just play it yourself!
There's some violence and brief strong profanity.
Another Smith limerick game
But this isn't more of the same.
Instead of a jolly
heist or other folly
You're seeking to kill or to maim.
Who then is your target, your foe?
A vampire's the one who must go.
Or 'wampire' I mean
(since that's what my screen
displays as the name of the foe.)
But to my surprise there's a twist!
I had guessed the genre, and missed.
It's truly perturbing
This game is disturbing
So keep it right off your kids' list.
If you liked the Heist game, here's more
That also deserves a good score.
The writing's well done
I found it quite fun
So I'll give this short game a 4.
(Edit: improved with suggestions from A. Schultz).
This Portuguese game is a nice, compact Twine game about creating something when you are an omnipresent, solipistic being. There are a lot of options, and the consequences of them can be unexpectedly amusing and spot-on.
Many options lead to a sort of puzzle, which gives you more and more hints. I had difficulty with this, especially due to the language barrier.
Overall, the writing and the interactivity was very satisfying.
In this game, you are a maniac who shoots all of their enemies with a shotgun at a party.
Half of the game is devoted to saying why you hate people, and the other half is devoted to gruesomely describing the blood and guts that come out when you shoot them.
Their are numerous typos and errors. Given its poor taste, I cannot recommend this game. Even if it's somehow a parody, a non-American's perception of Americans, I think it could have been done less offensively.
I think this story (and the generally similar piece The Curious Incident at Blackrock Township) shows Bitter Karella's range. Most Karella games are light-hearted dark humor Quest games with characters that are exaggerated, sometimes even caricatures.
This Twine game goes to the opposite end: it uses stately language, academic and poetic, and is built around mimesis. The game is framed as a translation of a German poem, with academic footnotes attached. (Spoiler - click to show)I was unable to find any of the references in real life (i.e. outside of the game). But it was so convincing that I felt I had to find something on some of them. The 'translated folk poetry' bit was really convincing, too. Overall, it gave me a better idea of Karella's range.
The academic process of hunting through footnotes is close to lawnmowering, but I found that it really helped the main idea of the game ((Spoiler - click to show)presenting the narrative as real).
As for the content of the poem itself, I found it really well-done. It reminded me of Gawain and the Green Knight or Der Freischutz.
This parser game is surprisingly well-done for an author's first game. It's basically an implementation of a world based on the song "When He Died" by Neil Cicierega. You are a forensic photographer, and the gameplay is actually very similar to Hanon Ondricek's underrated game Transparent, where you take photos of supernatural events in a mansion.
Here is my ratings scale, one star per category:
Polish: This is the star I'm not giving. There are some issues, like repeating the description of the staircase in the first room, and it could overall use some more beta testing to find synonyms and things to implement. Overall, though, the implementation of a camera is impressive, and the game handles several complex commands and interactions in a smooth manner.
Descriptiveness: This is lovely. Many of the good ideas are taken directly from the song, but I've learned from experience that turning good material into a good game is not trivial. Nice background for the PC.
Interactivity: I turned to the hints once, but otherwise I was pleased with my agency in this game and felt like my actions mattered.
Emotional Impact: Again, the best parts come from the song, but they hit home for me. Had a lot of fun here.
Would I play again?: I'd be interested in revisiting this in the future.
If this is the author's first game, I can only imagine what a longer, heavily-beta tested IFComp game might be like. Very good!
Katie Benson has a specific genre of games she makes that work pretty well. They are Twine games with some light styling and multiple endings, with a branch-and-bottleneck structure.
Structurally, they're all very similar, but Benson has done a lot of exploration of controversial topics, innovating in the subject matter portrayed rather than in the mechanics.
This game is a sequel, and has the player working in a food kitchen in a version of Britain where the British Jobs Act has given subsidies to companies hiring British citizens (I think).
I found two different endings. There was one encounter that occurred twice in the game with identical language (Spoiler - click to show)(talking to the cop), but it was otherwise a smooth experience.