Ratings and Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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The Crimson Terrors of Delamay Manor, by Logan Noble
1 of 1 people found the following review helpful:
A short Lovecraftian Halloween tale, November 12, 2019
Related reviews: less than 15 minutes

I've rated this game on my 5 point scale:

Polish: The red color on the choices is a nice effect, but typos and grammar problems drag this point down.

Descriptiveness: Very good! Lots of vivid images here.

Interactivity: The available choices felt pretty satisfying, especially for such a short game!

Emotional Impact: The shortness and over-the-top-ness limited the emotional impact for me.

Would I play again?: I tried all the options, and I think I've seen everything I need to here.

Edit: Overall, I would say that all of the problems could be fixed by having more time. As a Speed-IF, this is good!

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Wild Party, by kunludi
3 of 3 people found the following review helpful:
A bilingual javascript game with some inventory management and conversation, November 11, 2019
Related reviews: less than 15 minutes

This one was a hard one to score. One of its main features is language. It's bilingual, and part of a project that produces multilingual games, which is something I support.

This means that many of its language errors come from incomplete translation, which means I'm more inclined to go easy on them. The most egregious error I saw was an entire passage in Spanish included in the English version (I'm sorry, I don't remember which passage it was!) There are other errors as well.

The system is interesting. Functionally, it's very similar to Ink: text continually scrolls downward, instead of replacing like Twine, and you either click a 'more' button or select from a menu of choices.

However, it's not actually Ink, I think, and seems to be a custom system that needs some work. Ink and Twine have me used to lovely little transitions between text (not slow fade-ins, but quick scrolling animations and so on). This game just adjoins the new text quickly.

Similarly, punctuation (like ---) are used for line breaks instead of nice horizontal lines. These are all things that can be added to over time.

Storywise, there's an interesting plot about abducted Russian scientists and bizarre experiments. But I was so caught up in the new system and multilingual aspect that I didn't have a chance to immerse myself in it as much as I'd like.

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Whole Souls, by Drumclem
1 of 1 people found the following review helpful:
A space horror tale with great elements that don't blend well, November 10, 2019
Related reviews: less than 15 minutes

I've played this game 4 or 5 times now, trying to find if I've missed something important (and if I have I'll update this review!)

You are in space, having a family dinner on Halloween through a videocall. You can guide the conversation as your family clashes with each other over things like religion and politics.

Then something happens, and the game takes a more linear turn, then ends.

The twist involves several elements, and I just don't see how they all connect together. I'm a fan of leaving the most frightening parts of horror as mere suggestions, but we have so many things here: (Spoiler - click to show)a time loop, suggestions of being an android, government conspiracy, mind control taken from Bioshock. Each part is great, and the writing is good, but how does it all tie together? The simplest explanation is that (Spoiler - click to show)you are an android and your 'family' has always been fake, and your programming gets reset. But then why change the clocks? Isn't accurate timekeeping important in space? And why have the elaborate video call setup at all?

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Mindful, by Ian Michael Waddell
2 of 2 people found the following review helpful:
A short Ectocomp game about a heart warming cooking blog, November 10, 2019
Related reviews: less than 15 minutes

This Twine game has an interesting accretive feature: you build a blog post paragraph by paragraph by making different selections (such as for the name, etc.).

It's all fairly mild stuff, but the fact this game has content warnings should let you know it can't last forever.

Presentation is nice and smooth. Good for a quick bite.

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Hard Puzzle 4: The Ballad of Bob and Cheryl, by Ade McT
3 of 3 people found the following review helpful:
The "Hard Puzzle" anti-game aesthetic adapted to IFComp, October 19, 2019
Related reviews: 2-10 hours

The Hard Puzzle games have always been odd-balls. They tend to be extremely fussy sandboxes with mechanics you can use over and over and whose solutions require enormous leaps of intuition, endless experimentation with absolutely everything, or just dumb luck.

This game honors that legacy by having many, many sandbox commands and requiring some outrageous leaps of intuition. I had solved some of the previous Hard Puzzles by decompiling them, and this game has some good-natured nods to people who 'cheat' at games like that.

This differs from the other Hard Puzzles, though, in that it can be solved piece by piece, instead of an all-at-once lightning bolt thought like the former ones.

I won by cheating in three different ways (including (Spoiler - click to show)'decompiling', the intfiction forums, and decompiling).

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ALICE BLUE, by John Selmys and Chris Selmys and Melinda Selmys
1 of 1 people found the following review helpful:
Obscurity and fairy tales, October 17, 2019*
Related reviews: about 2 hours

This game is obscure in many senses of the word. First, it is very hard to run, intended only to run on a linux system. I was able to play it following helpful instructions at http://intfiction.org/t/reviews-for-beta-tested-games/43016/7.

Second, it's obscure because the writing is deliberately vague. Everything is allusions, none of which (maybe one?) is about Alice in Wonderland. Most of the allusions seem to be to Hansel and Gretel or Cinderella.

Third, the way forward is obscure. It is difficult to discover how movement works, difficult to find out how a room is finished, and difficult to go on to the next room. Some basics of movement: (Spoiler - click to show)Typing EXITS shows you the exits. You can move with N, E, S, and W as abbreviations. I took to the source code first and walkthrough later. The source code encourages you to look at it.

I encountered a bad ending that made me get stuck. It was when I (Spoiler - click to show)became a tree. I beat it by typing, not (Spoiler - click to show)run, which was the highlighted term, but (Spoiler - click to show)running away.

Occasionally I used the source to type the right word to move on if I got completely stuck.

One note: all of the major keywords (that give you special results) are (Spoiler - click to show)HTML color codes.

The fiddliness of interaction put me off a bit, and the game either has a few bugs or only has bugs because I played it on the wrong system. Otherwise I was impressed with the design and descriptiveness and would be interested in playing again.

* This review was last edited on October 18, 2019
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Sugarlawn, by Mike Spivey
8 of 8 people found the following review helpful:
An excellent optimization-based treasure hunt with good humor, October 17, 2019*
Related reviews: 2-10 hours

I beta tested this game, and I love it.

You play as a contestant on a reality show that apparently involves finding antiques while wearing a chicken suit (?).

You run around a mansion gathering items while a timer ticks down each turn. Some items are easy to find, while others require a great deal of ingenuity.

Knowledge is the key in this game, player knowledge and not character knowledge. You can learn secret codes that help you succeed. There are secret bonuses. On top of all of this, all of the items have an 'optimal placement location' that gives you even more money.

This game has more narrative than most shameless treasure hunts, and a lot of funny lines, but the focus here is on getting the best prize. Your host comments on your score each time, and you are able to replay as much as you want in-game, with it being interpreted as re-takes of the show.

Love it, think it's great, and I think people will be playing this one for years. I play IF for many reasons: love of stories, love of characters. This game satisfies my itch of 'take/drop/N/E/S/W', which is the same reason I love the original IF game Adventure.

This game takes about 30 minutes to finish the first time but hours to get a good score.

* This review was last edited on November 19, 2019
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Summer Night City, by ghoti
1 of 1 people found the following review helpful:
A challenging Twine game about dystopia and intrigue, October 17, 2019*
Related reviews: about 1 hour

I beta tested this game.

Visually, this game is nice and polished, and the text is free from typos and bugs.

You play as a man blinded by the government and sent to work. While at work, you encounter a cast of characters entangled in a web of intrigue, and must make your own decisions and what to investigate and who to help. There are 6 different endings, some of which can happen unexpectedly, which makes this game pretty difficult (especially with no undo feature I saw.)

The first chapter's text is incredibly dense, with a lot of big words and long sentences. Once other characters are thrown into the mix, the pace picks up, and the dialogue especially is fresh and well-written.

I would love to see a dialogue-only game by this author (like the very popular games Birdland and Hana Feels). As for this game, I was interested enough to play to several different endings, and felt satisfaction at reaching a good one.

* This review was last edited on November 19, 2019
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Gone Out For Gruyère, by B F Lindsay
4 of 4 people found the following review helpful:
A 'cheesy', compact puzzler, October 16, 2019*
Related reviews: about 2 hours

I beta tested this game.

In this game, you are bullied by cheese. In a bizarre twist, you find yourself in a sort of pocket-dimension blocked by an enormous, rude wheel of Gruyere cheese.

There are eight corridors leading from the cheese, each heading to a different area containing useful items.

Some of the puzzles can be pretty tricky in this game, and some of the concepts can be very difficult to puzzle out (like what exactly is the nature of the (Spoiler - click to show)'hole' you find). But it's compact nature means that there are only so many things you can try before finding the solution. I found this game to be pretty amusing!

* This review was last edited on November 19, 2019
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Skies Above, by Arthur DiBianca
2 of 2 people found the following review helpful:
If you want to fly higher you gotta train harder!, October 16, 2019*
Related reviews: 2-10 hours

I beta tested this game, and was delighted to do so.

This is a big game, DiBianca's largest (except perhaps for The Wand). I played it for well over 2 hours (maybe 4 or 5) while beta testing, although I was trying to be exceptionally thorough.

Basically, the game is full of little minigames which give you better and better rewards as you understand them better and as they synergize. Your airship captain gives you goals to hit and you do them. There's an economy that grows in scope over time, and a lot of little lovely surprises.

There are puzzles here, but not in the traditional sense. It's technically possible to win just by doing the simplest of tasks over and over and over. The real joy here is in optimization, similar to Sugarlawn from this year's comp.

Strongly recommended, and lots of fun!

* This review was last edited on November 19, 2019
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