This is a game originally written Spanish and translated for the competition.
You play as a kind of rebel against an all-powerful corporation called Faro.
Gameplay proceeds through several puzzles, including interrogation, reasoning puzzles, and at least one that I've never seen before (entering Hack's house, a puzzle that required me to (Spoiler - click to show)adjust my computer settings).
The puzzles are pretty tricky; I frequently looked at the answers in the code. One puzzle require clicking on a moving link; I ended up (Spoiler - click to show) highlighting with tab and then hitting enter.
The translation is not idiomatic. In addition, some words are not translated at all (Continuar for continue, for instanc, or the 3 meters for the Mind scan). The story has interesting characters, but I don't believe it has the backstory and/or continuity for us to care a lot about them. All of these are normal problems for writers that usually get easier with more and more practice, so I look forward to any future games.
Programming-wise the game is very sophisticated.
-Polish: The game text could be polished more.
+Descriptiveness: The writing is very descriptive
-Interactivity: I felt like some of the puzzles were unfair.
-Emotional Impact: I think if some of the other problems were fixed I would have a better connection with the game emotionally.
+Would I play it again? Yes, if it was updated!
This, like Retrocon 2021, another entry in this year's IFComp, is a collection of puzzles thrown into one big story.
However, this game has much more story, including a large overarching mystery in the 'wrapper' story around this game.
The puzzles are mostly traditional ones (like having 3 different-sized measuring cups and trying to get a specific value, or a slightly faster than usual Rings of Hanoi, a crossword, a wordsearch, etc.).
Each puzzle has a story associated to it. If you die by making wrong choices or running out of time (in Normal mode, there is sometimes a timer, while in Easy mode there is not), then you get the same puzzle but with a different story.
The very first puzzle is a bit weird (it is logical, but not a 'classic puzzle') like the others. Once you get past it the rest should be more familiar.
I thought that was pretty cool. I never became super invested in the ever-changing characters and the puzzles were mostly ones where the solutions are known, but I had fun doing it.
+Polish: Very polished.
+Descriptive: Yes, especially the changing settings
+Interactivity: At least there were no cryptograms or (at least for me) real Towers of Hanoi. What was there was frequently fun.
-Emotional Impact: Didn't get invested.
-Would I play again? It was fun, but I'm not sure how much replay value there is.
I really think this game is a 3.5, and would round up to 4 to be nice, but E. Joyce has already made many incredible games, so I'll point to those instead. Check out "Lady Thalia and the Seraskier Sapphires" (also co-written by N. Cormier) or "Social Lycanthropy Disorder", especially, because those are really fun!
This is a game with solid writing and design but shaky implementation, what one would expect from someone with a good writing background that is just now breaking into Inform 7. On Twitter I see that the author is an MFA student in game design, and the game's ABOUT text says it's a demonstration game, so that would all check out.
You play as a young would-be fortune teller in the house of a professional fortune teller. They dare you to tell the fortune of everyone in the house correctly.
There are 7 people in the house, and you can assign each of them 3 different fortunes.
Once you've done so, after a certain amount of time, they start interacting with each other, and after a certain time limit is reached, the game automatically ends and you are evaluated on how accurate your fortunes are.
Conversation works well in this game. But the complex scene-changing machinery is problematic. At one point I was in the closet and saw dramatic happenings in the room, with somebody storming out. Then I left the closet and the room, and saw the exact same scene, this time from outside the room.
More egregiously, on multiple playthroughs, after the first cutscene, I tried talking to Lux and then became stuck in the kitchen, with no way to leave. Any attempt to exit resulted in no text at all.
I wasn't able to determine if any actions you take besides fortune telling matter. It seems like it might; there are a few random objects scattered about. But with the bugs it's kind of hard to tell.
This game is far better than most projects made for MFA or BA degrees in game design (although there was a really nice Choicescript one recently). No testers are credited, and I think that having several more testers would have really pushed this to 'excellent' territory.
This was a genuinely fun game. You are part of a heavy metal band whose set is being taken over by a glamrock band. You have to assemble your band together, but each is distracted and can't come help you.
After some initial exploration, you gain the power to JAM with the other members of your band, which lets you cause interesting effects. Jamming with 2 people at a time provides more effects, leading to about 10 jam powers all together.
The writing is snappy and fun, the colors are cool, and the mechanics are interesting.
The only real downsides are (for me), a lot of profanity (in line with metal fans, though) and a lot of missing synonyms and alternate solutions. I kept trying things like RIP SHIRT or SURF CROWD or UNPLUG SWITCH or TAKE SWITCH and getting error messages, when it seems like these things ought to have been implemented. The game is very smooth in other areas and had testers, so I guess I'd just recommend in the future piling on even more testers and implementing everything they try in a transcript. I think this game is already great, but I think it could be pushed to 'completely awesome' territory by such efforts. I definitely hope to see more games by this author in the future, because they have a real talent for writing and mechanics.
This game is unapologetically just a bunch of mini games wrapped up in Twine with an ultrathin story applied.
The minigames include:
-A slot machine with fruit graphics and some animation
-A poker draw game
-Keno
-Horse Racing
-A football game
-A zombie-shooting card game
-A short custom-parser text adventure.
Each of the games worked pretty well, and some of them were pretty fun. All are based on RNG except the text adventure. The text adventure has a pretty basic parser (which has a tendency to insult you) and is of the classic 'my dead male relative's house' style, with each room lovingly recreated.
+Polish: Very smooth. The parser isn't awesome compared to dedicated parser languages but impressive for Twine
+Descriptiveness: It was easy to see what was going on usually
+Interactiviy: Most games worked well for me.
-Emotional impact: I felt distanced emotionally from my character and the games
-Would I play again? It was interesting, but I don't think I'll be revisiting.
This is a fantasy parser game where you play as a human/fox creature that can switch between forms at will. You are a guardian to a young human who has been captured and you have to rescue him.
Gameplay is centered on switching between forms to your advantage. This is done very well: your animal form can speak with other animals, has heightened senses and can fit into tight places, while your human form is stronger and can use tools.
The parser could use some work, and the opening scene is where it struggles the most. Going up or down gives a blank message, and trying to apply the bandages is really rough when it comes to guessing synonyms (things like PUT BANDAGES ON ____ don't work).
The cast of characters is described well, although the raiders stick out as weird (they use strong profanity, where the rest of the game is more at a YA level, and they seem fairly dumb). The animal characters are great.
This game features a hungry young protagonist in a wheelchair that explores a large world in Twine.
This game is very location-and-inventory based, with a large map (including an actual in-game map at one point) and several lock and key puzzles.
Gameplay consists of exploration, with special optional memories unlocked while a larger main storyline plays out.
Stylistically, it leaves many words uncapitalized and switches to different colors to signify different themes.
The story is a surreal religious horror where it's difficult to know what is real and what isn't. There is a large amount of imagery taken directly from the book of Revelations, and much of gameplay revolves around the fact that you are someone in a cult.
Overall, I found the surreal religious imagery to be effective. Many of the parts about wheelchair use seemed realistic based off of my experience with living with a wheelchair user for almost a decade (except getting through farmland!).
I appreciate the author leaving a lot up to imagination, using nuance and hiding behind symbolic imagery.
-Polish: There were noticeable typos. Everything else was great.
+Interactivity: The world map and the puzzles felt good.
+Descriptiveness: Very vivid writing, some of the most descriptive I've seen this comp.
+Emotional impact: I'm really into this stuff. It doesn't represent my worldview (I have a more hopeful interpretation of Revelations) but it lies in the intersection of my interests.
-Would I play again? It was pretty dark and I felt like I understood the message I was going to get, so I'm not sure I'll revisit.
This game feels like it would fit well in the early era of Twine. It's standard white text on black with blue hyperlinks, uses a couple text animations and has a standard branch and bottleneck structure with a sci fi or fantasy genre.
I like a lot of games like that (like Hunting Unicorn, for instance). This one turned out pretty well.
You play as a participant in creating sentient robots. You undergo questioning similar to a Turing test with your answers fed into the programming for a field of robots.
Later on, you encounter those robots, and must at a crucial moment conduct a Turing test.
I felt engaged with the story, and thought that the characters were vividly described. I felt like my choices mattered. I do think the game could use a little more polish, like a title screen or custom CSS or even some more callbacks to earlier choices. And while I liked it I don't think I'd replay it.
I enjoyed Matthew Warner's last IFComp game, Tombs and Mummies, but I think this represents a substantial upgrade. The author makes excellent use of the Adventuron engine here and I had little trouble with the parser itself.
You play as a man in a shelter that survivors of two apocalypses have constructed. Outside roam the infected weremen. Inside, your wife is about to have a baby, but she needs a c-section, and the only person who can help you is someone not likely to want to do so.
This game is Cruel on the Zarfian scale. It is very easy to unknowingly lock yourself out of victory. It also includes some randomized combat, although there are ways to fix anything that goes wrong.
There is a timer going on, so you can't dilly-dally too long.
A lot of puzzles have a riddle-like or crowssword-puzzle-like quality, like unscrambling words, remembering famous pop-culture numbers, or navigating a maze.
I beat about 60% of the game, but I had missed a major component early on and couldn't figure out why I always ran out of time. The walkthrough helped me through that.
Once you know the codes replay is faster, so it's not too bad to retry if you die.
Overall:
+Polish: Very smooth. This is Adventuron at its best implementation-wise, I think.
+Descriptiveness: It was very descriptive.
-Interactivity: I like the game, but fiddling with the doors and equipment and doing the unscrambling puzzle weren't really my cup of tea (although the unscrambled messages were funny!)
+Emotional impact: I think the game may overreach at times in the emotional effect it's going for, by relying on a selfless choice as the main thrust but requiring that selfless choice to proceed. Still, I found the story interesting.
+Would I play again? Yes, after I've had some time to forget the puzzles.
I'll be frank and say that I don't enjoy playing games about pedophilia in any way; I don't find them fun, and I have yet to play one I find enlightening. I think that games can and should treat difficult and heavy topics, but for me playing game about pedophilia is like reading a coffee-table book full of high-quality illustrations of feces. My apologies to authors who have attempted to treat this topic in a sincere and thoughtful way.
Anyway, this is a custom parser game where you explore a house and try to recover your memories. You wake up weak and bleeding, with a health counter that slowly decreases until you die.
The storyline centers around pedophilia, with texts by de Sade and inappropriate photos (described in vague text terms only) to be found. There are also several weapons to find.
The game isn't too big. I wandered around for a while before trying the walkthrough, and found that I had seen about 50% of the game already. The walkthrough itself contains many unnecessary but interesting commands, such as looking at every wall in every room and trying to go in wrong directions in most rooms. These commands are in the walkthrough because the author has implemented custom text for much of them.
The parser is pretty good, but I miss being able to use pronouns, since you must take an object before looking at it and it would be easier to type "take paper; x it" instead of "take paper; x paper". Some synonyms would be appreciated, like 'turn on car' instead of 'turn on engine'.
Overall, this game is solidly in the simulated realism camp of parser implementation, with a wound/hunger timer, lots of red herrings and random scenery, randomized combat, etc. There are multiple endings, of which I found 3 (although 1 of them just ended the game immediately, so I don't think it was a real ending. This was (Spoiler - click to show)driving away before discovering the truth.).
My overall rating:
-Polish: more synonyms would work well, I think. There are very few typos, but some of them are noticeable.
+Descriptiveness: The game is very vividly described.
-Interactivity: Finding the objects of importance often meant looking at things that are not described, such as walls or floor.
+Emotional impact: The impact was negative, but it did provoke strong emotion.
-Would I play again? I tried a couple of endings, but I don't plan on looking again.
I would have given 3/5 if the subject had been different.