This game is strongly D&D-inspired (possibly through intermediate inspirations like Diablo or CRPGs).
You're in a party with a mage, a barbarian, a cleric and a thief. You're plundering a tomb, and you have to choose which of three paths to take. Taking them in the right order with the right strategy can grant you success!
The formatting could use work. All the paragraphs run together, and they need more line breaks (I think you can do that in Twine by adding a completely blank line between paragraphs).
The only woman in the party exists only to be an object of affection, which is disappointing.
This game isn't really trying to push any boundaries or grow beyond its sources, but it it has many of the essentials of a good D&D adventure.
I'm a fan of 'two-world' type games, and this one fits the bill.
This game starts out with you in a sort of Plato's Cave. Soon you find yourself in Faerethia, and then there is a flashback to (Spoiler - click to show)the real world.
While there is an overarching story (one that has been done by several people, even up to Dr. Who and MLP fan fiction), the real thrust of this IFComp entry is its philosophy. It tries to tackle identity and the idea of continuity of self.
Does it work? It might have been hard once to imagine getting any kind of deep discussion out of interactive fiction games, but there's been quite a lot of work in IF that tackles big issues in a professional and educational way (like the excellent game Hana Feels).
Does this game reach that level? I'm not really sure, but it has a lot of polish, and it's not quite so heavy-handed as many other 'deep' games. I felt my playtime was well-spent.
This game has a retro-looking font. A button on the lower right titled 'messages' tells you that it was found on some old floppy disks.
The idea is that you're supposed to be able to click on certain words related to grammar lessons in the text on the lefthand side of the screen. I opened up the game in twinery to verify this, and there is code there for it, but it didn't work for me on Chrome.
Essentially, there are 6 'grammar lessons' but they are just an excuse for the creator of the software (in-game) to publish chunks of her novel.
Overall, it's interesting, but it's short, and it just kind of peters out. The chrome bug made the interactivity and polish just not there for me.
The one thing I did like was the writing in the actual novel. It was descriptive and interesting.
The programmers and artists did a great job on this game. We have a smooth interface with lush, hand-drawn designs.
The story is not really salvageable, though. You play a judge in death-penalty-era England, and you are asked to review death row cases. The following facts are true in this game:
-You can only appeal one case
-The ones you don't appeal are executed
-You have no choice about these rules
-Your wife acts like you are killing people
and...
-The people you free (Spoiler - click to show)are sent back so that all but 1 die.
So much of this doesn't make sense. And the text is very trope-y and short, almost like a distilled ideal version of truth. The entire courtroom transcript is boiled down to two paragraphs, including "The defendant said 'I didn't do it!'".
The tension with your spouse is not reasonable. These people were all going to die. Your job lets you save at most one. If you didn't do your job, they would all die. So you're literally doing the opposite of what she says; you're not killing anyone at all.
I think games focused on political issues can be amazing, but I feel like this one doesn't quite reach the goal its hitting at. Love the interface, though.
This game satisfies my criteria for 5 stars:
Polish: This game has been well-tested, includes achievements and stats, has a pleasing choice structure.
Descriptive: The mother, Macleod, the protagonist, and especially the horse were vivid characters.
Interactivity: I felt like I had real choices that could affect the game, and saw the effect of some of those choices.
Emotional impact: I was drawn into the story and could identify with the protagonist.
Would I play again?: I would definitely revisit this. Lovely game.
In this game, you play a young girl who suspects that there is something unusual about her neighbors new horse. She's drawn into a web of tales and choices, and has to decide whether to obey her mother or follow her own mind.
This game is translated from Spanish, and has some definite language issues.
But the underlying story shines through, and I think it's a fine example of the time loop tale.
Your friend Beto has recently passed away, and you don't feel very good. Nervous and fearful, you are convinced you will die.
The story ends up taking some loops, and doesn't last too long, but I found it to be effective and enjoyed some of the symbolism. It painted a strong picture of the protagonist.
The final link is broken, but it's just supposed to reload the index.html file.
I've seen the Alaric Blackmoon series suggested to me on IFDB for years, but never tried one of the games.
There are six or more in the series, and they involve a valiant warrior in Europe in the times of swords and armor.
In this game, you travel to America to encounter a Native American shaman.
I'd love to talk more about the game, but I encountered a game-destroying bug. A thief comes into town, and you chase him out. When I killed him, he kept appearing anyway, and so I was periodically kicked out of town and could not reach the trading post.
I'd love to update my review if this bug were fixed!
Edit: There is an updated version that fixed that bug, and I had fun exploring the town. I added another star to the review. I got stuck again, because I couldn't find Henrik, but I'll keep trying!
This Twine game places you in the position of a young witch-girl that gets marooned on an island with an interesting cast of characters.
The beginning of this young fantasy game is pretty promising, but the conflicts begin and end fairly quickly. I found the ending abrupt. In my playthrough, I (Spoiler - click to show)openly defied a powerful wizard with a tiger pet and just found a boat, and the game was over.
I found a passage that was completely blank ((Spoiler - click to show)offering to let Corbin live with you).
I think all of the issues could be addressed by increasing the game length and a little bit more beta testing.
Robb Sherwin is legendary for a certain kind of game, one with many creative NPCs, imaginative and creative language, and blood, sex, and profanity.
I love his style, but frequently it gets too much for me. But Enceladus has the wittiness and imagination without as much of the blood, sex and profanity. This IFComp game is like Respectable Robb Sherwin, as if Sherwin's writing were a teenager seeing a cop drive by, doing their best to walk normal and not look like they're high.
So this is a Robb Sherwin game I can genuinely recommend for most audiences. It's not meant for kids, though (there's some gore and it could get pretty scary for them). This is a great chance for more people to discover Sherwin's clever humor (or stupid humor? or both?).
You play as a character on the HMS Plagoo. A werewolf is loose in space, and you soon crash on the moon Enceladus. You have to defeat your enemies while simultaneously taking care mentally and physically of your friends while they do the same for you.
The game is completely linear; the interactivity is "do the next thing we tell you too". There's a few smatterings of puzzle elements, a little bit less than Photopia, for instance, but more than 0.
This style of interactivity made me feel like I was an actor in a play, giving lines at the appropriate part. And since Sherwin's writing has always reminded me of Shakespeare (focusing on witty turns of phrase and a mixture of lowbrow and highbrow), it works well.
(P.S. It may seem hyperbole to compare anyone to Shakespeare, but I'm not saying that quality of writing is exactly equal. I'm just talking about the sense of humor)
This game is quite large, definitely longer than 2 hours. I got as far as the first walkthrough went.
This game is confused. The simplest problem is language: the author has asked for help in the description from people willing to work on the English.
But even with perfect English, the plot would be bizarre. You're getting wristbands for doing pirate activities, and one of them involves (Spoiler - click to show)Using a durian fruit to bait a hook to catch a man in a manatee suit made of a giant pile of meat that another man sews for you, and somehow this gives you the 'barbecue' badge.
Conversation was simple due to the nice extensions used, but actions were difficult to guess.
The plot, writing and action issues made me not feel emotionally invested in this game.