Andy Phillips is a figure in the IF community known for occasionally releasing massive IF games that generally feature science fiction of some sort, large maps with a few puzzles available at a time, and deadly women.
In this game, you're a super-fan of Andy Phillips who has been locked in by his roommates. You're wearing a jumpsuit from an Andy Phillips game and you have tons of memorabilia around the rooms, all of which is directly based off of the games.
There are a few start puzzles and then one main one, getting out of the room. I found the starter puzzles not too hard, but the main puzzle requires few leaps of intuition. Given the constrained size of the game, however, it's possible to suss out the solution after time, and there is a great help system.
I beta-tested this game, but only got to the first part/tutorial.
Now that I've seen the rest, I'm really amazed. I love it!
I don't know if I can recommend it to the general IF populace. In this game, you have a very restricted programming language that moves a block one tile at a time based on conditions that only detect the block near it. This is very similar to my PhD research in almost convex groups and subdivision rules (which were also determined locally by rules), so I have a soft spot for this kind of thing anyway.
The framing story is very light. There might be a big reveal at the end for all I know, but everything else is just sort of fluff to introduce the puzzles. The puzzles are quite hard, and require a great deal of trial and error and a little bit of praying for success or cursing at failure.
I beta-tested this game.
Åkesson is one of the most successful creators of new parser languages in the last few years. His new A-machine and Dialog language have proven to be powerful and smooth, and its default messages are, perhaps, more appropriate than Inform's default messages.
This game is a great departure from usual parser fare, and a bold choice for IFComp. You are a conductor, and you must follow a real-life score (from the Nutcracker Suite) and cue everyone at the right time. The real score is contained in the game, as well.
This is like no other game I've seen before, and playing it is extremely taxing. I felt like I was burning calories as I played this game. Even slight errors can cause havoc in the orchestra. And if you play perfectly, a problem arises that is outside the scope of the score, providing a 'lousy last point' puzzle.
Is this well-done? Yes. Is it innovative? Definitely. Is it a great display of the Dialog language's capabilities? Absolutely. But is it fun? For me, playing felt frustrating, but winning was truly enjoyable. So if you're going to play it, try to schedule time to finish it!
I beta-tested this game.
This game is is a horror story that effectively borrows elements of both games and pop-culture from the 80s. This is a monster-focused horror game set with two kids driving the boy's car to prom, with the date wearing the boy's ring. It brings to mind the music video for Thriller or parts of Back to the Future.
Gameplay-wise, this has elements from older games as well. There are numerous timers on the game (including one that killed me off at 70 points as I was playing the competition version), a maze, and a complex machinery.
I like this game, both as a tester and as a player. It can get frustrating at times, though. I recommend playing past the first scene and seeing if you like the overall feel of the game or not.
This game lovingly recreates Hogwarts, with dozens or possibly hundreds of rooms, down to sub-corridors.
In this huge world, everything Hogwarts has in the holidays is implemented: Hagrid's hut, the owlery, Dumbledore's office, all of the classrooms, the dungeon, Filch's office, Hogsmeade, etc.
In this vast and sometimes overwhelming maze (for which lavishly illustrated maps are available), there is a mystery afoot. After a longish introduction where you explore and look for your wand, you discover a missing student and a professor with a cloud over his head.
This works, but its exceptionally long, and this makes the usual adventuring process diluted. The lack of regular gameplay can be ameliorated by the wonder of exploring a Potter world, but this will vary a lot from player to player.
I played for 2 hours and decompiled to read the ending. It seems exciting in parts, but the great spread-out-ness and the difficulty in finding clues made me bounce off emotionally.
I would have been happy to pay for this game. I intend to play through this game many times in the future.
This is a menu-based Adrift game (I strongly recommend downloadable play). Basically, you are in space, and you visit worlds. At each world, you can do exactly one thing before you leave.
However, you may randomly visit the same place again in the future. So if you missed out on something, or started something you couldn't finish, you get another chance.
The game has many stats, almost 20, but it becomes more natural over time. The game is right when it says it's better to have a lot of 1's than a few 3's or 4's.
You can pick abilities, talents (which increase abilities and give you special powers or the ability to unlock a new kind of story), and two backgrounds. The backgrounds drive the game, and decide what your win conditions are. For instance, my character had the goal of collecting 30 stories (from the storyteller background) and also the goal of exploring 10 or so new planets (which is how I won).
For the regular backgrounds, achieving your objective ends the game with no fanfare. There are 3 'special' backgrounds that apparently give a more coherent story (I didn't choose them in my first playthrough, as they seemed more difficult).
Progress is slow in this game, and there is a lot of grinding. Probably half of the links are systems where you can scan with Astronomy or mine with Mining.
But this game uses a lot of the principles that make things like gambling addictive. It has infrequent, random rewards that are pretty awesome, so it kept me chugging through the grind.
Loved it overall, and plan on playing it more. There are a few small bugs (like an option the says "Explore Explore [Planetname]" and a choice I clicked on that didn't have any follow-up text). But these were very slight. Love it!
Andrew Schultz makes games by taking a wordplay idea and finding as many examples of it as possible, then building a game around that list.
Sometimes, it feels a little forced. Some times, it feels great. This is one of those great times, at least for me.
I'm not coming in looking for a cohesive narrative. I'm coming in to have pure puzzling fun that hurts your brain.
I would rank this game up around with Shuffling Around, one of my favorites, but a little below Threediopolis, my absolute favorite.
This game seems like the result of a talented programmer discovering Inform 7 for the first time and exploring what they can make with it. They take their apartment (or just a generic apartment), implement some fun stuff in it, make an NPC, and share it with others.
As a game, it leaves a lot wanting. The text is descriptive, but there are very few hints at what to do next. Because parser games have so many possible actions to type in, it's really important to suggest actions that might work in the text, and implement any verbs or nouns that do appear in the text.
The author has demonstrated her ability to program IF well. I'd love to see another game that incorporates the feedback from this IFComp.
This game consists of a randomized layout of areas, each containing random pieces of decor, some of which benefits you, and randomized deadly encounters.
As a straight-up game, it has flaws. The text has many grammatical errors, the scenery can become repetitive, and it's hard to know how to strategize.
But an an experiment, I like it. Like many people, I've thought of writing a randomized game, but I've never really gotten around to it. This game shows how it could be done, and I think it would be worthwhile to tinker with the code here. I appreciate the author letting us see the code!
This is a fun little game. You're dead, and you essentially have the option to pick your own punishment.
It draws heavily on Greek mythology with a little swerve into mathematical history. I laughed. I cried. It was fun.
The implementation could be a bit better. (Spoiler - click to show)X LIST or X CHECKLIST didn't work, but X CLIPBOARD did (which I know was highlighted, but LIST is a reasonable synonym). When I did X NOTE as Tantalus, it said 'Do you mean the nothingred post-it note or the blue post-it note?'. POUR WATER INTO BASIN didn't work as Danaid (although again, it was a different command than the note suggested).