This game features an old man who made a fortune in the Congo. It's set in the near-future, with a variety of corporations mentioned.
It is a short game, with the bulk of interactions taking place near the end of the game. Basically, you can pick which character you are, and raid the shares of the others.
It reacts quite pleasingly. But I noticed that the interactivity was fairly opaque, and the story hard to grasp. Marino's later games feature detailed and exciting stories with clear interactivity, which is a development I'm very happy with!
This game was actually pretty good. You are on a different planet, but in a very grungy-noir city. I didn't think of it at the time, but the aliens take the place of non-white races or transgender individuals or any other minority you want to think of.
A murder has occurred, and soon enough the mysterious artifact known as the Myothian Falcon (a direct nod to the Maltese Falcon) shows up missing as well.
Two things make this game problematic: guessing conversation topics (often impossible feeling!) and a few bugs. I asked out an encryptionist on a date, didn't do so hot, was told not to bother again, but when I talked to her, she acted like she was still on the date.
Beating without restarting or using a walkthrough seemed impossible for me, but otherwise this was a great game.
Scott Adams wrote minimalistic games to run on small computers. They’re free, and I recommend playing them. They use two word parsers, scanty descriptions, and so on.
This game is not as good as a Scott Adams game. There are less synonyms, somewhat weird implementation, and an overall sense of frustration I didn’t experience when playing Scott’s own games. One of the most popular of all of Scott’s games was his own Pirate Adventure.
Robin Johnson and Arthur Di’Bianca both have a very successful series of games with a Scott Adams sensibility.
In this game, you experience a biblical scenario: one of your sheep has escaped.
The game consists entirely of chasing the sheep, with a couple of puzzles.
The map is small, with 5 or so important rooms and then a sequence of minor rooms. The main puzzle is pretty hard to guess, even if you think of the old-testament related clue.
This game has two characters in locked room. You have a few items around and you can talk to them. There is one puzzle, with multiple stages.
It’s not a bad concept. A problem that arises is that the number of topics is large, and they are all dumped on you at the same time (well, most of them are). If it was gated at the beginning more, I’d give this another star.
But the whole game is bloodless. What makes it all tie together? Nothing, as far as I can see.
I believe the author went on to make some other, great games.
This game, in Quest, has you navigating a mostly-symmetric area apparently seeking for wisdom.
You have a book depicting the 7 deadly sins, which you can slowly fill out by various actions. In addition, there are many religious figures here, including a monk, a fakir, a buddah, etc.
Each room has an image, and many have sound.
However, the implementation is odd, cumbersome, and often interferes with the player. The pictures vary widely in quality, and the game is frankly frustrating.
I didn't finish it, but I did appreciate the symbolic quest.
This game definitely is not written for children. From the opening few paragraphs:
"I've slept with high class dames and drug-snorting whores; professional models (even a couple of top shelf centrefolds); nurses and secretaries; yet none of them, even one, came close to Stephanie Gamble in terms of sheer physical beauty."
to the scattering of heavy profanity, this game is adult-oriented, which isn't really my thing.
But the interactivity and story work well. It's about 75% a CYOA game with numbered selections, kind of like Choice of Games, with an emphasis on conversations and making plans. The rest is limited parser, with most actions being movement, looking, or talking.
The story is about a plot you have to off the old, rich husband of your girlfriend.
This game portrays two stoners with a friendly relationship grabbing food to eat. There are four aisles in the grocery store, and most of the game involves selecting different foods and seeing what comes out.
It's weird, it's short, but it works. Scattered strong profanity.
This game is so similar to other games that I kept having deja vu. Games where a master wizard gives you tasks are very old and very common. It reminds me of Berrost's Challenge, Risorgimento Represso, the Erudition Chamber, Junior Arithmancer (althugh the twist makes that one amazing), the Enchanter series, etc.
This game doesn't really bring anything new.
I wouldn't usually give 1 star to this game, however, I found it not very descriptive, with a bit wonky interaction via the puzzles, not emotionally touching, and not a game I'm interested in replaying. These are 4 of the 5 stars in my rating scale.
This is a graphical game where you click on text buttons to control a spaceship. You find planets and see if they support life.
I've rated the game on the following 5 criteria:
-Polish. The game relies heavily on a graphical interface, but I feel that interface could be tuned up, especially with faster transitions and back buttons that only go back one step in a menu.
-Descriptiveness. Most of the descriptions are fairly plain.
-Interactivity. The slowness is frustrating, and the game's overall pace drags out.
-Emotional Impact. The pace lessened any impact I would have felt.
-Would I replay? No.
I'd love to see a new game from this author, though.