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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Careless Talk, by Diana Rider
1 of 1 people found the following review helpful:
A slight game with a heavy message about discrimination, May 27, 2019
Related reviews: less than 15 minutes

This game is short and mostly linear. Many choices that are presented, in fact all, it seems, either don't actually work (your character can't choose them) or has no effect.

Within that short time and constrained play system, though, the author manages to build up an entire world and vividly describe a wide variety of characters. I felt emotionally invested in the game.

I'm not sure that this game would be better serviced by being longer. It has a short tale to tell with a clearly defined narrative arc.

The general idea of this is bigotry, and features a world where magic blends with the era of British sailing ships and naval domination.

I'm taking off two stars, one for interactivity (I feel like the game could have at least remembered a bit of our earlier choices, like the way we handle the bigoted crewman), and one because it has little replay value. It's been over a year since I played, and I remembered the entire game when I just replayed it, finding nothing new. Perhaps this is actually a good thing, a story so vivid it's seared into your brain? But 3 stars is where I'm leaving it for now.

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Re: Dragon, by Jack Welch
2 of 2 people found the following review helpful:
A self-referential game that is choice-based. Made with Vorple. Urban fantasy., May 27, 2019
Related reviews: 15-30 minutes

This game is a response to the 2017 game The Dragon Will Tell Your Future Now, a sort of troll game that promised an ending that never came, despite it's clever writing.

This current game, Re: Dragon, an unauthorized sequel, purports to tell the true story behind the earlier game. Like the first game, it dabbles with a blend of modern-day language and esoteric magical and astrological terms.

It is presented in a novel format using Vorple to create a false e-mail inbox. Other games have used other methods to do this, both before and after Re: Dragon (including Alethicorp and Human Errors). This is a particularly complex version, with several inboxes, timed messages, and mutating formats, as well as some pictures and sounds.

Overall, the one area I found a bit lacking in the game was emotional investment. It was presented with such irony, absurdity, and complex language that I felt more like an outside observer than an earnest participant.

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En Garde, by Jack Welch
4 of 4 people found the following review helpful:
A funny and drama-filled zombie parser game with innovative mechanics, May 27, 2019
Related reviews: 15-30 minutes

I beta-tested the French version of this game, and played the English version during IFComp and now.

This is a funny game in a very particular genre: the 'gain powers by eating' genre. Other games in this genre include portions of Spore and the Adrift game Mangiasaur.

Using Vorple, En Garde replaces the parser command line with colored buttons. These buttons are, at first, unlabeled. This represents your mental state. You begin this game as a weak, unintelligent creature, but quickly become more intelligent and powerful, and your options change accordingly.

This game is short and not too complex, puzzle- and story-wise. However, it's value is boosted by its amusing dialog between various species and people., which elevates it from a 4 star game to a 5 star game for me.

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Wolfsmoon, by Marco Innocenti
6 of 6 people found the following review helpful:
A graphical horror investigation game, May 22, 2019
Related reviews: about 2 hours

I grade on a 5 point scale: polish, descriptiveness, interactivity, emotional impact, and if I would play it again.

This games passes all 5 points, but it just squeaks by on a few.

Polish: The graphics aid immensely in this area. A few things could be worded more graciously, like changing some more standard responses.

Descriptiveness: This is pretty easy to award. The game is lush in every way.

Interactivity: I struggled with verbs from time to time, and some puzzle solutions were obtuse, but some interactivity was so clever I just had to laugh. (a particular amusing example is (Spoiler - click to show)finding the silver key)

Emotional impact: Some of it was silly, but I felt a definite atmosphere throughout the game, and the villa portion was tense at times.

Play again: I see myself revisiting this in the future.

So that's my 5 star rating for you. It's a fairly simple game in structure, with some tricky puzzles. Best for fans of older style games, especially Scott Adams and Magnetic Scrolls.

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The King of the World, by G.A. Millsteed
1 of 1 people found the following review helpful:
A story cobbled from great pieces but lacking in cohesion and pacing, May 19, 2019*
Related reviews: 15-30 minutes

This story is an interesting mix. So many of the concepts it has are great: how do men and women with power like Gods of different elements find a way to defeat someone who is almost impossible to reach in their domain?

Betrayal, love, power, it's all here. A mysterious library, a maze to navigate.

But there are a few key flaws that I believe the author could improve on for the next game. If they fix these kinds of things, I think they could make truly awesome stories.

First, the pacing is off. The things that break up a story are compelling plot twists and choices. The most boring part of the game is first, and it's marked by a single choice in a sea of 'continue' style links. Incredibly momentous events are marked and gone in a moment, but a long march with stats and a maze search take up a large chunk of the game.

Second, cohesion. Are you a tender romantic or a ruthless conqueror? Both. Do you seek the favor of your partner or destroy their world? Both. Is your brother a power-hungry madman or a gentle friend willing to step aside for you? Both.

I feel like these problems could be solved simultaneously by adding significantly more choices. These choices wouldn't have to branch the game; the author has already showed the capability of writing such choices (like flavoring your brother's personality, affecting stats, or navigating). You could even have meaningless choices that have a small paragraph in response but don't affect anything else. Then you could react to crazy stuff and make those moments longer.

* This review was last edited on May 20, 2019
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Ostrich, by Jonathan Laury
3 of 3 people found the following review helpful:
A political game about censorship and dystopia, May 2, 2019
Related reviews: 15-30 minutes

I'm giving this 4.5 stars, rounding up to 5 on IFDB.

Ostrich is a multi-day Twine game set in a country similar to modern-day America.

In this story, you play the role of government censor, deciding what does and doesn't pass into the news (and later, branching out into further works).

The interactivity has a nice pattern to it: an ongoing saga in your daily commute, with choices remembered over time; your actual job which is graded and performance mentioned; and your evening rituals, which gain importance as the game progresses.

The first few times I played this game, I had the impression that it was fairly linear, but after multiple replays, I've realized that it has quite a bit of freedom. I felt like it did a good job of balancing hard choices in some bits.

There was something just a bit missing from this, though, that would would have made it a classic. I can't identify what it is.

I recommend this author's other games, as well.

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Tethered, by Linus Ã…kesson
4 of 4 people found the following review helpful:
A smooth puzzle game with compelling backstory built with new language, April 25, 2019
Related reviews: about 1 hour

This is the author's showpiece for a new language, Dialogue, that compiles to the Z-machine format.

Showpieces for new languages are a varied lot. Curses!, the showpiece for Inform, is one of the best games I've ever played: huge, puzzly, with deep connections to literature, religion, mythology and history. Ditch Day Drifter is sparser and smaller, but still pretty fun. Bronze and Floatpoint, showpieces for Inform 7, are both intensely detailed games.

This game takes a different tack. Instead of a massive adventure, it's a compact puzzle game in the snow. You play as a couple out climbing a snowy mountain, and must solve puzzles involving classic adventuring situations/items like darkness, ropes, and large pushable items.

I found the story in this compelling, as well as the puzzles. One of my favorite IFComp 2018 games.

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Writers Are Not Strangers, by Lynda Clark
1 of 1 people found the following review helpful:
A complex sci-fi choicescript game that ponders the nature of writing, April 25, 2019
Related reviews: about 1 hour

This is a complex game, which makes sense as it is part of a thesis. Unlike many IFComp games, it's less of a short story and more of a novella that should be played slowly, perhaps overall multiple days. It's not as long as a full-length Choicescript game, but it's still very hefty.

Such longterm playing is facilitated by the excellent save feature, one of many advanced design features. This game has been heavily modified from baseline Choicescript.

The main conceit of the game is that you are asked at several points to evaluate the quality of writing, and the game looks deeply into the relationship between reader and writer. The first few short stories are takes on famous writers, and some of these are just fantastic (I especially enjoyed the riff on Metamorphosis).

It also includes science fiction elements and some post-modernism.

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Dreamland, by Tatiana Statsenko (as eejitlikeme)
1 of 1 people found the following review helpful:
A small series of dream vignettes , April 25, 2019
Related reviews: less than 15 minutes

This game is fairly simple, but a pleasant way to pass the time.

You are given warnings about how what you do before bed affects your dreams. Then you fall asleep.

You experience 3 dream vignettes, one with a puzzle, one with little agency, and one with a few moral choices. The order you experience these vignettes in depends on your earlier actions.

This game would be good for an interactive fiction class to analyse, because it has some delayed branching, a variety in choice structures, and is small enough to digest.

However, the game itself isn't strongly polished. I had the impression of grammar mistakes at times, and the visual presentation could be developed more.

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The Bones of London, by Gavin Inglis, Failbetter Games
1 of 1 people found the following review helpful:
An exceptional story that digs into London's past, April 25, 2019
Related reviews: about 2 hours

This Fallen London exceptional story was well-put together but didn't appeal to me as much as the others.

In this story, you explore the names of the London streets. If you've played Fallen London, you'll know that the names are all different from real London, with jokes and allusions taking place of the actual names.

This story has you become a surveyor and a recruit of a group trying to discover the 'bones of London', the true names and map. And that's pretty much it.

For fans of London itself, map enthusiasts, and Fallen London fanatics, I recommend this game.

I highly recommend Gavin Inglis's other material, and his writing in this game. It was just the concept that didn't appeal as much to me.

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