The biggest achievement of this game is an impeccable rope. Emily Short once described the challenges of programming rope:
"This is one of those things that has received so much attention that it almost seems pointless to recount the variety of the challenges associated therewith. First of all, a rope has two ends, so you have to remember the state of each (and disambiguate between the player's references to them, of course.) Then there's marking what the rope can be tied to; the possibility of cutting the rope in the middle, making multiple ropes of new lengths; the problem of using the rope as a fuse, of tying it to something in one room and then carrying the other end, of tying the ends together, etc., etc., etc. Ultimately I think the very trickiest part of all this is the disambiguation problem, ie, figuring out exactly what the player means when he says >TIE ROPE TO X (which end? Do we untie something that's already tied, if both ends are in use?) But it's all pretty grotesque, frankly."
All of this is handled in this game except for fire.
Basically, you wake up for an exam in a simulated world, but everything is strange. You have to enter a robot's body and do some odd IP-address voodoo to fix everything.
This involves finding cables, which you can combine or cut, and which trail from room to room.
There is a secret path (kicked off by (Spoiler - click to show)looking at yourself). Fun game!
I just felt a bit of an emotional barrier between me and the game, which makes sense, as you are a robot.
I avoided this game for a while because I thought it was just a polyamorous sex simulator. But, trying it, I found that sexuality played a very small role in it, and even less if you chose not to.
Instead, it depicts what life would be like in a polyamorous lesbian relationship. I can honestly say that it made me feel like that kind of relationship would be a ton of work and not worth the intense cross-connections.
Secondly, it was very satisfying dealing with the work-related portion of the game. I spent the first half as a workaholic obsessed with my career, and eventually realized that fame as a singer was crushing my life, so I purposely torpedoed my job to find freedom from the old ball and chain.
Polished overall. A lot of pages in linear order, but mixed in with enough choices that it didn't feel overwhelming. I don't plan on playing again, as I'm satisfied with my choices.
This is an odd little game, and the lowest-ranking game of IFComp 2015. In its own sphere, it's great and wonderful, but it's just not what most people are looking for.
What it is is epic, obscure and symbolic poetry about trees planted over ancestor's graves coming to life to take revenge on their descendants for blasphemy. There is an intentional emotional distance between the listener and the author.
The battle system is similarly opaque. You can attack. You can pray. What do these do? Is not knowing an essential part of the experience?
It starts with Choice of Games-style choices establishing stats before diving in.
Interesting game. To get it to run in modern python 3, open all the python files and change raw_input to input.
I put off playing this game for a couple of years because I thought it was a sexual game. It mentions a few things here and there, but is quite a bit tamer than I expected, with almost all salacious material at the beginning. If Shakespeare is acceptable, this has about the same level, or Don Quijote.
Anyway, this fun adventure puts you in the role of Ariadne (THE Ariadne from mythology), engaged in a wasteful and promiscuous lifestyle, who receives a wake-up call from her aunt Circe (THE Circe). Most of the game is fairly linear, with TALK TO being the main interaction, but its well-oiled and polished. This is a great little game.
This game takes Homestar Eunner's 'get ye flask' joke and dials it up to 11. The entire game is in ridiculous fake old-time speak. It would be incredibly annoying, but it provides an amusing secondary game where you mentally translate the phrases you see and realize how stupid those phrases are.
The game is very long. I only played to the halfway point or so, as it didn't seem like there was any overarching storyline. It was amusing to found so many 'ye magic [thing]'. And the series of rooms called the bakery, the cakery, the makery, the snakery, etc. was pretty funny.
One of the best Adrift games I've found.
This game has an overly-cluttered windows GUI that is very reminiscent of the time period it is from. The top row is cluttered with a row of icons that whose meaning is opaque and whose use is questionable.
The game has side bars, command prediction, and other such features, but they often end up hindering more than anything else. There is a time feature and changing background colors.
The story itself is interesting, but could be better. I think this game is a good example that reinventing the wheel isn't always the best.
This game is an adaptation of A Martian Odyssey, the short story, and one which I liked quite a bit before starting this game.
This game takes a long time to download (and can't be played online) because it's 50 mb, most of which is a truly lovely space soundtrack. I really liked it, and it's context-sensitive.
The game itself suffers terribly from adaptation-syndrome: content not from the actual story is not as good as the original, and you have to guess the correct action to advance the story.
This reminds me of a John Evans game. John Evans used to write games that had these absolutely crazy mechanics, like teleporting anything in the game to you or being able to wish for anything.
This game revolves around the mechanic of comparing, where you find things that are similar and say COMPARE [THING] TO [THING], when the first becomes the second. Or something. Not a single time it appeared in the walkthrough did it make sense to me.
The story is kind of odd, too, a bunch of rabbits on a rampage. But it was overall descriptive and fairly fun.
This game has a vote for it on the 'worst IF ever' poll, but I don't think it's there. It's just problematic. I evaluate games on the following five categories:
Polish: Not here. The game's bugs are numerous.
Descriptiveness: Well, it succeeds pretty well here, to be honest.
Interactivity: Problematic. It's very hard to guess what actions you are supposed to do.
Emotional impact: Dampened by the obnoxious jerk professor and the overly objectified Eva.
I played this game last year, maybe two years ago, but couldn't pass the first scene. There are so many finicky steps, and its buggy (6 kinds of pill bottles cause a nightmare).
But, following the walkthrough, you find a touching and compelling story. I quite enjoyed it. Many of the surprises you can guess ahead of time, but there are enough surprises that I'd rather not reveal any of them.
The interactivity is really messed up, and its not super polished, but it's otherwise great.