I helped beta test this game.
This game is pretty simple. It's a series of locations (28, I think), many of which are connecting rooms like hallways. It has one NPC. The rooms are fairly plainly described. The puzzles are contrived a bit.
But it all works. The puzzles are supposed to be contrived; you are literally exploring a 'demo game' within the game that is unfinished, and you must take advantage of errors in the code to win (like IAG Alpha).
The puzzles are fun, including a modular arithmetic/Chinese remainder theorem type puzzle.
This is a game that fills its own niche of small puzzle-fest exactly well.
This game is a collection of individual short story/games about musical artists in a cabin recording We Are the World.
The style is surreal and dense, between Finnegan's Wake and The Wasteland. Some are more coherent; Huey Lewis's was essentially a straight story. An example of the surreal language is "People need to stop using reptile as a pejorative. The universe is a spaceship."
On a review for Charlie the Robot, I said: "There should be a name for the genre of 'biting commentary on society that is self-aware and occasionally dips to crudity, with hints of cheerful ideals always tinged by irony, using an overload of text as literary device.' Such games include Spy Intrigue and Dr. Sourpuss Is Not A Choice-Based Game. It seems increasingly common."
It seems like that trend is continuing. This particular game has some of the least overall plot of all this genre I've seen. The different sections have little to differentiate between them, reducing the surreality to an essential sameness.
I could see this really attracting a certain personality type. I do not think this is an objectively bad game. But it didn't suit my personal tastes. A game similar to this but with a bit more interactivity that I could recommend is The Harmonic Time-Bind Ritual Symphony
I beta tested this game, but didn't finish it at the time due to personal events.
This game is similar to Bullhockey 1, but it improves on it. Implementation is smoother, inventory is cut down a bit, and atmosphere is distinctly improved.
Playing through the entire game, the highlights to me were an old house containing a series of dramatic historical vignettes and a self-referential finale scene that breaks the fourth wall.
However, this game is opposed to my personal play style. I play light and breezy, skimming text and rushing through. This game is designed for careful and studious play, with dense and obscure puzzles and the need for careful notes .
Overall, each of these games is getting better.
(Note: game contains some mild BDSM imagery)
This game is a sort of meta-commentary on writing and the nature of writing, technology, and maybe a bit of Sci-Fi.
It's format is essentially that of a cited and annotated series of paragraphs, each on separate pages. The presentation is slick, handling different browser sizes adeptly.
There is an extra layer to the game allowing you to access a command prompt with a few actions.
This game constantly hints at their being more, but I felt like that promise never materialized. That may be part of the point, but I feel that somehow just a couple of small tweaks here and there could have made everything gel for me.
More than any other piece of Western literature, Hamlet has been mangled up and mashed and transformed, from Hamletmachine to Lion King. But it makes sense, because it's a compelling story.
This version is a mashup between The Maltese Falcon and Hamlet. It borrows heavily from noir tropes, to the point of parody, but it also features heavy elements of surrealism.
This is a short, linear game that maintains an illusion of slightly less linearity.
It's an interesting concept. Some of the surreality was hard to distinguish from bugs at first, and this created a kind of disconnect between me and the interaction.
I can't tell if this game is genius or just confusing. But I like it.
It's a pretty hefty Twine game at around 30K words, with much of this tied up in different relationship tracks.
You play a worker in a futuristic San Francisco that seems to be on the edge of apocalypse. You've suffered intense losses, including the recent passing of your mother, and most of the game deals with reflection on your relationship with her.
The game has excellent media usage, including a skyscraper that scrolls up and down as the player moves, and heavy usage of a beeping watch alarm.
The writing style makes heavy use of inference and allusion, making for a confusing read. It also employs non-linear narrative, so this is a pretty complex game.
This game is pretty interesting. It reminds me structurally of Infocom's first sci-fi game, Starcross. Both deal with cylindrical space stations with a variety of components and pieces that must be dealt with. Both are highly polished in terms of implementation and bugs.
Those interested in parser games primarily for puzzle-based reasons or for the 'parser feel' will certainly enjoy this game, and I found enjoyment in this area.
Writing-wise, it's very sparse. Every message is custom, but the custom messages are sterile and non-descriptive. This aids in the abandoned space-station feel of the game, but I felt emotionally detached from the game. Starcross had alluring alien ecosystems and evocative descriptions of strange technology. This game doesn't have to be starcross, but I wished for something exciting or unusual in space.
tl;dr Solid small puzzle game with top-tier implementation but standoffish story.
This game has an interesting structure: part stat-based, part poetry, and part dynamic fiction.
You play as a bird who has suffered a violent attack, and must make several choices over the next year or so.
The writing is lovely and descriptive of the various seasons.
You make about one choice per season, with one text-entry choice and all others binary. The binary choices have various effects later on.
After your choice, each page is just a sentence or two that you click through to get to the next season. This is the poetic/dynamic part I referred to earlier.
The game was overall enjoyable, but the format just seemed spread thin. Being stat-based but only making 1 or 2 stat choices seemed odd, and more of a 'win by remembering what you did' sort of thing.
I'd like to see more games by this author, and will keep an eye out.
This short Spring Thing game is in the genre of text games that take a major issue confronting humanity and explore it through a player's story. In this case, it reflects depression.
You wake up in the dark, forced to rely on sense besides sight to discover more about yourself.
This game is dark, literally and metaphorically. It allows you to do anything you set your mind to.
I felt like the game's mild puzzles contributed to a sense of agency. But somehow I felt an emotional distance from the game, perhaps because of my personal feelings regarding the subject matter.
This game is designed to showcase the Elm Narrative engine. Although it's not the first game written in the engine, it's the first I've seen.
This engine is based on the Elm programming language. From what I've seen of the engine, it features less emphasis on branching and more on context-sensitive choices (which would be useful for inventories and such).
In-game, the same link can have multiple effects depending on when you click them. Because the links can scroll out of view, there is a handy top bar listing all active links. This gives an experience somewhere between Twine and Robin Johnson's Versificator engine (which the author praises in an early dev blog).
There was one critical issue that cause me trouble. Due to the large font size, I usually had to rely on the bar, and the bar wasn't always there. I had to tap the up arrow to make it appear. This was the case in both Chrome and Firefox. I know this is just an option in the engine, as the other sample games use a constant menu bar.
Everything else about the engine was smooth and enjoyable. I could see this engine gaining wider adoption.
As for the game itself, it is a metaphorical game about the pursuit of light and darkness. It's short, contemplative, and even melodic at times. I had difficulty making an emotional connection, though, which may be related to my interface frustration.