This game shows the life of a football kicker. Which is super boring. You are on the sidelines for about 120 turns, and you are called on to kick a few times. In the mean time, no one wants to talk to you and you can't do much.
It's supposed to be that way, but that doesn't make it any more enjoyable. The game is really well polished, though, which makes sense given its constrained play area.
I usually take a star off of most annoying games precisely because they are annoying. But this is a game about a man where anything at all can set him off.
The game makes UNDO act differently, and tricks people who thought of other solutions to puzzles. Its puzzle solutions become increasingly unfair, although some of the most unfair ones are optional.
Sort of like 9:05 played straight, you wake up before work, worried about getting their on time, and have to go through your daily tasks before work starts.
I found it more frustrating than enjoyable. But isn't that the point?
This game is set on the Titanic, and borrows a small bit from that show. There's no romance, but you play a thieving character who must hide from the law on the ship, including using an axe on metal and having a special painting.
The game is huge, but it comes with a very helpful map.
The main puzzles are fairly well clued, but there are a host of other puzzles. The fussy mechanic of opening and closing the suitcase, as well as the maze-like map, is fairly frustrating, though.
This game is big and complex, with 6 chapters (albeit some very short), real-time sequences, and a special helper robot.
But in all of its complicatedness, the game frequently falls short. Too many interacting states go unchecked. I couldn't progress past the challenge to the champion, and others have reported many other bugs (although several have played to completion).
You are the last human, a mouse-like man named Irvine. You have to help the cat-aliens (who have a system that reminds me of Star Trek), and prove yourself to them.
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.