This game is quite unusual in its structure. You can start out reading intros for different characters. While playing the game, you often switch between characters. The walkthrough has many segments that are just waiting, as this game alternates between being on rails and requiring you to guess the action that most interestingly continues the story. Fortunately, there are parts where it gives you bolded options to move forward.
The idea is that you are different people on a starship that is being hailed by opposing ships. You have to figure out what the other ships want and deal with their demands.
The game is interesting but a bit confusing and hard to play. I am glad I played it, though, and think it shows that the author put a lot of good work into this.
This game seems to be designed to be as mundane as possible while subtly poking fun at it. Here's a typical line:
"My job is to analyse how authorities can meet the challenge of sustainable development by putting people at the centre and turning current examples of good practice into established common practice, to achieve a better quality of life for all."
"I see... What does that mean?" Yasmin looks doubtful.
You work in The Unit in The Department at The Agency for a government. The game just has you talk to people, open doors, get new keys, get new cards, go to meetings, etc. It's just a depiction of average office life, complete with mergers and coffee rooms, etc.
As a concept it's pretty funny; I definitely think the writer did this all intentionally. There are some occasional flaws in the implementation (mostly the game saying 'Try something else' in situations where that's probably not best). I beat it without hints.
This parser game was meant as Episode 1 of a longer story, but this is the only entry listed on IFDB. The author had several later games that I played and enjoyed, though.
It starts with a big setup of backstory. The author paints his vision of a utopia, where highly educated people don't have kids, the Rothschilds have been rejected in favor of a bank run by Tesla (not the Elon Musk company, but the original Tesla) who has a corporation that employs 80% of Americans and supplies free power. There is teleportation and probability/parallel world adjustments, including rival worlds. This is an alternate world different than most others I had read of, and reminds me of Atlas Shrugged a bit.
The idea of the gameplay is that you are a chicken farmer. You harvest eggs, teleport them back to base for money, then buy new chickens, new food, new water, and new chickenwire. The latter is needed because ghost foxes randomly rip into your fences and eat chickens. The game ends when you make $1000.
I played around for a while, but was unable to find the key that lets you unlock the room that has a basket and the money maker, so I ended up reading a winning transcript.
Overall, it's an interesting idea and very unusual. I didn't feel deeply compelled by the mechanics and story, but if the storyline had been continued it would have been interesting.
This is a pdf that gives the rules for a collaborative storytelling game.
The basic idea is that you need an antagonist who ultimately loses and a protagonist who ultimately wins. People can add details at any time to the game but important details like character names have to be nominated and approved.
The game also includes some base ideas you can work with, including a list of character names. I thought "Johnald Pregnant" was the most amusing antagonist game.
This whole game is thoroughly described, but there's not really a lot to it. I'd imagine that someone focused on storytelling wouldn't need all the rules, and someone really into rules would want more meat. The people I see benefitting from this the most are a mid-sized group of people on a vacation trip where there's not much to do and they want to do storytelling but have a couple of obnoxious people in the group so they lay some rules down on how to proceed.
I had a few different revelations while playing this game. First thoughts: interesting mix of hyperlinks and parser. Second: is this vorple? No, Dialog. Third: a joke about Peano arithmetic? This is someone who's really familiar with parser games and math, I have to know this person. But I didn't recognize the itch name until I went to their page and saw it was Draconis!
This game is very polished. I had no idea it was meant for Petite Morte, as it would fit in just fine in IFComp. I'd say I had a 10/10 experience in the beginning, 7/10 in the middle, and 8/10 in the end.
It's a limited-verb game where you, a kind of homonculus or familiar, gain new verbs by absorbing other homunculi or familiars. These can give powers ranging from eyesight to motion to strange alchemical powers.
The game is educational as well as fun, with references to chemistry, tuning, literature, math, etc.
I was proud of not needing hints until I got stuck on a certain puzzle. I eventually realized I wasn't closely reading the results of all my actions, but only after hints. "Nudge" was useful, but for a large chunk of the game my nudge was 'gong', so I kept assuming I had to do something *to* it. That lost period was my 7/10 section.
Two things that could have been clued a bit more were what can be 'cached' and the rules surrounding the security familiar in all its uses.
Overall, very good, exactly the kind of stuff I hope for when I play interactive fiction.
This is a puzzle-centered choice-based game about an operative at a water treatment plant who receives a haunting visit on Halloween.
Your goal is to take care of the plant and to deal with your unwanted (or wanted?) guest. At your disposal is the plant itself, which is modelled in surprising detail: multiple spaces to represent one room, multiple levels, machinery that can connect and disconnect, several short sub-games.
Story-wise, I found the overall concept of ‘the legend about an old employee’ neat and well-done. The antagonist felt a bit one-dimensional, so it could have been fun to find out more lore or learn more about them (although maybe I missed some areas).
This was a neat game overall.
The Little Match Girl series consists of games where a time-travelling assassin girl adopted by Ebenezer Scrooge enters various worlds through the means of looking at flames.
This game is creepier than most the others, in good ways. I enjoyed the thematic unity of this one.
I originally forgot about the flame thing and so I wandered the opening area for a while before finding anything. Then once I examined a flame, things took off.
I enjoyed the diversity of the worlds this time. The main story here is that an evil werewolf is travelling through time, attacking others, and each time period and place you visit has also been visited by the werewolf. Despite the variety of worlds, the after effects of fear and strange sickness are common. I found it especially creepy that in one world the characters slowly became stricken as I left and visited again later.
Overall, the game is very polished. I ran into the same couple of issues others did (hints assumed I had grabbed something from a room when I hadn't, since the thing I needed to examine in that room didn't stick out to me; and 'percipient' was spelled as 'perpicient', unless that was intentional) but I didn't have the vorple-breaking bugs some reported.
I think I liked the atmosphere and single-mindedness of this game over some of the more elaborate other Match Girl games. It reminds me of Marvel's Werewolf By Night, as both are smaller, darker, werewolf-themed entries in a series filled with grand spectacles, and both are uniquely charming in their overall series.
As a math teacher, I had to try this game first.
'Mathphobia?' I said, my nostrils flaring in mingled rage and excitement. 'Is this an ANTI-MATH game????'
Fortunately, it's not. Well, kind of...
You play as a kid who is forced to do 500 math problems on Halloween since you didn't go trick or treating to get candy for your teacher.
But you soon are transported to a magical land like phantom tollbooth where monsters such as the Specter of Subtraction try to attack you.
All challenges are defeated by use of math, starting with extremely easy problems (like 8 plus 4) and moving to harder problems like sequence finding, number factoring, fraction simplification and trick problems.
I proudly conquered each problem by hand except one where I suspected a trick, plugged it into calculator to check, then confirmed the trick (so I failed at doing it all myself!).
This game is much longer than it first appeared, with 5 main antagonists and sections between antagonists with 4 or more puzzles.
Outside of the math puzzles, the game seems completely linear. Going back and entering some answers incorrectly, it looks like it gives you another chance.
This was fun. I sent it to another math teacher to try out.
I thought I had played and reviewed this game long ago, but it turns out that I was thinking of Universal Hologram from 2021 by the same author, with some overlap in concepts (I swear I remember the pyramids).
This game is centered around the concept of living in a simulation. Several people have theorized that a sufficiently advanced civilization would simulate other civilizations, which could simulate more, etc. so that the chance that we are living in a simulation is very high, close to 100%.
There are many variants of this, including Rothko's basilisk, the idea that future AI will simulate post opponents of AI and torment them in hell forever. This game takes the stance that it's likely that future civilizations will simulate those in the past.
You play as someone (or a simulation of someone) living in Mars in a world where all needs can be eliminated. The game deals with themes of whether happiness can exist when decoupled from suffering and whether suffering is necessary for happiness, and the idea of the existence of a thing vs the experience of the existence of a thing.
It uses lampshading and occasional crude language to contrast with the elaborate language of the more philosophical parts, a combination common in a certain subset of early Twine games (especially Spy Intrigue and its immediate predecessors and successors).
Overall, I think it communicates a desperate search for meaning in life and a desire for human connection.
This game isn’t really complete. It’s described as setting up a larger game, and that makes sense. Looking at the code, there are several blank spots and dead ends.
This is a fighting simulator where you train, spar and fight to win money and advance your career. Eventually you can retire and start over.
This game definitely suffers from maximalism. Every choice has a dozen options, and there are tons of stats and a lot of info flying around. Most things seemed conceived on a grand scale but not fully implemented. I had negative stats for several portions of the game.
There’s also several side things that are a bit odd (like an oracle that costs ‘only a little money’ costing $100,000). As it is, the game is like a store in an old Western, with a huge front designed to look like a two-story building but just a little general store behind.
It’s probably combinatorial explosion that prevented the author from finishing everything. I’d recommend starting a game with a simple model that has the entire process from beginning to end (so, one fighter, one school of fighting, one possible fight, etc) and then once that’s working perfectly move on to adding more options at each level. Then you can replay it over and over as you program to make sure the core experience works.