This game definitely is not written for children. From the opening few paragraphs:
"I've slept with high class dames and drug-snorting whores; professional models (even a couple of top shelf centrefolds); nurses and secretaries; yet none of them, even one, came close to Stephanie Gamble in terms of sheer physical beauty."
to the scattering of heavy profanity, this game is adult-oriented, which isn't really my thing.
But the interactivity and story work well. It's about 75% a CYOA game with numbered selections, kind of like Choice of Games, with an emphasis on conversations and making plans. The rest is limited parser, with most actions being movement, looking, or talking.
The story is about a plot you have to off the old, rich husband of your girlfriend.
This game portrays two stoners with a friendly relationship grabbing food to eat. There are four aisles in the grocery store, and most of the game involves selecting different foods and seeing what comes out.
It's weird, it's short, but it works. Scattered strong profanity.
This game is so similar to other games that I kept having deja vu. Games where a master wizard gives you tasks are very old and very common. It reminds me of Berrost's Challenge, Risorgimento Represso, the Erudition Chamber, Junior Arithmancer (althugh the twist makes that one amazing), the Enchanter series, etc.
This game doesn't really bring anything new.
I wouldn't usually give 1 star to this game, however, I found it not very descriptive, with a bit wonky interaction via the puzzles, not emotionally touching, and not a game I'm interested in replaying. These are 4 of the 5 stars in my rating scale.
This is a graphical game where you click on text buttons to control a spaceship. You find planets and see if they support life.
I've rated the game on the following 5 criteria:
-Polish. The game relies heavily on a graphical interface, but I feel that interface could be tuned up, especially with faster transitions and back buttons that only go back one step in a menu.
-Descriptiveness. Most of the descriptions are fairly plain.
-Interactivity. The slowness is frustrating, and the game's overall pace drags out.
-Emotional Impact. The pace lessened any impact I would have felt.
-Would I replay? No.
I'd love to see a new game from this author, though.
I played the archive.org version of this game, which now lacks the original graphics, which I understand were simple 3D graphics.
All that's left is the choice structure, which is meager. You are in a 3d area, and you can turn left and right and go up stairs. I played another game recently using Unity that had similar mechanics, but I can't find it now. (Maybe from Introcomp 2019?)
The game ends after a few moves. Pretty disappointing.
This game is completely CYOA. However, to make your choice, you must type it in.
This is obnoxious and wasteful. But, on the other hand, it makes choices more meaningful as you must type them out.
I went through 5 chapters, and reached some white text that faded out after a fairly-explicit romantic scene. My game didn't work after that.
I didn't really connect with this game, and the interactivity left something to be desired.
Mike Gerwat has made several games, and they all share some features. They tend to be enormous, with instant deaths all over the place and complicated walkthroughs that are often slightly incorrect.
This particular game is set in WWI, in the trenches, with a grim and seemingly accurate portrayal of trench warfare. The game is worth trying out, seeing the horrors of war and the sad extremes that soldiers are pushed to.
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.