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.
This is a game planned on an epic scale. Only 3 chapters were entered into the competition, and the author clearly promised greatness in those missing six chapters. There was to be an entire other complex (or multiple ones), many rooms, etc.
But even these chapters are unfinished in some ways. Many things are unimplemented. Trying to guess the right verbs can be hard even with the walkthrough.
It's also a bit offputting. Woman are all nude and described like meat. Murder is casual. I'm just not that into it.
The Xen games in general are well-described, with extensive backstory and compelling characters.
In this sequel, the powers you discovered in part 1 are out of control, and the police (and others) are hot on your trail.
The game includes chase sequences, extensive conversations, cutscenes, etc.
Unfortunately, the author didn't find a good way for people to discover this stuff on their own. It switches between extreme railroading and extreme lack of guidance. But I enjoyed it.
This is another game that would be better off with extensive beta testing.
You have access to three time periods, and items in one period affect items in another, even in reverse form (so changing the future affects the past). There are no NPCs. This general effect can make an incredible game (look at Dual Transform by Plotkin), but this game doesn't help the player narrow down the solution space enough. There are so many actions that could be useful, but only a few are recognized.
Also, the game could be a bit more peppy. Many of the locations are the most generic thing possible in their timeframe.