This author has been writing for almost two decades now. His games are compact, with small settings allowing for experimentation.
This game is no exception. We have a very constrained situation at first, which opens up into a somewhat larger area. We're investigating our uncle's abandoned gas station which we have now inherited.
It took me a while to get the gist of the game. I missed the big twist because I tried (Spoiler - click to show)look under newspapers instead of (Spoiler - click to show)look under cardboard, but a peek at the walkthrough sent me on my way.
The writing is brief, reminiscent of Adventure and other mainframe games. The programming is mostly polished, my favorite feature being that the game remembers your past solutions to transversal puzzles and repeats them for you after you've done it once, like Hadean lands.
There's nothing bad here, I just wish it was more exciting and longer.
"Stop me if you've heard this one before," the game says. Well, I have heard this one before. The game replies, "Oh, you have heard that one? Well, okay. Well, I guess you'll just have to trust me on this one. After all, what's the worse that could happen?"
Well, the worst that can happen is that I can have a bit of fun doodling around with this cyclical game before finding the 'good ending'.
The game is very aware of its reliance on tropes. The 'you are in a room, escape and weird branchy stuff happen' is an old one, perhaps best expressed in J.J. Guest's enormous, decades-in-the-making Escape From the Crazy Place. This game is much smaller, possibly created in response to a school assignment (a credit thanks a professor).
None of it is bad, but it doesn't push the boundaries at all. All of the links work correctly, but the styling of the text is standard. There is some timed text, done better than most. The branching interactivity works well with the small, cyclical nature.
I'm a fan of soothing, small, cyclical surreal games (like Astrid Dalmady's early work). If you are too, I recommend this.
Robin Johnson is one of the best IF authors of the last few years, putting out games like Detectiveland and Zeppelin Adventure. These games, and Pirateship, use a parser-hybrid engine based off of Johnson's Versificator parser (used in games like the Xylophoniad).
This game doesn't reach the heights that Detectiveland did (which had 4 separate cases to work on), but it's a solid entry that will please fans of his previous games, and of puzzles in general.
You play as a pirate on an island that has a surprising number of inhabitants. There is a lot of conversation, and several complex mechanics (including a diving apparatus and a kind of pirate prosthetics lab). I used a walkthrough for a few of the trickier puzzles.
This game is polished, descriptive, has good interactivity, and I would definitely replay. It didn't draw me in emotionally, as I didn't really feel any kind of connection to the NPCs, or find an overarching story like Zeppelin Adventure. But this isn't a game looking to be deep; it's looking to entertain, and its succeeding. I debated on whether to give a 4 or a 5, but the primary purpose of my ratings on IFDB is to indicate the quality of a game compared to all other IF, and so I think a 5 is appropriate here. Compared to Johnson's other games alone, I would give this a 4.
I give stars based on five criteria: being polished, being descriptive, emotional impact, interactivity, and if I would play again.
Polish: This game is severely lacking in this area. There are numerous typos (such as 'wet' for 'west' in one room), synonyms aren't implemented, disambiguation needs work (like trying to look at the books in the library while holding the textbooks).
Descriptiveness: This certainly isn't a lushly described game, but some of the images were vivid, especially the doll room. The author did a great job of ambiance, in my opinion.
Emotional impact: I felt the eeriness of the house a bit, and the sadness of the story, but I think both needed more work.
Interactivity: The differences in functionality between trowel, pliers, and mallet were hard for me to grasp. Alternate solutions often didn't work (for instance, why don't (Spoiler - click to show)the shears work for cutting after you weaken the vines?).
Playing again: This game doesn't draw me back in for replay.
So that's a 2/5. I think that all of my concerns could have been resolved by having several playtesters, including ones experienced in playtesting games. I'd love to see a more polished game by this author, and would volunteer for playtesting it!
What can I say? I loved Dungeon Detective 1, and this is like the bigger, stronger cousin of that game. It's a clue-gathering mystery, D&D-esque setting, sweet interface, a day-night cycle, clever dialogue. This hits up all of my niche interests in addition to just being a well-polished game.
It's not without its faults. As my gnoll explored the city, making money and investigating, I ran into some hiccups on my end. Money took a bit to figure out. Some leads were difficult to pursue. It was occasionally hard to know what to do. But are these faults, or essential parts of the game experience? I got a satisfactory, though not perfect, ending.
I love it, overall. Because mystery and D&D are niche interest for me, I cannot guarantee others will enjoy it as much as I did.
This game emulates the Clickhole type of games, which I haven't played very much, but they are generally very over the top, the kind of writing you'd see in Mad Magazine twenty years ago.
You are a hard-bitten detective trying to solve the mystery of the mayor's death. You have three suspects to investigate to discover the murder.
This game and the clickhole games borrow more from CYOA books than from the overall Twine genre. This means a moderate amount of instant deaths, encouragement to back up an option, and one right path hidden among many others. It's not my favorite organizational style, but at least it does it well.
The writing is funny. It's very wink-wink fourth-wall-breaking stuff, so I found it amusing but difficult to become invested in.
This game has two parts: a simple introduction and more complicated sci-fi portion.
Both parts are related to the infamous Stanley Milgram experiments, where participants were asked to administer what they thought were increasingly strong electrical shocks to strangers.
This game is moralizing strongly, which isn't bad in and of itself. It offers some nuance: what if we misunderstand the situation? What if we don't really have free will?
But it's slight, overall, and not strong enough, in my mind, to bear up the heavy moral implications it communicates. I think this would be more appropriate as a longer story where we could identify more with the characters.
I would definitely play another game by this author!
The concept of this game is clever. You're having a conversation with a friend, and every emotion of the NPC is expressed by a photo of eyes. It's the same person, same pose, but with anger, happiness, sadness, etc. in the eyes.
It's very effective, kind of how emojis help express emotion in texts.
The one drawback in the interactivity and emotion of it is that it all seems a bit shallow. The story is toothless, a frivolous problem with hints at relationship issues. This same technique with a deeper story (not necessarily longer) would be splendid. As it is, it's presented in a very polished and well-done manner.
This is a conversational game, a difficult genre to do well. I was pleased at how this game handled the difficulties.
The game puts you in the role of a 'dependency evaulator' who must decide if people are unhealthily addicted to VR or not.
Each of the three people you discuss has strong opinions on political issues that are important to us and exacerbated in their future. Climate change, privatization of police and military, and war have made their mark on this world.
You are not required to feel any particular way yourself. If you hear someone go off on an opinion you don't think is justified, you can put their file in the 'bad' bin. The game doesn't judge you. It doesn't comment.
I liked it. Parser needed some touching up, especially dealing with names and their possessives (for instance, "Brian" wouldn't be a synonym of "Brian's file").
Conversation is usually hard because its either too linear or the state space grows too quickly. This game restricts the state space by telling you what to start with and that all new topics will be nouns in previous replies. Wonderful! Similar to Galatea in that respect.
This game is a crime game where you assemble a team to pull off a heist. Absolutely everything is in limerick form, even the choices, which are all first lines of limericks.
I give stars in 5 criteria: polish, interactivity, emotion, descriptiveness, and if I would play again.
This game is both very polished and very descriptive. The limericks are clever, and the game uses color very effectively.
It's funny, I'll admit, but the sheer number of limericks was wearying by the end. I often feel this way with poetry (I've never finished Paradise Lost), so I didn't feel very emotionally invested.
The interactivity was a sort of gauntlet style where you could lose at any point in the story making the wrong choice. It makes for less writing (which makes sense with so many constraints!), but I wasn't really into the overall structure. There are some paths that do branch and recombine, though.
And overall, I would play again, and I would recommend it to people looking for something quirky.