This game is just a regular Panks game: a village with a central well, with a two-story tavern and a cross-shaped church with altar in a different direction, forest and monsters outside of town.
It's a commodore 64 game, so you'll need an emulator.
This one was disqualified from IFComp due to being released early.
This game's main features are a fancy window with directional compass, list of actions to take, items, etc.
I found it difficult to run. I got it part way there, but not quite. From the guides, though, it's clear to see that the game mostly revolves around attacking enemies to gain experience with a few puzzles thrown in.
Games like this show the great wisdom in creating virtual machines with backwards compatibility, like Inform or TADS. Inform games have remained playable for decades (except for those using graphics and sound), as have TADS games.
This game is technically finishable, but I don't have a huge desire to finish the game. It's huge, with rooms that frequently are filled with items of uncertain purpose. There are bookcases that are always closed, and when opened are filled with the author's favorite books which he enthusiastically recommends. SPAG errors are everywhere, especially with quoted text.
It's almost like Harmonic Time Bind Ritual Symphony with worse programming. I quit when I went back in time and couldn't come forward in time.
Sometimes I find purposely bad games charming, and others have found this one so in the past, but I think it's just dumb. Especially since you have to open a window in the first room to make a later exit work, for no reason at all!
All you do is explore a lab to find and kill Slan Xorax (an alias for Jonathan Berman). Not much else here.
Wumpus is an old game, and Andrew Plotkin had long since done an amazing remake of it by this point (Hunter, In Darkness). But this Adrift game was surprisingly fun.
You wander through a pretty bad maze (although you can find a nice, hand-drawn map), avoid obstacles, and try to kill the wumpus and escape.
I won on the second try after about fifteen minutes or so.
Paul Panks made one pretty cool game, and then made a ton of little games which are all very similar.
When I started this up, I thought, "I wonder if I'll be in a village with a 2-floor tavern and a church." Lo and behold, I started in a two floor tavern next to a church. Is my first enemy a hellhound? Yep. Then I fought a dragon. That was new. But the game was over after that.
Not much here, but at least it all works together as long as you're familiar with Panks' style (GET, not TAKE, and WIELD weapons and WEAR armor).
This game is very similar in theme to David Whyld's previous IFComp game, as they both involve a tough guy with a beautiful blonde who conspire against the woman's necromantic former partner.
Again, this game focuses for some time on the male gaze towards the woman, although there is no explicit sex or too much gore. It relies pretty heavily on the 'people can get knocked unconscious frequently without any adverse consequences).
The storyline, that of a detective having a client who comes in requesting an investigation of her own murder, works well. I didn't reach a perfect ending, but the third or fourth ending I got was good enough for me.
It's mostly CYOA with occasional parser-focused segments.
This homebrew parser game from 2006 works a little better than others. It has easily readable source, which helps, especially when divining what verbs are allowed. It doesn't do disambiguation well, but everything else is passable.
You wake up in a space station with amnesia, discovering logs and evidence of what has come before.
This is a grimdark game, with mentions of topics like (Spoiler - click to show)frequent contemplation of suicide and enforced rape. It's pessimistic and sad.
This is a big game that is (I think) written by a couple of kids and a parent. It's scope far exceeded the team's grasp, and what's left is a bizarre and difficult game that is clearly under-implemented and nonsensical.
Items require non-sequitur interactions, the setting leaps from place to place, and even the format for score increases changes from brackets to asterisks. The walkthrough is filled with moments where the author messed up and tried something else. The only saving grace this game has is the cheerful enthusiasm behind it and the sounds, colors, and images early on.
This game is like a mix between Kerkerkruip and Varicella without the balanced mechanics of the first or the interleaving puzzles of the latter. You are in what is essentially a battle royale with several other wizards. You have a spellbook. Killing a wizard gives you access to some of their spells. They also fight each other, so you can just wait around for a while then go loot corpses. There are some puzzles, most of which are fairly complex.
Due to the nature of the randomized combat in this game, and the unbalance of it all, it mostly devolves into an UNDO-fest. The hints even suggest this in certain scenarios. It was, though, shorter and more fun than expected. But the interactivity, polish, and replay value just weren't there for me.