I saw this game a few months ago, and I was pretty impressed. It has a beautiful story to tell.
The format is large pages of text with 2 choices at the bottom. The choices split quickly, so you get very little of the game in each playthrough. However, replay is quick and enjoyable. I've seen 3 endings.
The idea is that 4 siblings are chosen every few decades to become demigods corresponding to the seasons. You can choose summer and winter, love or war, peace or sadness.
I do wish their was less extreme branching, with more of the main story in each playthrough, and that it was easier to make decisions based on a strategy, but this is a stylistic choice.
This was the only IFComp 2018 game I had never finished. I finally finished it today. There was no walkthrough at the time of the comp, and the one in there now doesn't work for the last area.
But I finished it today, and that last area wasn't too bad!
The reason I had so much trouble is because Quest has synonym trouble, and the author didn't implement very many synonyms. Quest also has context-sensitive commands, which is great except when it makes commands seem wrong when you're just using them out of order. So for instance, "USE MATCH ON LUMP" gives an error unless you've done everything else completely right.
Other issues are unguessable puzzles, leaps of intuition, etc.
But the characters are fun, and it's all very imaginative. I remember Steph Cherrywell made the switch from Quest to Inform and ended up winning IFComp. I think almost all the issues here are with the Quest engine, and that the author has great ideas that may possibly be expressed in a different format.
This game took a lot of work, and will provide great enjoyment for many people.
It's a parser game that is (as far as I can tell) bug-free and has creative puzzles, lasting longer than pretty much all the other parser games in IFComp that aren't buggy.
So why am I only giving it 3 points? The interactivity and polish felt off to me.
The game is fairly generic, especially with the standard responses. X ME, JUMP, SING (even at a concert!), DANCE etc. either give the normal response or aren't implemented at all.
And many interactions seem purposelessly fussy, almost like imitating what they think old games were like. Possessing only one object capable of creating fires, the verb LIGHT asks 'with what'? Saying LIGHT WITH [FIRE THING] doesn't fix it; you need to turn on the fire thing. But TURN ON [FIRE THING] isn't implemented. You need to LIGHT [FIRE THING] then LIGHT [THE THING YOU WANT TO BURN].
Similarly, when there's one puzzle that requires you to listen to a loud ambient thing, just LISTEN isn't good enough, you have to say what to listen to. And so on.
It seems a definite stylistic choice, and one that didn't resonate with me. If you're looking for a bug-free game with a big map, creative puzzles, and extensive gameplay, this is your game.
This game could have been more accessible and/or popular with some design changes. It suffers strongly from “Time Cave” effect. Instead of having an overarching narrative, it’s made of a dozen or more distinct threads with very little in common. It branches wildly.
Each playthrough is, to me, a 3-star game. But the whole story is pretty cool. I discovered stuff on my 4th and 5th playthroughs that changes the whole story (although I am ever an enemy to slow-text in IF games ).
I could see this game having been made slightly more coherent, with some of the best scenes always occurring.
But this could all be down to author’s choice. Did the author want most of the game to be hidden away as a reward for the careful reader? That’s a valid design choice, limiting the number of people who enjoy the game but increasing the joy in those who do. Hanon Ondricek has many games in that style in the past, but he’s now done stuff in many styles.
Anyway, this is a pretty cool superhero story.
This hypertext work uses Undum and Raconteur to create a relatively rare system for IF (I can’t really think of any parallels to it). The premise of the game is technology allowing you to interact with memories of the past. (Bizarre corporate emotio-tech is a theme in a few Morayati games, like Laid Off at the Synesthesia Factory and Take). The mechanics of the game are selecting from a frequently-refreshed menu of questions followed by curating everyone’s responses (asking for clarification or rejecting the comment).
These mechanics are opaque, and intentionally so. You are meant to get a feel for the game through experimentation. I’m still not sure quite how it works after several playthroughs, but rejecting everything vs rejecting nothing certainly has an impact. Certain characters take on strong personalities once you begin picking them out.
The story is a sort of decadent ironic self-gazing thing, something you could imagine bored aristocrats writing about their hobbies a few weeks before a brutal revolution toppled them. Wealthy New Yorkers (here meaning ‘people who actually have somewhere to live in NYC due to their job) have a party where they trash a historical(ish?) building, are cruel and vapid to each other, and basically act like upper class jerks.
It gives a glimpse into another world. But I vaguely bounced off the interaction and setting, as I always felt like an outsider. Although that may be the whole point.
This game has all the hallmarks of a D&D or Vampire: the Masquerade boxed adventure. A short backstory about why you’re seeking revenge, a quest giver, a maze-like dungeon, NPCs for battling and talking with, a vampire boss, traps, treasure and magical items.
This isn’t typical of most IFComp games, but it’s what I played around with a lot growing up, so I had a nostalgia factor while playing this.
Going back to the same parts over and over again was a bit frustrating, and it can be difficult to strategize. Death and failure are easy, while success is not.
Overall, I see this as a successful game.
This game is fairly short, and can be completed in 4-6 clicks. Each page has some ‘asides’ that take you into a few paragraphs from your past, and one ‘real link’ that takes you to the next page. The shortness, combined with the absence of strong choices, are why I’m taking a point off. The styling is spare, but color transitions and positioning of various link types show signs of careful thought and polish.
Otherwise, this is an emotional short story about a school crush and a chance to meet them after many years, one complicated by gender preferences.
It’s hard to go into more detail, because there’s just not that much there.
This game is short and mostly linear. Many choices that are presented, in fact all, it seems, either don't actually work (your character can't choose them) or has no effect.
Within that short time and constrained play system, though, the author manages to build up an entire world and vividly describe a wide variety of characters. I felt emotionally invested in the game.
I'm not sure that this game would be better serviced by being longer. It has a short tale to tell with a clearly defined narrative arc.
The general idea of this is bigotry, and features a world where magic blends with the era of British sailing ships and naval domination.
I'm taking off two stars, one for interactivity (I feel like the game could have at least remembered a bit of our earlier choices, like the way we handle the bigoted crewman), and one because it has little replay value. It's been over a year since I played, and I remembered the entire game when I just replayed it, finding nothing new. Perhaps this is actually a good thing, a story so vivid it's seared into your brain? But 3 stars is where I'm leaving it for now.
This game is a response to the 2017 game The Dragon Will Tell Your Future Now, a sort of troll game that promised an ending that never came, despite it's clever writing.
This current game, Re: Dragon, an unauthorized sequel, purports to tell the true story behind the earlier game. Like the first game, it dabbles with a blend of modern-day language and esoteric magical and astrological terms.
It is presented in a novel format using Vorple to create a false e-mail inbox. Other games have used other methods to do this, both before and after Re: Dragon (including Alethicorp and Human Errors). This is a particularly complex version, with several inboxes, timed messages, and mutating formats, as well as some pictures and sounds.
Overall, the one area I found a bit lacking in the game was emotional investment. It was presented with such irony, absurdity, and complex language that I felt more like an outside observer than an earnest participant.
I beta-tested the French version of this game, and played the English version during IFComp and now.
This is a funny game in a very particular genre: the 'gain powers by eating' genre. Other games in this genre include portions of Spore and the Adrift game Mangiasaur.
Using Vorple, En Garde replaces the parser command line with colored buttons. These buttons are, at first, unlabeled. This represents your mental state. You begin this game as a weak, unintelligent creature, but quickly become more intelligent and powerful, and your options change accordingly.
This game is short and not too complex, puzzle- and story-wise. However, it's value is boosted by its amusing dialog between various species and people., which elevates it from a 4 star game to a 5 star game for me.