I grade on a 5 point scale: polish, descriptiveness, interactivity, emotional impact, and if I would play it again.
This games passes all 5 points, but it just squeaks by on a few.
Polish: The graphics aid immensely in this area. A few things could be worded more graciously, like changing some more standard responses.
Descriptiveness: This is pretty easy to award. The game is lush in every way.
Interactivity: I struggled with verbs from time to time, and some puzzle solutions were obtuse, but some interactivity was so clever I just had to laugh. (a particular amusing example is (Spoiler - click to show)finding the silver key)
Emotional impact: Some of it was silly, but I felt a definite atmosphere throughout the game, and the villa portion was tense at times.
Play again: I see myself revisiting this in the future.
So that's my 5 star rating for you. It's a fairly simple game in structure, with some tricky puzzles. Best for fans of older style games, especially Scott Adams and Magnetic Scrolls.
This story is an interesting mix. So many of the concepts it has are great: how do men and women with power like Gods of different elements find a way to defeat someone who is almost impossible to reach in their domain?
Betrayal, love, power, it's all here. A mysterious library, a maze to navigate.
But there are a few key flaws that I believe the author could improve on for the next game. If they fix these kinds of things, I think they could make truly awesome stories.
First, the pacing is off. The things that break up a story are compelling plot twists and choices. The most boring part of the game is first, and it's marked by a single choice in a sea of 'continue' style links. Incredibly momentous events are marked and gone in a moment, but a long march with stats and a maze search take up a large chunk of the game.
Second, cohesion. Are you a tender romantic or a ruthless conqueror? Both. Do you seek the favor of your partner or destroy their world? Both. Is your brother a power-hungry madman or a gentle friend willing to step aside for you? Both.
I feel like these problems could be solved simultaneously by adding significantly more choices. These choices wouldn't have to branch the game; the author has already showed the capability of writing such choices (like flavoring your brother's personality, affecting stats, or navigating). You could even have meaningless choices that have a small paragraph in response but don't affect anything else. Then you could react to crazy stuff and make those moments longer.
I'm giving this 4.5 stars, rounding up to 5 on IFDB.
Ostrich is a multi-day Twine game set in a country similar to modern-day America.
In this story, you play the role of government censor, deciding what does and doesn't pass into the news (and later, branching out into further works).
The interactivity has a nice pattern to it: an ongoing saga in your daily commute, with choices remembered over time; your actual job which is graded and performance mentioned; and your evening rituals, which gain importance as the game progresses.
The first few times I played this game, I had the impression that it was fairly linear, but after multiple replays, I've realized that it has quite a bit of freedom. I felt like it did a good job of balancing hard choices in some bits.
There was something just a bit missing from this, though, that would would have made it a classic. I can't identify what it is.
I recommend this author's other games, as well.
This is the author's showpiece for a new language, Dialogue, that compiles to the Z-machine format.
Showpieces for new languages are a varied lot. Curses!, the showpiece for Inform, is one of the best games I've ever played: huge, puzzly, with deep connections to literature, religion, mythology and history. Ditch Day Drifter is sparser and smaller, but still pretty fun. Bronze and Floatpoint, showpieces for Inform 7, are both intensely detailed games.
This game takes a different tack. Instead of a massive adventure, it's a compact puzzle game in the snow. You play as a couple out climbing a snowy mountain, and must solve puzzles involving classic adventuring situations/items like darkness, ropes, and large pushable items.
I found the story in this compelling, as well as the puzzles. One of my favorite IFComp 2018 games.
This is a complex game, which makes sense as it is part of a thesis. Unlike many IFComp games, it's less of a short story and more of a novella that should be played slowly, perhaps overall multiple days. It's not as long as a full-length Choicescript game, but it's still very hefty.
Such longterm playing is facilitated by the excellent save feature, one of many advanced design features. This game has been heavily modified from baseline Choicescript.
The main conceit of the game is that you are asked at several points to evaluate the quality of writing, and the game looks deeply into the relationship between reader and writer. The first few short stories are takes on famous writers, and some of these are just fantastic (I especially enjoyed the riff on Metamorphosis).
It also includes science fiction elements and some post-modernism.
This game is fairly simple, but a pleasant way to pass the time.
You are given warnings about how what you do before bed affects your dreams. Then you fall asleep.
You experience 3 dream vignettes, one with a puzzle, one with little agency, and one with a few moral choices. The order you experience these vignettes in depends on your earlier actions.
This game would be good for an interactive fiction class to analyse, because it has some delayed branching, a variety in choice structures, and is small enough to digest.
However, the game itself isn't strongly polished. I had the impression of grammar mistakes at times, and the visual presentation could be developed more.
This Fallen London exceptional story was well-put together but didn't appeal to me as much as the others.
In this story, you explore the names of the London streets. If you've played Fallen London, you'll know that the names are all different from real London, with jokes and allusions taking place of the actual names.
This story has you become a surveyor and a recruit of a group trying to discover the 'bones of London', the true names and map. And that's pretty much it.
For fans of London itself, map enthusiasts, and Fallen London fanatics, I recommend this game.
I highly recommend Gavin Inglis's other material, and his writing in this game. It was just the concept that didn't appeal as much to me.
Several others had recommended this exceptional story to me. And I found it really was as good as they say.
In this game, you encounter a band of children, just as much heroes as your character is, except in their own sphere.
You take part in their adventures, seeing Fallen London through a child's eyes, and encounter a bittersweet story of growth and loss.
Highly recommended.
This was an excellent addition to the Fallen London mythology. I played it several months ago, but forgot to write the review at the time, so pardon me if there are errors.
I strongly remember the 'astrological signs' in this story. Of course Fallen London is under the ground in a giant cavern, so the existence of stars and astrological signs is a somewhat contentious subject.
The story takes you into a strange world with insects and caverns. Very fun.
Voyageur is a Unity-based game (I think) with amazing sound and pleasing background visuals.
It's similar to 80 Days in that it's a choice-based travel game revolving around buying items at a low price and selling them at a higher price. This mechanic fuels your ability to dive ever deeper to the center of the universe, meeting different planets that are parts of different factions along the way.
This game makes heavy use of procedural generation, sort of a text version of No Man's Sky.
With both No Man's Sky and Voyageur, I felt that maybe that procedural elements were pushed a bit higher than the scripted parts. Many of the planets eventually began blurring together.
I reached an ending that satisfied me. A mellow game, good to play at leisure.