This game is really breaking new ground. Among Twine games, it's remarkable for both using extensive beautiful graphics, animations, etc., but for also being long and puzzle-y.
You play as a rabbit in a warren of other rabbits, but something truly odd is happening. As you explore more, you uncover an entirely new setting.
A few of the puzzles seemed fussy, and I wasn't completely emotionally invested in the story, but this is a Twine game I can strongly recommend to those new to Twine and those experienced in IF.
This game by Victor Gijsbers contains many of the best elements from his former games, including an examination of player agency and strong NPCs.
You play as the commander of a mech, complete with manual and custom parser messages. Unfortunately, your visual components are damaged, so the on-scene pilot Lemmy has to do the talking for you. But Lemmy's quite the character, making life pretty difficult.
The parser is constrained to those verbs recognized by the mech, and even by the nouns which Lemmy 'tags'.
This game is shorter than I would like, but it's pretty good when my main critique is that I want more of it.
Contains some strong profanity in some paths.
This game is similar to David Welbourn's classic 69105 keys. You search through piles of keys divided by adjectives, trying to find a unique key. It includes some innovations over the previous game, including multiple game modes, a different kind of randomization, and an anti-game for finding the 'worst' key.
There seems to be a bug with the second half of the game that lets you instantly win, but otherwise this is a nice to game that goes from 'banging your head' to 'oh I see'.
Liza Daly has come up with quite a few ways of presenting stories in the past, including complex parser games, the precursor-to-Twine game First Draft of the Revolution (in tandem with Emily Short), and the Windrift engine.
This game builds on that earlier material. It is very short, finishable in 5 minutes (unless I missed something major!).
Basically, there is a sequence of choices in the story, each of which can be revisited at any time. There is a bit of hysteresis, a term Emily Short has used before to describe how doing and undoing choices doesn't just put you back where you started, but has lingering effects.
This was an interesting game. Perhaps the most interesting part was the author's afterword.
The idea is that you set off to several journeys that are procedurally generated. Along the path, you can control how surreal the messages are by staying on the path or wandering away.
Much of the conversations at the end of each journey were repetitive, which the author states is a bug. It gave an interesting effect, though, almost like a dream, a ghost conversation, or a fading memory.
I really enjoyed this game in Introcomp, and the finished version is even better.
This isn't a grandiose or intense game. This game is just like an Agatha Christie story, with great attention to psychology and detail.
It manages to have a lot of material you have to plow through without feeling too much like lawnmowering. The author has a lot of context-sensitive programming with inventory-based puzzles, and that's what gives this game a good 'choice feel', if that's even a phrase.
You are at a hectic Christmas Eve dinner and Grandma's ring turns up stolen. It's your job to track down the culprit before the police have to be called.
Overall, this was my favorite Spring Thing game. Well done.
This game was designed as part of a class in game history. It's one of the most successful games I've seen done as part of a course, since most such games are very timid in their scope. This one is decently-sized.
The author decided to feature game history and critique heavily. Something happens in the game, and then you get a quote relevant to what you just experienced.
I found that an enjoyable premise. It did suffer from implementation issues, which are the bugbear of parser games in general. For instance, there is a telephone which cannot be referred to at at all.
Overall, it's a valuable addition to the niche of 'games about games'.
I helped beta test this game.
This game is pretty simple. It's a series of locations (28, I think), many of which are connecting rooms like hallways. It has one NPC. The rooms are fairly plainly described. The puzzles are contrived a bit.
But it all works. The puzzles are supposed to be contrived; you are literally exploring a 'demo game' within the game that is unfinished, and you must take advantage of errors in the code to win (like IAG Alpha).
The puzzles are fun, including a modular arithmetic/Chinese remainder theorem type puzzle.
This is a game that fills its own niche of small puzzle-fest exactly well.
This game is a collection of individual short story/games about musical artists in a cabin recording We Are the World.
The style is surreal and dense, between Finnegan's Wake and The Wasteland. Some are more coherent; Huey Lewis's was essentially a straight story. An example of the surreal language is "People need to stop using reptile as a pejorative. The universe is a spaceship."
On a review for Charlie the Robot, I said: "There should be a name for the genre of 'biting commentary on society that is self-aware and occasionally dips to crudity, with hints of cheerful ideals always tinged by irony, using an overload of text as literary device.' Such games include Spy Intrigue and Dr. Sourpuss Is Not A Choice-Based Game. It seems increasingly common."
It seems like that trend is continuing. This particular game has some of the least overall plot of all this genre I've seen. The different sections have little to differentiate between them, reducing the surreality to an essential sameness.
I could see this really attracting a certain personality type. I do not think this is an objectively bad game. But it didn't suit my personal tastes. A game similar to this but with a bit more interactivity that I could recommend is The Harmonic Time-Bind Ritual Symphony
I beta tested this game, but didn't finish it at the time due to personal events.
This game is similar to Bullhockey 1, but it improves on it. Implementation is smoother, inventory is cut down a bit, and atmosphere is distinctly improved.
Playing through the entire game, the highlights to me were an old house containing a series of dramatic historical vignettes and a self-referential finale scene that breaks the fourth wall.
However, this game is opposed to my personal play style. I play light and breezy, skimming text and rushing through. This game is designed for careful and studious play, with dense and obscure puzzles and the need for careful notes .
Overall, each of these games is getting better.
(Note: game contains some mild BDSM imagery)