This game is by (I think) a commercial team that had a different approach to IF than most of the authors in the competition.
This game is lavishly decorated as a book, with occasional beautiful illustrations.
You play as a wolf who is friends with a young child.
It has essentially one choice per 'chapter', with the later chapters having the strongest effects. This is in contrast to most twine-style games, which encourage frequent irrelevant choices or gradual choices. This game's style is exactly what I would expect Netflix's choose your own adventure shows to be like: long segments punctuated with individual, large-effect choices.
This was a game meant to show off a particularly interesting engine, but which may not have been the best choice to show it off.
Glyffe lets you navigate (using arrow keys) around a text on screen, with interactions happening when you run over something. There are interesting Glyffe 'worlds' with red FIRE and grey WALLS and DOORS that you can physically interact with.
But this game is just a long text, where running over a paragraph makes the next pop up. The text is interesting, but the interactivity of this example wasn't sold to me.
This was one of the best and most-talked-about games form IFComp 2018.
I played through this one once during the comp and about 6 or 7 times afterwards.
This game has some of the greatest responsivity I've ever seen in a choice game. You make a choice between several different characters to inhabit 4 regions of a robot-child's body. Each area of the body has 3 choices.
Throughout the game, the character inside a given area will talk, and there are 3 variants every time this happens. In addition, there is a point where any two characters can talk to each other, which gives (I believe) around 90 combinations, some of which are merged but still very impressive. There are multiple pathways through everything.
Basically, this is a combinatorial explosion game, which are usually very short because it's impossible to make them long. This is a long game, though, so that means the author worked incredibly hard.
It also made me laugh a lot at different points, literally laughing out loud (for instance when (Spoiler - click to show)Charlie the robot is standing in the toilet flushing his feet over and over until mom comes in).
I'm giving it 4 stars just because I felt that, although my choices mattered a lot, it was hard for me to make and execute plans. I tried so many times just to get to Martin's house, even with the author's help, and I wish I could have known better how to do that. But this is an incredible achievement of a game.
This game was featured in IFComp 2018. It has a beautiful custom interface featuring pixel-art animations, and includes sound.
Basically, love goes wrong on a train. The sequence of events just interrupts everything.
But, you have a chance to go back and change that sequence!
This is a wonderful premise. By going back and changing the order of things, you can unlock 7 preliminary endings and then a final ending.
However, I found the choices opaque. Instead of being able to strategize, it came down to more or less random guessing. There are some hints in the text (changing options, for one thing), but even with the walkthrough, I never reached the final ending on my own. I saw what it said, though, and I thought it was beautiful.
Because I struggled with the interactivity, I didn't receive the full emotional impact of the game. Other than that, I enjoyed it.
Edit: With help from the forums, I finished this, and I loved the ending.
Where I got stuck was (Spoiler - click to show)Forgetting to confess for the 'love' ending.
This IFComp 2018 parser game is big and pretty tough.
I beta tested this game. You play as a person whose girlfriend has supposedly left them, trashing the house and hiding your clothes all over the town.
This is, I think, the author's first publicly released game, and a big one. It's clear while playing it that the author got better and better at programming and writing as it goes along. Thus, the first area is the sketchiest/most obtuse, while the later areas are an improvement. I recommend perhaps consulting the walkthrough until you leave the house, to get a feel for the game, then going wild.
This was an IFComp game that I liked quite a bit more than, it seems, many of the other IFComp reviewers did.
This is almost purely dynamic fiction, a style of interactive fiction where you mostly read a linear narrative, with different special effects adding to the atmosphere and some scattered choices. "My Father's Long Long Legs" is a classic example of the genre.
This story is about a woman whose mother tended a bar and was obsessed with 'polishing the glass'. It's a story about growing up in a broken household, coming to grips with our parents' problems, and the spiral of obsession and addiction.
There's probably a metaphor here, but it's abstract enough not to be clear on what the metaphor is, which makes this game much more effective for me.
I played this game early on in the competition. It was late at night, and I was listening to sad music on my phone.
This was the perfect game. A strange tale about a writer trying to get past writer's block (self-referential art has always impressed me), taking place both in the real world and in the author's book (I love dual world games), with both text entry and choice, this game absolutely impressed me.
I have to warn that the game is extremely explicit, and I played almost entirely on the least explicit level.
The game constantly pulled out surprises, and is big enough to feel like a real, living world. Just like in the real writing process, scenes and characters are written and rewritten, in and out of the game. Decisions are reversible. There's even an inventory and an economy!
I think some people might have bounced off of this because of length, but now that the competition is over, this is one I strongly recommend. This is going on my all-time top 10 list, was my favorite IFComp game, and is definitely getting my vote for XYZZY Best Game!
I helped to beta test this game.
This is a fairly big conversational game set in medieval Scotland. The player must converse with over a dozen characters to figure out who is planning a murder.
The ambitious game design makes this feel epic, and it's exciting to get tangled up in the web of deceit. However, the large number of characters and the many topics makes for a combinatorial explosion, and it becomes easy to get lost in a forest of information.
The author has an Introcomp game that is also set in medieval times that is worth checking out.
This IFComp 2018 game features a professional thief protagonist who is exploring an old, haunted mansion with the intent of finding treasure.
The style is unique to the company, Intudia, with numerical choices listed in the text and buttons with numbers on them lined up below.
The game itself has an intricate backstory, with the mansion having many levels and many ghosts and villains.
There are numerous problems, however. The text is overly long at times, with scattered grammatical errors (like 'to' instead of 'too). The numbers on the bottom are often in a strange pattern with one number far to the side of the others. Instead of tracking state, it seems as if the game relies on you to remember what actions you took in the past.
Still, the story is compelling, and a fun read for fans of horror.
This game is lavish, with a medieval-looking font and scattered illustrations and capitals.
Presented like a book, interactivity is done by either turning the page or by selecting between binary choices.
There are quite a few paths in this game that you can take, and I found it overall impressive. My 3 stars is because I didn't feel an emotional involvement in the game, being put more at a distance by the elaborate presentation. I also didn't feel an inclination to play again, due to the energy required in poring through the text.