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.
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'.