This game was created over a period of 30 years, using a variety of design systems.
You play a natural philosopher in medieval times, nicknamed Phil. There are a ton of puzzles and a magic system.
However, this game could use some thorough beta testing by six or more people familiar with modern IF conventions. Directions are omitted from room descriptions, puzzles are undervalued, and there's an inventory limit which doesn't really seem to do much in-game.
For people who enjoy struggling with the parser in old school games (I'm in that group, and intend to play this one again!)
This is a short, incomplete science fiction story.
This game has excellent worldbuilding, you can really get a feeling for the kind of place that you're in. It's a high-tech sci-fi scenario.
However, it feels more like a good first effort than anything else. Formatting is kind of off, with no spaces between paragraphs. The clinical tone isn't quite nailed, with first names being used for researchers (like Dr. Sarah and so on).
I believe a further game by this author, with practice and polish, will turn out great.
I read a review once saying that Counterfeit Monkey had killed off the wordplay genre because you couldn't get any better than that.
I think that's silly; that's like saying that Jimi Hendrix killed the guitar solo or Betty Crocker killed the recipe. When there's something good out there, you want more of it, and this game delivers.
Many of Schultz's games involve puzzles too hard to compute on your own (Ugly Oafs come to mind). The best games, like Threediopolis or Shuffling Around, give you just enough freedom and hints that you can figure it out on your own.
This game is palindrome-based. The palindromes are mostly spread into the background, although there are a bunch of puzzle solutions that require a puzzle-based answer. The dedicated wordplay fan will love this game, and casual fans will as well.
bitterkarella is known for making horror-themed games in Quest, both serious and humorous.
This game has more styling than most, with hand-chosen fonts and neon colors.
The storyline seems well thought-out, and the setting is evocative. It all feels like an intense and overwhelming dream, the kind you wake from gasping for air. It starts out light-hearted but gets more intense.
This game has the usual problems Quest does, which I think are inevitable given the platform. Of all bitterkarella's games, this is the one I'd most like to see polished up in Inform or TADS 3.
I was impressed and a bit frustrated by this game.
The bad: the text is a bit hard to read. I had to bulk up the page size a bunch before being able to see the fancy-font white on black text. Also, possibly due to the font, I felt weirdly discombobulated while playing and had trouble focusing.
The good: this is a genuinely engaging tale about a girl and her friend meeting up with three guys to explore a haunted school. The true horror is in the relationships here; I had several honestly surprising and unsettling experiences with people in the game that wasn't based on supernatural horror at all.
I actually feel like I love this game, but I wish it were easier to read and didn't have that sort of vague procedurally generated feel (it's not actually procedurally generated, but it has multiple paths, so some of the text is vague to suit several scenarios). I want to play this again.
This game is in the Intudia system, which was also used for Addicott Manor in IFComp.
This game is quite short, as is appropriate for the Ectocomp competition. It's also a widely branching game. You are a counselor on a bus trip to a camp. You have about 2-5 choices on any branch.
The story is about murder, supernatural violence, etc. and relies on several stereotypes and tropes of teenage slasher films.
This fairly short Twine story has us playing as a magistrate's assistant, reviewing three different accounts of ghosts by three different characters.
The characters are inspired by the Chinese novel Di Gong An.
I found the setting interesting and the writing well-done. The only real choice was the order of the stories, but there was a bit of a puzzle at the end which I was pleased with.
This game combines dating game-type choices with complex static storytelling to form a rich interactive game.
You go to a Halloween party, and a lot of people are there. A supernatural event puts the whole town in danger, and you have a group of 8 people you can interact with, including multiple romantic partners.
Most of the choices relate to how you treat people. It doesn't track perfectly, though...I picked constantly to have favorable interactions with one character (Zachary) and twice with another (Ione) and received romantic possibilities only with Ione.
Very impressive. The title and cover art led me to believe it would be a short and under-implemented parser game. Instead, it was a rich and polished novella.
The font was a light grey that was a bit difficult to read, as a warning to the visually impaired.
In this game, you play a patched-up person made up of different people's parts.
It comes in three acts, two of which are exploratory, and the third of which is mostly a coda.
In the first act, you explore the house of yourself and your master, spending several days or weeks in-game exploring, thinking, learning, and solving some puzzles.
In the second act, you have the chance to interact more with the real world.
The styling was nice here, with Harmonia-like spacing and margins. Options are greyed out to indicate places you should explore more.
This really worked well on a lot of levels. I found the exploration tedious at times, but I don't think that there's an easy fix, and the game is good as-is. My ending was touching.
This is the second Ectocomp game I've played by howtophil, and I have to say that it's not as good as his other, and I actually think that's a compliment.
This current game was, as far as I know, the author's first completed work. I remember testing it in the forums. It implements several clever ideas/puzzles, one puzzle in each of four rooms.
However, it sort of attempts too much at once, not leaving enough time and space for careful implementation.
The author's second game in this competition, Wake Up, was written in less time but with more skill. It had a narrow focus, excellent implementation, and a great overall structure. It's clear the author is learning by leaps and bounds.
So I can't strongly recommend this game, but I can recommend Wake Up, and I believe the next games to come from this author will continue to increase in quality.