This game is pretty interesting. It reminds me structurally of Infocom's first sci-fi game, Starcross. Both deal with cylindrical space stations with a variety of components and pieces that must be dealt with. Both are highly polished in terms of implementation and bugs.
Those interested in parser games primarily for puzzle-based reasons or for the 'parser feel' will certainly enjoy this game, and I found enjoyment in this area.
Writing-wise, it's very sparse. Every message is custom, but the custom messages are sterile and non-descriptive. This aids in the abandoned space-station feel of the game, but I felt emotionally detached from the game. Starcross had alluring alien ecosystems and evocative descriptions of strange technology. This game doesn't have to be starcross, but I wished for something exciting or unusual in space.
tl;dr Solid small puzzle game with top-tier implementation but standoffish story.
This game has an interesting structure: part stat-based, part poetry, and part dynamic fiction.
You play as a bird who has suffered a violent attack, and must make several choices over the next year or so.
The writing is lovely and descriptive of the various seasons.
You make about one choice per season, with one text-entry choice and all others binary. The binary choices have various effects later on.
After your choice, each page is just a sentence or two that you click through to get to the next season. This is the poetic/dynamic part I referred to earlier.
The game was overall enjoyable, but the format just seemed spread thin. Being stat-based but only making 1 or 2 stat choices seemed odd, and more of a 'win by remembering what you did' sort of thing.
I'd like to see more games by this author, and will keep an eye out.
This short Spring Thing game is in the genre of text games that take a major issue confronting humanity and explore it through a player's story. In this case, it reflects depression.
You wake up in the dark, forced to rely on sense besides sight to discover more about yourself.
This game is dark, literally and metaphorically. It allows you to do anything you set your mind to.
I felt like the game's mild puzzles contributed to a sense of agency. But somehow I felt an emotional distance from the game, perhaps because of my personal feelings regarding the subject matter.
This game is designed to showcase the Elm Narrative engine. Although it's not the first game written in the engine, it's the first I've seen.
This engine is based on the Elm programming language. From what I've seen of the engine, it features less emphasis on branching and more on context-sensitive choices (which would be useful for inventories and such).
In-game, the same link can have multiple effects depending on when you click them. Because the links can scroll out of view, there is a handy top bar listing all active links. This gives an experience somewhere between Twine and Robin Johnson's Versificator engine (which the author praises in an early dev blog).
There was one critical issue that cause me trouble. Due to the large font size, I usually had to rely on the bar, and the bar wasn't always there. I had to tap the up arrow to make it appear. This was the case in both Chrome and Firefox. I know this is just an option in the engine, as the other sample games use a constant menu bar.
Everything else about the engine was smooth and enjoyable. I could see this engine gaining wider adoption.
As for the game itself, it is a metaphorical game about the pursuit of light and darkness. It's short, contemplative, and even melodic at times. I had difficulty making an emotional connection, though, which may be related to my interface frustration.
This game joins the growing sub-genre of twine games where you express yourself with emojis (including 10pm, a recent French IFComp game, and parts of Known Unknowns).
The author speaks about being a quiet person and the game forcing you to consider the effects of that. That's an angle I really haven't seen explored before, and it was telling.
I found the game frustrating, because I couldn't guess the effects of my choices. But maybe that's the point? Intentional frustration for the player, depicting the problems quiet people unwittingly cause? If so, it's quite clever.
This game is a take on dystopia in the well-trodden vein of Kafka and Orwell, but I think it does well, mostly due to pacing and attention to graphical detail.
This game is more of dynamic fiction than puzzle. The interactivity is there to draw your participation in the story, and it does a good job of that.
The author bills this as a 'small' game, but it's pretty hefty (about 20K words). Most of that is in branching paths.
The writing is witty and on-point. You are a demon in hell, and you are given the opportunity to tempt mortals. Each character is painted with distinct personalities and mannerisms, and there are numerous jokes (I enjoyed being paid in 'exposure' at one point).
You have six chances to influence mortals with various conversations. Your conversational choices impact the deals you can make. Each conversation ends in a deal of some time.
Your stated goal is to obtain a ton of power, although there are other paths in the game. This game is pretty tough, but fair. I definitely would like to play again to try out other strategies.
Overall, this is excellent. The interaction was a little bit finicky from time to time, where it seemed like a some lawnmowering was necessary, but I couldn't really tell. Fun game.
This game is incomplete, which is why I've given it a lower rating for now.
This is a dating simulator visual novel. This is a genre which I'm not very familiar with, but this game seems to follow many of the tropes.
You play an office worker who encounters five women, each with differente mental disorders. You have the choice to date any of them and learn more about them.
Only one of the women is implemented right now, and that one is incomplete.
The writing was fairly descriptive and the women are all very different. I was surprised by the heavy focus on physical appearance (the male gaze, or lesbian gaze, depending on how you think of your main character). The one path we see has the character eager to please us, and us eager to comment on them.
I think this is normal for dating games (as far as I know), so the main content of interest is the mental illness. It's hard to tell how exactly this will be handled in the full game, but so far it seems to be trying to raise awareness of mental illness in healthy ways. As long as it doesn't end up with the character 'curing' one of the women I think it will be okay!
This game is a fine addition to the long tradition of murder mystery interactive fiction games.
This is a one-room game. You, Celia Swift, are aiding Inspector Land in researching the mystery of an orchestra member's death.
There are two phases: a puzzle-based investigative phase, and a deduction phase.
The investigative phase requires patience, and the deduction phase doesn't give too much away if you guess wrong.
The one thing that mars this game is the large number of unhelpful responses. If a second edition were released, or a similar game released in the future, I would wish for more custom responses.
This game involves a series of vignettes that can only be completed in one way, followed by a long open sequence of puzzles and choices with consequences.
You play as a robot managing a household for 3 humans. You learn about the humans and the world in general over time.
Nearer the end, you gain the power to significantly affect your world and the world of others.
I feel like the choice structure was a bit weak in this game, with the majority of the game (including a late puzzle sequence) solvable by lawnmowering. I think it could have benefited from more tradeoff-style choices and delayed effects.
However, the lovely worldbuilding and vivid descriptions make this a worthwhile game to play.