This is unique among IF; the closest thing to it I've seen is the current Spring Thing game Life in This Northern Town.
This is an anthology of five games: one inform game and four heavily modified Twine games.
I'll discuss each game in a minute. First, an overview: the folder from itch.io contains six images, one of each of the main protagonists together with a cover photo. The art is very well-done.
The general idea is that five heroes banded together, and then something occurred to them in the long run. The games focus on the beginning and the aftermath, skipping the traditional climax. It's contemplative.
Each game is named after a main character. Looking at the photos before playing is advised.
Alemayehu is the Inform game, and perhaps this should not be the game to start with when you're playing through. It is a constrained parser game, with a few actions primarily relating to other characters. It is a one-room game.that last a couple dozen actions or so.
Apollinariya is a textual labyrinth in Twine. The screen is split in two, with a table of contents on the left and text on the right. Your goal, if there can be said to be one, is to fill out the table of contents on the left, after which you can read the story as a whole. Links are unusual, as clicking on them reveals arrows going left or right, occasionally crossed out. To me, this was the weakest Twine game, as I ended up lawnmowering every link to get the last bits of story. But I enjoyed the final story.
Arzan is a heavily styled letter with a number of binary choices. in tone and styling it is reminiscent of First Draft of the Revolution. While the story is fairly linear, it offers some significant choices in terms of tone and emotion.
Cevahir was perhaps my favorite Twine subgame. Based on a taciturn character, it is minimalistic in writing but uses evocative visual imagery.
The final Twine game, Renatum An Amurum, uses retro styling, similar to text boxes in SNES RPG's. Similar to the Texture writing system, hovering over links provides additional context, but links are still clicked instead of dragged. This game requires replays to get the full story.
On the negative side, I found the new names and the obscure writing hard to get into at first, and I was surprised that the Twine and Inform games had been bundled up into applications.
I felt like I knew the characters by the end, which is a good sign.
This game was written as a learning sample of the ZIL language. It was written over just a few days.
As such, it is small and lean. But Welch has managed to put a few clever puzzles in.
I was unable to solve this without a walkthrough the first time I tried it. After the walkthrough, which is very detailed, I felt like the game required a number of fairly mean actions, but with suitable rewards.
I find this game most interesting as an example of the ZILF language. I wonder how many of the standard responses were hand-coded, and how many part of the language.
This game is highly unusual. It is a text adventure maze implemented on an emulator of an old type of computer.
The setup is fairly simple: a maze that reveals its shape to you once you fail to complete it, and which regenerates randomly each time. A single item, of questionable utility, is found in the maze each time.
The solution to the maze uses a trick I have never seen before in interactive fiction, and which is very cruel.
This game allows you to experience three different randomly generated tarot readings, complete with illustrations.
This is a polished game, and it incorporates information from a survey done about people's impressions of the cards. So it's almost like having a reading randomly selected from several dozen other people's readings.
It was impressed, but I saw it as an intellectual exercise without gut feeling.
This game starts you in a dark room with several voices talking to you. There are eight doors, some locked, and others not. Your goal is to escape.
The different voices seem to represent parts of your psyche, and the short game is a game of self-discovery. It is illustrated with hand-made colored pencil drawings.
The writing is littered with typos, and the storyline is somewhat confusing. It was descriptive, though, and good at evoking emotion.
This is a fairly brief game written in free verse. It seems to draw on the writings of four famous women who died, mostly in controversial situations (including deaths that resonated in the trans and African-American communities).
The writing was interesting, but the free verse format made it hard for me to make an emotional connection to the writing. It was interesting looking up the four women in the story.
This Twine game uses appropriate styling and occasional graphics to tell a slice-of-life story in a world where cybernetic enhancements are common.
You have encounters with two different friends whose lives are different than most people's, and explore some unusual technology.
It feels like a brief vignette of a larger world, either a fan fiction, a taste of the author's own universe, or an introduction to a longer game.
In this game, you have jumped down a hole into a central hub-like room with multiple color coordinated rooms branching off.
Puzzles follow a sort of game-logic, where mysterious machines and illogical creatures and locations abound.
Parts of it seem forced and/or rough. The machine that merges birds with items is fun to tinker with but some of the results seem hard to guess.
The writing takes a major downturn during the whale segment, where it begins insulting the player and taking a negative and small view of life. This is isolated, and weird.
Overall, I can say with Dwight from the Office: "A lot of the evidence seemed to be based on puns."
This is a short Twine game that leans heavily on standard detective tropes. You, a hard bitten male detective, have a female client come in with an extensive backstory that you explore through various links. A lot is made of her appearance, but more in a deductive way than a seductive way.
The woman's story is about suspected adultery. The story uses standard Twine styling and has a heavy amount of text per choice, making it more like a story with distinct branch points and less like a mechanics-driven game or visual art piece.
Overall, I would have preferred some more deviations from the noir formula or some more compelling mechanics, but what's here is done well.
This is one of the longest and most plot-intensive games entered into IFComp.
The story is a sort of self-insert fantasy. A college student who is bullied and shy is courted by beautiful women and powerful men due to his latent universe-changing powers. It unfolds over several days, over a week.
Unfortunately, there are two flaws in the implementation and design. First, the author has decided to implement in great detail the most tedious parts of the game. Ordering food takes several steps, repeated daily. Campus contains many non-essential locations, which seem possibly to be based on the author's actual campus. Most of the game consists of opening your backpack, selecting the right book, putting it in your backpack, closing it, marching across campus, sitting in class, waiting, going to the cafeteria, ordering food, swiping your id, sitting, going to your dorm, swiping your id, and entering your room. This is repeated at least five or six times in the game.
The second flaw is that only this path is implemented, and only with the exact walkthrough commands. Attempting to order food without the walkthrough is extremely difficult.
Overall, I was glad I played.