This game is listed as educational, but I found it to be amusing and well-written as well.
You play as a character being asked to repair a sort of magical computer, with a crystal ball instead of a screen and an abacus and magic soup as part of the internal units.
The style seems more like old CYOA books, with most paths leading off to death. I think a 'back-up' button or more cluing could make this less frustrating. As it was, I was put off by the frequent deaths and didn't finish the game. But the writing was enjoyable, and the illustrations were very well done.
I bounced off of this game during IFComp. It has white text on a light blue background, and occasionally has combinations even harder to read (like lime green on light blue). Also, it has most of its content locked behind actions that take multiple in-day actions without promise of reward.
But now, going through slowly after the comp, and especially using the walkthrough, this is a great game. Having a real-time pegasus race in the clouds, exploring haunted houses and underground worlds, there's a lot of fun to be had.
It's all disconnected and a bit weird, but that's some of the fun of IF. I just wish there was an option to change the background color.
This game is a sequel to an earlier IFComp game, Dream Pieces.
Both games consists of rooms where you are given a few highlighted objects. These highlighted objects are words that can be broken up into their syllables and recombined.
This game centers on creating and using doors and other exits. I found it clever and interesting. The Quest engine was a little blocky and chunky (for its own reasons, not the game's) and I didn't feel emotionally invested in the game, but as a puzzle game it was effective and fun.
This parser game has an intriguing concept: provide psychological therapy while playing a game.
You play in a metaphorical and dreamlike world, with trolls in houses and random cookware scattered everywhere.
The therapy occurs in the gameplay: you are told relaxation techniques and other tips, asked to exercise them in-game, and generally work on laughter, dance, happiness and fixing things.
This game has a lot of implementation trouble, both with guess-the-verb and unclear instructions. This gets in the way of the relaxation experience, and makes me less likely to play again in the future.
This game was entered in IFComp 2018.
Escape from Dinosaur Island is a homebrew parser game that features nice coloring and styling.
The parser has most of the weaknesses of homebrew parsers in general, mostly a lack of synonyms or responses for things like 'get up' or 'push basket'. However, this is alleviated by generous in-game hinting of the correct verbs.
The plot and gameplay are Scott-Adams-esque: each room has an item or two, the plot is mostly scenery for the fun setting and puzzles, and most of the gameplay is bringing the right item to the right place.
If you like that style of gameplay (like I do), then this will be a fun little nugget of gameplay.
Twine games often fall into two traps: branching too much (so that playthroughs are short and miss almost all content) or branching too little (so that players feel frustrated, as if their choices don't matter). Games with strong writing can make up for this (like Myriad or Polish the Glass), but it's definitely a big problem for this system.
Pseudavid sidesteps this problem neatly by using a unique form of interaction. The player is put into a physical space and allowed to navigate while multiple storylines unfold simultaneously.
The game, then, becomes about being in the right place at the right time. It gives you a real sense of a bigger world, of life and vitality.
I suggest playing this game multiple times to see the different storylines.
The one thing that I had trouble with was, even when I knew exactly what I wanted to do and had some ideas about how to do it, I had trouble carrying it out.
(Note: I helped beta test this game.)
I've played and reviewed over 1500 interactive fiction games, and there has never been anything like Cragne Manor.
This game was written by 84 authors. Some authors (including me) wrote small rooms with one minor puzzle, or, occasionally, only one.
Others wrote rooms that themselves could be entered into IFComp and do well, including complicated conversational games, (Spoiler - click to show)a miniature version of Hadean Lands, a monster breeding game, and story-focused cutscenes.
The game is a mishmash of different styles and levels of implementation. One room might be the most elaborate and smooth game you've ever seen, with varied tenses, custom parser responses, and complex state tracking; while another room might be basically a pile of dirt with nothing implemented. Puzzles range from super easy to very unfair.
For fans of big puzzle games, people who wish that longer games would be released, Infocom fans, fans of any of the people in the author list, conversational games, or IF in general, this game will provide hours of enjoyment.
As a warning, this game is overwhelming. It has 500K+ words, which is huge for parser games. As a comparison, Blue Lacuna had less than 400K, and much of that was devoted to verbose text descriptions. This game is just pure content. This game is longer than Curses!, Mulldoon Legacy, Worlds Apart, and roughly the same size as Finding Martin.
Prepare for the sinking in your stomach you will experience as you open a door to find another 6 or 7 rooms, each with their own fully-fleshed out puzzles. Prepare to keep notes for information you find in the game, tracking the many keys and doors.
The content warnings for the game are accurate. Every author has their own style, so some rooms have more of profanity or explicit content than others. I would say that maybe one or two rooms has anything sexual, and about a dozen rooms have violence or gore running from silly to horrifying.
As of writing this, there is no walkthrough, although that will likely be remedied soon. With the help of many of the authors, as I tested this game, I still took well over ten hours to beat this. Expect a long, long, long play time.
Perhaps the last thing I'd like to say about Cragne Manor is that this is almost like a little IFComp of its own. The number of games in the two is similar and the quality of the entries is similar, except that even the weakest rooms in this game have been tested and worked on as a group, and all the rooms in this game support each other, instead of fighting against each other.
Please enjoy this wonderful game.
Intelmission is primarily a long conversation, with an introductory segment.
You and another spy are captured together and have to talk. The game features many many topics, and makes you aware at the end of how many you explored. You can choose what to discuss, or allow the game to choose for you after a certain time.
In a way, this game reminded me of Mirror and Queen. Both are conversational games with a ton of work behind-scenes to provide many topics and allow for user flexibility. But in both games, that flexibility gets communicated to the user more as mirroring what you choose rather than gaining new information. There were few surprises, narrative twists and turns.
I did enjoy this one though, and Mirror and Queen.
This was one of of my favorite games of the competition. It’s a smooth Twine game that plays well both on desktop and mobile.
You play as a ghost who died, or was murdered, during Thanksgiving. You have to simultaneously learn (as a player) about the neighborhood while gathering (as a ghost) mental clues to find out what happened.
The game is divided into two chunks: exploration and linking. Exploration has you looking through the thoughts of others to gain clues, and linking has you pick two related clues to produce a new one in a complex multi-layered system. I’ve seen mysteries use this technique (and written one), but this is the best implementation of the idea I’ve seen so far, and very satisfying. I got stuck near the end, but I feel like a puzzle game is perfect difficulty if I do well until the end and need a hint then.
Great for mystery fans, and fun for everyone.
This game is based off of the Stanley Parable, which I've never played. This version is set in a school.
It's short, and deals with ideas of autonomy, player/author relationship, and meta narratives. I don't know if the enjoyment is higher or lower for those not familiar with the Stanley Parable.
It seems, though, like someone thought, "I like this popular game, so I'm going to adjust it to my circumstances and make a Twine version of it." The writing and structure of this game make me think that if the author tried a new game after this based on their own ideas, that it would be pretty great. I hope you write again!