This reminds me in an odd way of a more optimistic and gender-swapped version of In The Friend Zone from a few comps back. In that game, you explored a world that was a giant woman.
In this, you are aboard a giant male-shaped spaceship. It is a riff on Star Trek and general science fiction tropes. In style, it reminds me of 80's college humor movie.
The level of explicitness is similar to Leather Goddesses of Phobos on Safe Mode.
It's polished, descriptive, and amusing, although I didn't personally care for the subject matter.
This game isn't bad in it's own category, it just happens not to be what satisfies my criteria for stars, which is why it got a low score from me.
This game uses randomization of elements taken from some sort of database (so that figurines might be of monkeys one playthrough or of dogs on another).
The player has some text input, and there are images, but overall it seems like you just get a story to read that you don't have much effect over or investment in.
The game shows a great level of skill, though.
In this game, you wake up in the world described in Talking Head's 'Once in a Lifetime' song. You have a beautiful house, a beautiful wife, and none of it makes sense.
This is a texture game, and has great promise. Unfortunately, it is not complete at all.
If you experiment with it, note that it has some sensuous scenes.
This is a game that was hard to play during the competition, for a few reasons, and those same reasons make it much better to play now.
-It is a large Adrift game, and Adrift is an engine where a lot of commands don't work. This game gives you hints about the commands in the text, but this requires careful reading of the text.
-This game is randomized, so you can't just repeat commands from memory. The map is the same, however.
-This game is big. It has a few dozen locations, runs on a timer, and has many NPCs with many interaction options. There are little encounters too that happen frequently.
-This game is hard. Really hard. I played it 5 or 6 times before completing one of the biggest mission objectives. You have to keep track of tons of things: where stuff is located, where people are, what times things happen.
So this is definitely a game to be savored. But it is rewarding.
This game is by (I think) a commercial team that had a different approach to IF than most of the authors in the competition.
This game is lavishly decorated as a book, with occasional beautiful illustrations.
You play as a wolf who is friends with a young child.
It has essentially one choice per 'chapter', with the later chapters having the strongest effects. This is in contrast to most twine-style games, which encourage frequent irrelevant choices or gradual choices. This game's style is exactly what I would expect Netflix's choose your own adventure shows to be like: long segments punctuated with individual, large-effect choices.
This was a game meant to show off a particularly interesting engine, but which may not have been the best choice to show it off.
Glyffe lets you navigate (using arrow keys) around a text on screen, with interactions happening when you run over something. There are interesting Glyffe 'worlds' with red FIRE and grey WALLS and DOORS that you can physically interact with.
But this game is just a long text, where running over a paragraph makes the next pop up. The text is interesting, but the interactivity of this example wasn't sold to me.
This was one of the best and most-talked-about games form IFComp 2018.
I played through this one once during the comp and about 6 or 7 times afterwards.
This game has some of the greatest responsivity I've ever seen in a choice game. You make a choice between several different characters to inhabit 4 regions of a robot-child's body. Each area of the body has 3 choices.
Throughout the game, the character inside a given area will talk, and there are 3 variants every time this happens. In addition, there is a point where any two characters can talk to each other, which gives (I believe) around 90 combinations, some of which are merged but still very impressive. There are multiple pathways through everything.
Basically, this is a combinatorial explosion game, which are usually very short because it's impossible to make them long. This is a long game, though, so that means the author worked incredibly hard.
It also made me laugh a lot at different points, literally laughing out loud (for instance when (Spoiler - click to show)Charlie the robot is standing in the toilet flushing his feet over and over until mom comes in).
I'm giving it 4 stars just because I felt that, although my choices mattered a lot, it was hard for me to make and execute plans. I tried so many times just to get to Martin's house, even with the author's help, and I wish I could have known better how to do that. But this is an incredible achievement of a game.
This game was featured in IFComp 2018. It has a beautiful custom interface featuring pixel-art animations, and includes sound.
Basically, love goes wrong on a train. The sequence of events just interrupts everything.
But, you have a chance to go back and change that sequence!
This is a wonderful premise. By going back and changing the order of things, you can unlock 7 preliminary endings and then a final ending.
However, I found the choices opaque. Instead of being able to strategize, it came down to more or less random guessing. There are some hints in the text (changing options, for one thing), but even with the walkthrough, I never reached the final ending on my own. I saw what it said, though, and I thought it was beautiful.
Because I struggled with the interactivity, I didn't receive the full emotional impact of the game. Other than that, I enjoyed it.
Edit: With help from the forums, I finished this, and I loved the ending.
Where I got stuck was (Spoiler - click to show)Forgetting to confess for the 'love' ending.
This IFComp 2018 parser game is big and pretty tough.
I beta tested this game. You play as a person whose girlfriend has supposedly left them, trashing the house and hiding your clothes all over the town.
This is, I think, the author's first publicly released game, and a big one. It's clear while playing it that the author got better and better at programming and writing as it goes along. Thus, the first area is the sketchiest/most obtuse, while the later areas are an improvement. I recommend perhaps consulting the walkthrough until you leave the house, to get a feel for the game, then going wild.
This was an IFComp game that I liked quite a bit more than, it seems, many of the other IFComp reviewers did.
This is almost purely dynamic fiction, a style of interactive fiction where you mostly read a linear narrative, with different special effects adding to the atmosphere and some scattered choices. "My Father's Long Long Legs" is a classic example of the genre.
This story is about a woman whose mother tended a bar and was obsessed with 'polishing the glass'. It's a story about growing up in a broken household, coming to grips with our parents' problems, and the spiral of obsession and addiction.
There's probably a metaphor here, but it's abstract enough not to be clear on what the metaphor is, which makes this game much more effective for me.