It was great to see something as complex as an audio game entered.
The controls are simple: 1 to say yes, 2 to say no. It uses Unity. I wished there were a pause button, but that would matter more in a longer piece.
The game is made using voice changers. The main 'scary' voice is highly distorted, but I was able to hear it most of the time. Your character's voice is like a chipmunk.
The story is that you've been kidnapped after signing a waiver, and you have to answer questions from a questionnaire. My game ended after two questions.
B Minus Seven writes games that are more surrealist poetry than anything else, and this is no different.
It's unabashed in its content, using profanity, brashness, confusion and vulnerability. It's also very short. You pick from three things in a cross between a recipe book and a shopping list, each one with 1-3 more options before returning.
It didn't really gel together for me, but for fans of B Minus Seven it is a great addition to the oeuvre.
This is a political game by what I presume is a non-native English speaker who is very experienced in their own language, as there are numerous typos together with a very creative story.
The game also contains a great deal of offensive material, but it's difficult to tell who it's aimed at; I could see it being equally offensive to everyone, but curiously inoffensive at the same time.
The central storyline is that slugs have changed the world into a hyper-connected group of individuals that subsist on trashy news stories, including stories about Soros and Clinton.
Playing this game was certainly an experience.
This is a Quest hyperlink game written for Ectocomp. It was written in less than 4 hours.
You play as a vampire masquerading as a newspaper delivery girl, visiting different areas in the city.
The game had nice styling and art, and I appreciated the apparent depth. But there were some translation issues that made the puzzly parts of the game hard for me to understand, and several typos.
This Ectocomp Petite Mort is a tricky little pentagram puzzle.
It took me a while to understand what I needed to do. The game had a fairly entertaining framing story which (especially the latter portion) elevated the game in my opinion. Even though I didn't necessarily agree with its message, I respected it.
The main puzzle consists in placing objects on a pentagram (with both inner and outer pentagons). I thought for half of the game that I could only walk on pentagram lines themselves. Certain objects repel each other, and the game encourages experimentation.
This is a speed-IF game, written in just 4 hours, but it has some pretty good heft; I've seen some IFComp games with less material, and it has nice styling.
It presents a scenario in which you've run out of biscuits, and the effects of Brexit have made it difficult to get enough food.
There are multiple paths, most of which have no choices (which makes sense for a Speed-IF), and the game encourages replay. Probably the best use I've seen of Twine in a Speed IF for creating the most material in the shortest amount of time. A nice game to add to Benson's growing portfolio.
This is a neat little puzzle/story written up in just a few hours.
You are in one of Caleb Wilson's bizarre worlds, a world of blood and ectoplasm and strange gods.
You are provided with a multitude of items and left to sort it out for yourself. Every object has a use, and in the end there are 7 ways to finish the game.
The best part of this game is the immersive worldbuilding.
First, a note about my ratings. This game is very short and is necessarily unpolished (as a game written in just 4 hours). So I took off one star for that.
But I found it had emotional effectiveness, I would play it again, the interactivity worked for me, and the writing was descriptive.
You are having a terrible nightmare and feel paralzyed. There is only a small amount of time to help yourself.
It took me a couple of play-throughs to get through it, but I was impressed at the level of craftmanship in an Ectocomp game. Well done.
This game drew my attention when I discovered that the 'provided map' is just google maps centered on the island of Kauai in the Hawaiian islands.
This is not my favorite Veeder game, but it was enjoyable, both when I played on my own and then later at an IF meetup.
The game as-played seems to have two phases: an exploration phase, and an action phase. I found it necessary to google some locations in the game at different points, and google provided information that helped in some puzzles.
The game offers several methods of interaction, including one that may be time-limited.
If you like this game, I recommend Crocodracula. If you hate this game, I recommend An Evening At Ransom Woodingdean House. If you haven't played this game yet, I recommend Taco Fiction and this game.
This game is the result of an immense amount of work, and was, for a few years, frequently recommended on rec.games.int-fiction.
I'm giving it such a low score due to my rubric. The overall game design is mixed, with the most time spent in the least interesting areas, extreme amounts of waiting being required, and so on. The game feels fairly unpolished, and could have used more tester feedback. It's the kind of game that could use a group of people working together over time, sharing hints on the forums, more than one person solving it, which is probably why it was once so popular, especially since it was released before 1998 and the explosion in high-quality story-focused games with original storylines.
This game copies the format of Spellbreaker, with spells that you gnusto into a spellbook and cast, and which frequently fail. You spend a lot of the game wandering around a monastery, as well as investigating other parts of the Great Underground Empire.
If there is someone who is a fan of Infocom games, feels like current games are too easy, and loves picking over a difficult game during a period of weeks or months, keeping careful notes and a map, then this would be a 5 star game for them.
For everyone else, I wouldn't recommend this game in general.