I do everything I can to complete games before I review them. I read walkthroughs, I look up old message boards, and, at last resort, I decompile to get the text.
This game is one of those rare ones (such as Hard Puzzle 2) where decompiling is worthless. In this case, the text of the game is literally split into two interleaving fragments, so that no whole words remain.
You have a huge anagram machine which makes anagrammed words out of anything you put in it. The results can be used, eaten, modified, entered, etc.
There are a lot of rough edges in the implementation, which is part of the overall effect. I don't know of anyone whose solved it. I got very far this time, but I forget how to do all the puzzles I had solved when I tried this last year. I'd love to see a team of people on a forum solve this one.
I had played Fallen London for over a year before I purchased Flint. It is the most expensive story of Fallen London, one of the older ones, and most likely the longest.
Flint is split into two portions. The first ended faster than I thought it would. It mostly consisted of preparing for a trip. However, despite the fast-ish ending (which was still long; the first half felt as long as some exceptional stories), many interesting things happened. The game plunges into deep lore that explains so much of the game (including the prison), nets you cool items/people, and has some exciting action sequences.
The second sequence was longer, and had several lucrative opportunities, and ended in some highly unusual and unique interactions that I found poignant and touching, and which feels like one of the most important events possible in the life of a character.
The story ends with both strong lore rewards and strong in-game monetarial awards.
I found this game to be touching. It's an online-only Inform game that asks you to make a certain moral choice.
It has a unique sort of interactivity that is only available in an online game. Due to the specific response I got, I'm not sure if this kind of interactivity is still operational.
It is short, and deals with the nature of story vs. game (among other things).
I played this game because it has been one of the most-rated games this year. It's a short-to-mid-length Twine game set in Japan with three endings.
I gave this game/story 5 stars based on my criteria:
-Polish. The writing is smooth, the images add to the story, and the structure seems thought-out.
-Interactivity. I wanted to pursue the main thread of the story but feel like I had some investment. This game is fairly linear and branches in some "do you want to win or not win?" kind of ways. But it worked for me.
-Descriptive writing. This story is vivid and very descriptive.
-Emotional impact. I found the story effective from two angles: one about a man showing concern for a fellow human, and another angle where the protagonist is a deeply concerning example of a man believing that he has the privilege to become obsessed with and interfere with a woman's life.
-I would play this again.
I purchased Project Hyrax a month or two ago.
The design and formatting are well done. It's a text-based game where you receive messages from a time traveller.
The writing seems like it is not from a native speaker, with numerous typos and grammatical errors. Also, many of the choices are clearly irrelevant to what happens after, adding nothing to the gameplay, and only two choices are available at a time.
However, the timed messages and the length of the game drew it out to over a month as I tried to finish it to write a review. It eventually grew on me, and I found myself having a good time.
I would have given it 4 stars for that reason, but it froze on me after many, many choices, and I couldn't get it unfrozen.
Escape from the Crazy Place is a sprawling, labyrinthine Twine game with significantly more content than games such as Birdland. It's absurdist, surreal, dreamlike, and ridiculous.
It's history is almost more absurd (parts of this may be inaccurate; play the TADS version to see more). It began as a physical handwritten CYOA book in school over 30 years ago, passed around by students and added to over time. That copy was lost, rewritten from memory.
It became an online html game before anyone was doing much CYOA html, then it became TADS in 2006. Now, years later, it's been redone in Twine.
It has dozens of authors. It has parts that are clever and exciting.
But it also has parts that are less exciting. One reason passing around a physical CYOA book in school is thrilling is because you can see the heft and size of it and think, "oh man, this puppy is huge!". Flipping through can give you an idea of its contents.
Escape from the Crazy Place is online, though, so you don't really know what you're getting. And the first passages are the oldest, by those with the least experience, referencing 80's and adolescents. The first about also loops around itself somewhat, making it even harder to get a grip on the size of the game.
I kept pushing through (playing with my 6 year old son) and we found a lot of really great content. That experience made me think that this is a good game to play collaboratively, just as it was written.
I received a review copy of this game, and played through a couple of games.
This is a single- or multi-player board game that goes through 6 rounds. In each of the six rounds, you are trying to increase your 7 stats. These stats allow you to pass challenges. In the end, you see if your stats will qualify you for a 'role', determining if you win or not. The roles have 2 hidden stat requirements which you must guess from their descriptions.
I've played many commercial IF games in the last couple of years, and I would put this one in the top tier in terms of polish. The music, graphics, animations, and overall presentation are professional and engaging.
Writing-wise, I was strongly reminded of Fallen London in its more humorous sidequests. You are playing as a cultist each time. A good amount of text was repeated on two playthroughs, more repetition than is typical for a pure text game, but less repetition than I'm used to in a board game. It allows for mods (several of which are already developed), which increases the replay value.
The game was charming and funny. I found myself excited by the game map with its bouncy art of classic locations like an old town hall, an asylum, a speakeasy, etc.
The interaction was a little fiddly. It took me two playthroughs and two readings of the tutorial to fully understand what was going on, and I'm not really convinced of the 'elder sign' mechanic. The game doesn't tell you how to pass certain tests, including the test to see if you win, but you can spend elder signs to see what tests include. Replay also helps you know what tests require.
However, I enjoyed both of my playthroughs. Because I hadn't paid for the game, I considered what price I'd pay for the game. I thought, "Is this $20 range like Sunless Skies? Because that would be pretty steep." When I saw it was $4.99, I thought, "That's more than fair for the price you're paying."
So if you're a fan of Lovecraftian references, gothic humor, Ruby Gloom-style art, or complex board games like Arkham Asylum, this is a good game for you.
This game is one of Porpentine's best games, by her own admission and the acclaim of others.
It has music and takes the unusual tack of having you draw symbols on your skin as the game progresses. I chose not to do so, but many who have played have done so, and you can search for some of their images.
The game casts you as an artificer for a massive, insectoid alien queen. Isolation and body change are themes, as you wander a city and castle and spend time on yourselves.
The game has music and interesting styling. The story includes friendship and love and bizarre, alien history.
This is Pacian's only Twine game I know. Entered in the popular Twiny Jam competition for twine games of 300 words or less, this has a Time Cave type structure. You can see all endings by lawnmowering, but it might be more fun just to explore 4 or 5.
The story is grim and gritty. You are part of a jetbike gang, and the cops are coming. All of the branches are short, and they all paint out a dystopian world of grime and flame and bad relationships. It is a vivid world.
This is a complex Twine-and-Javascript based game that reproduces the help-desk environment from IT. You are given a bunch of tickets or help requests to address. You can dismiss them, respond to them, rank their severity, etc.
But instead of normal IT, you're troubleshooting a device that creates impulses in others.
As you progress, your performance is evaluated, and others might respond to you. The story slowly splays out.
It's an odd story, too. Like Morayati's other works regarding technological dystopias (Laid Off from the Synesthesia Factory, Take), the game explores uncomfortable parts of the human condition.
The game takes real-life issues (like the below-minimum-wage oppression of gig jobs like Mechanical Turk, having to buy cheap knock-offs of products that can harm you, workplace harassment, etc.) which people have gradually become numb too and puts them in a startling new light by applying them to new situations.
If you liked this work, I strongly recommend the two other games I mentioned earlier.