This game is really interesting. By the author of Little Blue Men and Anchorhead, it is intended for children and comes with a great set of supplementary materials.
There is a sort of tedious opening with a ton of hand-holding before it opens up to a wide world. I enjoyed the islands, especially the junk and dark islands.
I felt like the author was holding back a bit on some descriptions that could have been made biting and/or sad. But the sparseness was fun.
One of the last islands seemed like a big buildup to an anticlimax.
Overall, I have to say I enjoyed it, because I couldn't put it down, and couldn't wait all the next day to play more. So that's a good sign!
One thing that can seemingly lock you out of victory:
(Spoiler - click to show)The icefruit seed doesn't respawn correctly.
So I suggest that, to be safe, you save (Spoiler - click to show)before using it.
You'll know you did it right if (Spoiler - click to show)Something dramatic happens.
This is a great one-room puzzle game in the same vein as The Wand or Lord Bellwater's Secret.
You are placed in a room and tasked with finding a certain word. This is quite a difficult task. The room is split up into 9 different sub-locations, each with puzzles, usually several puzzles. There are experimentation puzzles, intuition puzzles, red herrings, crossword-style puzzles, math puzzles, etc.
I was able to solve it without hints, but I think I played it once 8 years ago, and it gave me a hint on a particularly tricky problem.
About half of my playtime was just going to each of the 9 sections of the room and examining everything. The other half was putting the clues together.
This game purports to be the eleventh in a long series, which is a clever gimmick. The game has several clever parts.
However, it has a lot of little bugs that add up to a good deal. It's self-aware about it (the game's most accurate line is "Oh boy, you sure hope these generic messages don't mean this puzzle is bugged!").
Overall, it was interesting, but I wasn't able to complete one of the three core puzzles, the one belonging to the error message above. I did read the ending after decompiling, though.
I beta tested this game.
This is a unique concept for a text adventure. You are pitted in a Chopped-style cooking challenge against three other chefs. Your goal is to cook a certain recipe in twenty minutes.
Unfortunately, your competitors have their own ideas, and you have some trouble on your own.
This reminded me of Varicella, both in the numerous autonomous actions of others, and in the time constraint. It also left me feeling like there was more for me to discover that I hadn't figured out.
This game is billed as just a demo for doing relationships in twine, which affected my perception of it (in the sense that I assumed it wasn’t a fully fleshed game), but it manages to have a lot of heart and some neat tricks.
It is based on a riding school with three different ponies/horses, who you interact with in a couple of branching choices. Each one has its own likes and dislikes, which affect the ending.
It succeeded in its goal of making twine seem more like choicescript, and made me laugh a few times. If it was going to be fleshed all of the way out, I wish it were longer and had better cluing as to the effects of the relationship choices and more endings. But as it is I like it.
This story uses media in unusually good ways. It has audio, graphics, animation and text effects.
The game is creepy on two levels. On the first level, it has overtly 'horror'-type text, almost over-the-top. On the second level, it serves to illustrate what something experiencing sleep paralysis could encounter, and I found that much more disturbing.
The story had a narrative twist that I found lessened my enjoyment of it as a game, but heightened my appreciation of it as a piece of art or a means of communicating thoughts. Because I think the artist intended it more as a story or art, I've considered it as such and given it 5 stars
Uses slow text, but in an appropriate way. I usually hate slow text, but it makes sense here. The whole piece is well-considered and designed as a whole.
I expected this game to just be a straightforward implementation of the classic logic puzzles (involving getting a fox, a duck, and some grain across a river. Other versions have a wolf, a goat, and some cabbage, and so on).
However, the author assumes that everyone already knows this puzzle. Instead, each step of the classic solution is hampered by a different difficulty.
I felt that most of the solutions were of the moon logic variety, or like late Sierra point and click games. Also, the implementation was at times spotty with the rope, which is a notoriously difficult thing to code.
This is a fairly short science fiction game with 5 or 6 puzzles.
As the other reviewer noted, it was under implemented, with several locations having no description at all. There were other things that were strangely over implemented, such as a certain action in the first room having more than a dozen responses.
The idea was clever, overall, but the game has a real penchant for attacking the character with strong profanity and insulting many things that you do. It has a narrative purpose, but it seems like the sort of thing a young author thinks is intense and meaningful before they begin to get more experience.
I would have given 2 stars, but the puzzle bits were satisfying, so I gave it 3.
This game is set in a fantastical alternate world with animate skeletons and talking pigs.
Supernatural trolleys and trolley lines connect different parts of the world together, and you are a harpooner on one such trolley.
Your task is to be confronted with several situations where the good of one is pitted against the good of many and you have to make a choice. This is the classical trolley problem, and also, in this game, a literal trolley problem as you decide who to run over.
There is also a side mystery uncovered by Club Floyd but which I was not aware of.
I played this Guttersnipe game after I played the IFComp 2017 one.
This is a big Quest game. You play as a ragamuffin urchin who is trying to be the number one urchin of all time. The game uses a variety of humorous dialects to show character, including yours.
You enter a dark circus, and have to discover its secrets. This is a big game with a big map, with 1-2 puzzles per room. Generally, an item found in one room will solve one puzzle somewhere else.
I liked this game, and would have given it 4 stars, but I found it a bit difficult to complete, and I abandoned it partway through. If it had a complete walkthrough, I would probably give it 4 stars.
This author has a number of other games that are big and well-received, including Night House and the other Guttersnipe game.
Edit: I finished playing, and the parts I hadn't been able to reach were actually great! I wish this were ported to Inform or TADS.