Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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Known Unknowns, by Brendan Patrick Hennessy
4 of 4 people found the following review helpful:
High school ghost investigation with teen romance, May 18, 2018*
Related reviews: about 1 hour

I had this game mixed up with the short Birdland sequel Open Up, and so I never got around to playing this until after the XYZZY Nominations. Then I had to see what it was all about.

Brendan’s writing is what I wish I could write like. Characters are so vivid, and the text takes startling turns of phrase that you can’t help from laughing at. The characters felt alive to me.

Part of that left me with a bad aftertaste in a way that a lesser artist couldn’t do. The events in the game are the kind of thing I was terrified of growing up. My area had a lot of teen pregnancies and deaths from alcohol and drugs that affected people I knew. The idea of going to parties where all the highschoolers are getting drunk, watching each other have sexual experiences, using drugs, and having young men who won’t listen to ‘no’ (like Jayden) wander around seems like a reminder of personal nightmares.

But I don’t believe that’s what the author intended. Games are a Rohrschach test that brings out whatever the reader is thinking. I wouldn’t have had such a strong reaction to the game if Brendan hadn’t written such strong characters.

The rest of the game is wonderful. The use of emoji is like a comedy version of 10pm, and the overall mystery and romance were well done. I liked the use of red options to distinguish paths that were very different from the others. It made choices feel more significant.

I also found the structure really interesting, with conversations like multi lane highways and exploration segments like city streets.

This game’s craft level is very high, and I’ve found myself thinking of it frequently in the last few days as I’ve been working on my own games.

* This review was last edited on September 22, 2019
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Mystery House Makeover!, by Anonymous
1 of 1 people found the following review helpful:
A silly short game involving replacing lineart with clipart, May 10, 2018*
Related reviews: less than 15 minutes

This was from the Mystery House Taken Over competition, where IF authors were tasked with revamping the old, famous adventure game Mystery House.

As far as I can tell, this game only allows directional commands, and all that happens in each room is that a piece of original, poor quality line art is replaced with a piece of badly cropped clip art as a joke. I found it amusing, but the game is so small and light as to be hardly there.

If anyone finds additional content, let me know and I'll revise my review.

* This review was last edited on May 11, 2018
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REALLY, IF / REALLY, ALWAYS, by Dawn Sueoka
1 of 1 people found the following review helpful:
An interesting experiment with human-guided AI interaction, May 8, 2018
Related reviews: less than 15 minutes

This is an interesting game. It's a conversation between ELIZA and some human-mediated input that is taken from a collection of computer-generated speech.

The conversations at first are pure nonsense, but later evolve into partial nonsense, with recurring themes of frustration, curiosity, and romance.

There are sexual references in one portion. The overall feel is one of experimental poetry, very appropriate for the Spring Thing competition.

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Illuminismo Iniziato, by Michael J. Coyne
1 of 1 people found the following review helpful:
A big, polished sequel to a big, polished game, May 8, 2018
Related reviews: 2-10 hours

This sequel to the 15-year-earlier Risorgimento Represso is a fairly large glulx game that uses advanced features such as graphical windows.

In classic parser game style, you are an eccentric wizard's apprentice in a blended fantasy/modern setting where you push the boundaries of the law to get what you want.

I enjoyed the variety of puzzles, such as timing puzzles and transportation puzzles.

This game reminds me a lot in style and quality to Bob Bates' game Thaumistry. Both games were charming, and reached a level of quality that is quite difficult to reach, but failed to grip my imagination. In both games, I felt like some solutions were unnecessarily restricted.

I believe this game is most likely to win Spring Thing (this review was written before the competition ended).

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Ultramarine: A Seapunk Adventure, by Seven Submarines
1 of 1 people found the following review helpful:
A visual novel with combat elements set underwater, May 8, 2018
Related reviews: about 1 hour

This was a first for me: a visual novel with RPG elements. I know visual novels are a big field, but I've generally played text-only games.

The art seemed high-quality, but characters would switch positions on the screen at odd times, which was kind of distracting. It was hard for me to distinguish the two male protagonists, who changed expression sometimes when they were talking and sometimes when others were talking.

The overall storyline was interesting, and seemed like part of a larger and well-developed world.

The RPG combat was fun, I don't see that a lot. I was allowed to go into negative MP with the main character, making winning easy.

Overall, I found some of the graphical elements unpolished, but the story very descriptive. The interactivity worked for me, and the combat and some of the decisions made me feel anxious for the characters. Overall, I feel satisfied with my playthrough and don't plan on revisiting the game. So I'm assigning it a score of 3/5.

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Drumsticks, by Luke A. Jones
1 of 1 people found the following review helpful:
A 'get the band back together' game in Quest, May 8, 2018
Related reviews: 2-10 hours

This is a complex Quest game with a life-like map and NPCs that are responsive and numerous.

For my personal taste, the NPCs were too lifelike, with your main companion having a foul mouth, using profanity as a form of verbal seasoning rather than a means of emotional signalling. It made me uncomfortable the whole game. For some players, though, this is a selling point.

The game itself is fun; you try to convince all the members of your band to get back together. Each one is vividly defined, and you're asked to perform various fetch quests, intuition-based puzzles, and logic or experimentation puzzles to get to your goal.

Quest has its usual limitations, but this game was better programmed than many quest games. Great for puzzle fans and fans of real-life slice of life games that don't mind strong profanity.

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House, by Karona
3 of 3 people found the following review helpful:
An intricate conversation about family, history, relationship, and love, May 8, 2018
Related reviews: 15-30 minutes

I beta tested this game. This is an ambitious conversational game with a parser that recognizes sentences in addition to keywords.

This increases the complexity of possible inputs to a great extent; just typing in topics isn't enough, you have to add extra words.

I beta tested this 2 or 3 times, but I never beat it until after it was released. When I beat it, I was shocked and surprised at what I hadn't seen before.

This is a well-written and interesting game, but I found the complexity of the possible inputs overwhelming.

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Best Gopher Ever, by Arthur DiBianca
3 of 3 people found the following review helpful:
A pleasant mid-length minimalist puzzle game that is kid-friendly, May 8, 2018
Related reviews: about 1 hour

This is a game in the vein of DiBianca's other games, with an emphasis on a minimal verb set and getching puzzles.

You have to help sixteen animals in a gridlike town. Each asks for various things, and you have to help them. Some give hints, and others just add flavor.

I beta tested this game, and I enjoyed it then and now. Highly recommended for a pure puzzle experience.

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A Bunch of Keys, by Mike Gerwat
2 of 2 people found the following review helpful:
A massive game of intense difficulty, May 8, 2018
Related reviews: more than 10 hours

This game is the third by Mike Gerwat, after Hill 160 and Escape from Terra.

This is in the top tier of long parser games if played without a walkthrough. You play a version of the author, a former piano tuner who was born blind and is now deaf and tuned pianos for famous bands. You now go back through time to college and other places.

The gameplay length is increased by the difficulty. Some important room descriptions are only printed once. If you didn't see it the first time, you'll never see it again. Seemingly minor actions lead to game over's hundreds of moves later. Searching the code, there are 542 instances of the phrase "GAME OVER!", ranging from leaving the taps on when exiting the shower to using shoddy condoms.

The walkthrough is not completely accurate, either, leading to more random deaths. Random deaths cannot be undone, meaning that you must save constantly.

The game is split into four sections, the first and last of which have alternate paths. I was unable to complete the first section with either path, but I read through much of the game in the decompiled text strings.

I'm giving it three stars because it is descriptive, it is reasonably polished, and it seems to communicate the emotional feeling that the author was going for when adding in all of the pitfalls.

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The 4th Break Up, by Papp Róbert
1 of 1 people found the following review helpful:
A short game using an rpg-maker that diagnoses your mental illness, May 8, 2018
Related reviews: less than 15 minutes

This interactive fiction game uses a unique engine: an RPG-maker.

There are no RPG elements, just dialog boxes. You have somewhere between 2-4 choices, and the game gives you a diagnosis of a mental illness.

There are some spelling mistakes, and the game is pretty short. But it's creative and uses images in an interesting way.

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