I beta tested this game several times, and work with the author.
This is one of the best big games released in recent years. It's a mathematical puzzlefest, and it's huge; I'm a math professor, and I used the walkthrough, and it still took me 4 hours.
You travel through the history of mathematics, or more over a mind-map of theoretical concepts: the number line, arithmetic, algebra, all the way up to fractals.
The game is completable by non-math majors, according to several reviewers.
This is an old-school game; puzzles are unabashedly complex, each room is its own set-piece, NPCs don't engage in deep puzzle trees. I liked it, and I especially like that people are still making 'big games'.
This short Quest game has you go into a mysterious house. In that house, you have to solve a few short puzzles and meet a stranger.
This game felt insubstantial to me; I wished for more: more puzzles, more backstory, more descriptions, more conversation.
This feels like the seed of a bigger and better game. I could see a 2.0 version of this game being very enjoyable.
You play a government censor in this game. You are given a series of incriminating documents which you have to censor; clicking on various sentences blacks them out.
You are graded on how you do. This doesn't matter quite as much as you'd think, but it does affect the final ending.
I loved the feel of this game, the feel of manipulating documents and being in control. I do wish it had been longer or the the censoring had been more closely integrated with the story.
This game has you play as a father and daughter travelling to a real-life library (in Harvard, I think?)
You meet a goofy pair of twins that are mysterious and magical. And you discover a special moss that allows you to visit other times.
I felt like the game could have done more with the premise. But what's there is fun; I felt like I learned something interesting.
I beta tested this game.
This game casts you as a translator of ancient languages in a fantasy world. It's split up into three acts: a tense moment on a boat, a fight in a town, and a climactic finale in an archaelogical dig.
The overall story, the characters, etc. are all well-drawn. But the game is so big that more needs to be filled-in; more responses to synonyms and commands, more conversational topics, more alternate puzzle solutions.
This RPG in Quest is just gorgeous. I loved the font and coloring.
You can choose a class, then do a preliminary quest, then a bigger quest, then maybe another one, then the final quest.
It held up better than just about any of the web RPGs in this comp. I couldn't finish it because it was really, really long.
I'd give it more stars, but there were some typos and some minor bugs. If they were fixed up, it would be great.
There should be a name for the genre of 'biting commentary on society that is self-aware and occasionally dips to crudity, with hints of cheerful ideals always tinged by irony, using an overload of text as literary device.' Such games include Spy Intrigue and Dr. Sourpuss Is Not A Choice-Based Game. It seems increasingly common.
Charlie the Robot is gorgeous visually, and is innovative in its sheer variety of input methods and looks. There are 5 chapters accessible at any time, like Birdland.
The themes include surface themes of humans vs. robots, a lower layer of the mindlessness of modern office life, a lower layer of individualism, and so on.
But it was just too much filler for me to enjoy. The packing on and on and on of text is a literary device that doesn't work for me. I appreciate the themes in the game, and its cleverness, but the overall feel is just overwhelming.
This game is centered around a spy drama, like the Bond movies. It is translated, with several errors.
The main characters is a chauvinist, who 'negs' women and is over macho. That really turned me off.
It does have a clever plot, involving a conspiracy (led by you) to manipulate the world.
This is one of my favorite Andrew Schultz games. It has you in a world where pseudoscience is real and real science is pseudoscience.
You play on a giant colored cube, and have to manipulate some transponders using a mood ring.
There's a second puzzle later that I did have trouble with, but overall, I liked the concept, and the game.
This game strongly reminds me of Owlor's pony-based games, even though the game never says that the protagonists are ponies (or humans, for that matter).
Your sister has sent a curse at you, and you have to cancel it out somehow. This is a navigation-based Twine game, and you have an inventory of sorts (you can pick different birds to follow you, and so on).
This game was pretty enjoyable; I would give it 4 stars, but it has some glaring errors, like Twine 'if' errors that post big messages on pages that occur in every playthrough. If those were fixed up, I'd bump up the score.