Reviews by MathBrush

about 1 hour

View this member's profile

Show ratings only | both reviews and ratings
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
...or see all reviews by this member
Previous | 221–230 of 474 | Next | Show All


Deck the Halls, Gieves, by VerdantTome
4 of 4 people found the following review helpful:
A verbose Adventuron game about Wodehousian antics, December 26, 2020
Related reviews: about 1 hour

This Adventuron game has more words than any other I've seen. It's firmly in the Wodehousian vein, with a butler named Gieves and hijinks caused by upper-class British misunderstandings.

It was quite clever and parts of it were very funny (including the ending). It suffered from a certain problem that many humorous games have, which is that the author clearly had some very funny solutions in mind, but that requires several leaps of intuition that aren't always fair.

Overall, though, this is a hefty game with good writing and clever puzzles. I think this would have done fairly well in IFComp, placing in the top half.

You can log in to rate this review, mute this user, or add a comment.

Northpole, by John Blythe
2 of 2 people found the following review helpful:
A complex Adventuron puzzle in Northpole, December 26, 2020
Related reviews: about 1 hour

This is perhaps the most complex Adventuron game I've seen.

You play as a falsely-accused elf who has to find 7 missing presents. There are two main areas (an outside one and an inside one) as well as an endgame area. There are numerous NPCs, as well.

This game has its own share of Sierra-type-logic (such as there being 4 different sharp-bladed instruments, each of which can only be used on one thing) and adventuron implementation issues (the biggest being error messages not disambiguating between default statements for correct commands on non-interesting present items and correct commands with non-present items).

Fortunately, there are helpful hints in every room. Even with that, though, I had to comb through the itch pages (I found three different ones: the regular page, the submission page, and some comments in the community page for the jam) to finish off the game. Art's very good, and fortunately no puzzles require the art, for people who are visually impaired.

You can log in to rate this review, mute this user, or add a comment.

Save Bigfoot's Christmas!, by Quizlock
2 of 2 people found the following review helpful:
Clever puzzle concepts with plenty of implementation issues, December 25, 2020*
Related reviews: about 1 hour

This Adventuron game has you using a teleporter to access three different areas with interlocking puzzles.

The story idea is clever: Bigfoot has been implicated in 3 different acts of mischief and is on the naughty list. He asks you to clear his name.

In a world of perfect implementation, this would be a fairly fun puzzle game. It relies on some visual puzzles included in the graphics.

Unfortunately, there are numerous errors. Adventuron doesn't let you know if an object is undescribed or you typed it wrong, so that caused a few issues with things like a vital but undescribed rock show ad. The main verbs necessary for solving two key puzzles are implemented weird (for one, (Spoiler - click to show)PUT something INTO something doesn't work but INSERT something INTO something does, and for the other (Spoiler - click to show)you have to UNSCREW something instead of TURNing or RATCHETing when you have a ratchet).

A few other things added up to make it a frustrating experience. If the game were polished a bit more, it would be more enjoyable. Still, it had many charming moments.

* This review was last edited on December 26, 2020
You can log in to rate this review, mute this user, or add a comment.

Santa's Trainee Elf, by Garry Francis
2 of 2 people found the following review helpful:
A fun and tricky puzzlefest in Santa's workshop, December 25, 2020*
Related reviews: about 1 hour

This is an Adventuron Christmas game that is quite large. You have to find out what 9 kids want for Christmas and make their toys after finding all the ingredients necessary. There is a large system of free shops and recipes for toys.

There are many locations and as of this writing all but one of them has art.

The puzzles range from fairly easy to the very obscure. The hardest puzzles were those involving guessing-the-verb or lack of in-game responses to incorrect actions.

This is large and complicated and I enjoyed it overall.

* This review was last edited on December 27, 2020
You can log in to rate this review, mute this user, or add a comment.

Ferryman's Gate, by Daniel Maycock
2 of 2 people found the following review helpful:
Comma use and Christianity in a puzzle-filled house, December 1, 2020
Related reviews: about 1 hour

This is the final game I’m playing for IFComp, and was pretty good to leave off on.

In this game, you play as the inheritor (with the rest of your family) to the estate of your Great Uncle. This uncle cared a great deal about commas and had feelings about them that were entangled with Christian religion and Greek mythology.

The game has several puzzles (accessed more or less in order) and all are based on commas. It’s hard to write this review without overthinking my comma use. I’ve already removed two, and now I’m scared.

The idea is clever, the puzzles aren’t too bad, but the implementation is very thin. A lot of empty rooms are implemented, most descriptions aren’t written in. There is conversation, which is good, and some complicated things have been implemented. But overall this would benefit a great deal from custom responses (you can see all possible responses you can change when in the IDE by typing RESPONSES ALL). The locations could also be cut down or made more vibrant and interesting.

Overall, though, this was a fun game to end up on. Thanks for making it!

-Polish: Could use a lot more custom responses and descriptions.
-Descriptiveness: Most of the writing is bare-bones.
+Interactivity: I enjoyed the puzzles.
+Emotional impact: Fun from puzzles.
+Would I play again? Yes, maybe next time I'm going to be working on long-form fiction.

You can log in to rate this review, mute this user, or add a comment.

A Rope of Chalk, by Ryan Veeder
4 of 4 people found the following review helpful:
Experience a sidewalk chalk contest through multiple viewpoints, December 1, 2020
Related reviews: about 1 hour

Ryan Veeder has been one of my biggest influences in game design. His games are generally the model I use for quality and ease of play.

One thing I’ve always admired about his work is how he makes the most trivial parts of his games as elaborate as possible and simplifies the important parts. In the first review I ever wrote of one of his games, I said:

"The game gives you explicit directions on what to do at first. I love ignoring directions in parser games; in some games, like Bronze, the game just doesn’t move forward at all if you ignore the directions. In this game, ignoring the directions gives you a lot of different, fun results.
[…]
The conversation system seemed at first incredible, and then very annoying, especially with the main favorable NPC. You have a lot to say, but 95% of it is completely irrelevant."

I no longer really see that as annoying, because now it’s something I look forward to. And those two quotes above could easily describe this game as well.

This game is a multi-perspective look at a sidewalk chalk contest in 2011. Given Ryan’s predilection for going whole-hog into fictional backstories for his game, I think it’s likely this is entirely fictional, but there is a great deal of worldbuilding behind the scenes included in an epilogue. It’s especially interesting that the intent of the epilogue is to construct in the player an image of Ryan and his personal life, giving the game a pseudo-autobiographical nature.

The actual gameplay is walking through a sidewalk chalk contest multiple times as different people, together with some flashbacks and some flashweirds where things go bizarre. The game is abstract enough at times that you could put any personal interpretation on it, and I enjoy the interpretation where the sidewalk chalk contest represents IFComp. Funnily enough, it represents this comp very well, with games with heavy worldbuilding, a game that is entirely a political statement/slogan, games that are mostly decorative, games based almost entirely on other media by other creators, and sexy games that some judges feel are too sexy (guess that judge is me!).

So I enjoyed the game, it had exactly the kind of things I look for in a Ryan Veeder game. It’s always a pleasure to see the directions his mind takes him. If you liked this game, I could recommend Winter Storm Draco for a generally similar style. If you want more puzzles, I’d recommend Taco Fiction, The Lurking Horror II: The Lurkening, the Crocodracula games or Captain Verdeterre’s Plunder.

+++++Polish, Descriptiveness, Interactivity, Emotional Impact, Would I play again?: All 5 categories are satisfied here.

You can log in to rate this review, mute this user, or add a comment.

High Jinnks, by M. Nite Chamberlain
3 of 3 people found the following review helpful:
A modern-day Jinn story in Twine, December 1, 2020
Related reviews: about 1 hour

So this game has you play as an ancient jinn trying to get back some cash from a hustler.

This is a pretty long Twine game, with interesting styling and good sentence-by-sentence writing and also excellent worldbuilding. It also features romance of several kinds and stories within stories.

I found the story and the interactivity fairly good, but I feel like they could go further. There are different layers to games: if they're buggy or full of typos, nothing else really matters, the game's just too weird to play. If it's not buggy but the interactivity is really frustrating or the text is boring, then it just makes you want to stop.

This game clears all of those hurdles (which is a real feat in and of itself), but I think it misses the last one, which consists of things like emotional depth and compelling gameplay.

The characterization of the player and NPCs are all over the place. Sometimes we want to murder everyone, sometimes we're lonely. Sometimes we want things for years, and then a second later we don't. Our main ally goes from assertive to passive to aggressive to loving.

And the interactivity often seems like 'Do things this way or do things the same way but with different phrasing'. I feel like it missed some chances to let you consistently characterize yourself or provide long-lasting effects. There are some choices to do such things though (I especially enjoyed [spoiler]the effects of buying a leopard-print shirt.[/spoiler] )

I think this is a good game, but I think this author is capable of making an entirely awesome game, and that's why I pointed out those specific things. Your mileage may vary!

+Polish: No bugs in my playthrough, nice styling
+Descriptiveness: Writing was vivid and funny.
-Interactivity: I felt like the choices weren't very effective.
-Emotional impact: I couldn't get a read on people's motivations and characteristics.
+Would I play again? Yes, this game was pretty fun!

You can log in to rate this review, mute this user, or add a comment.

Academic Pursuits (As Opposed To Regular Pursuits), by ruqiyah
3 of 3 people found the following review helpful:
A game about unpacking your office, with some mysterious secrets, December 1, 2020
Related reviews: about 1 hour

This game falls in the middle of the comp’s parser games for me. It’s reasonably well-polished, has a nice slow trickle of information, and has a well-defined progression. On the other hand, it’s fairly linear and could use some more emotional impact. So it was better than many other comp games for me, but it could use more to rise to the top.

In this game, you play as an academic moving into an office. You have a bunch of boxes stacked on top of each other. As you open them one at a time, you have to find a place to put everything. But there’s only a finite amount of room in the office, and a lot has to go into the trash and storage.

The idea of taking things out of boxes one by one and thinking about them while you decorate an office isn’t all that bad, but it’s not exactly action-packed (I say this as someone who wrote a game where you put things -into- a box while thinking about them while moving -out- of an office). The best parts are where you slowly learn more about the character’s background. In that sense, it becomes a mystery puzzle, and that’s completely up my alley.

The one thing that I think could be improved with the parser is near the end when you’re trying to wrap up. The game frequently told me I wasn’t done unpacking when I tried to leave, but all the boxes were gone (when I tried to leave the room). LOOKing usually gave me a hint, so I think if I could ask for anything it’s that the message for going WEST would change after the boxes are gone to give you more hints.

I was happy to play this, overall, and the name makes a lot of sense by the end of the game!

+Polish: The game was generally well-polished.
+Descriptiveness: The writing had a distinctive voice.
+Interactivity: I was able to make plans and execute them, which is nice.
-Emotional impact: The game's big moments didn't land for me.
+Would I play again? Yeah, it's pretty fun!

You can log in to rate this review, mute this user, or add a comment.

(s)wordsmyth, by Tristan Jacobs
2 of 2 people found the following review helpful:
A talking sword and a hero get out of troubles through conversation, December 1, 2020
Related reviews: about 1 hour

This game uses Unity (and possibly Ink?) to give you a series of choices as you progress on a journey to avenge your master who has died. His spirit now inhabits a sword.

You pass through many interesting situations such as a pirate ship, a minotaur battle, etc.

I found the writing interesting and the concept charming. The text is typed out but fairly quickly, although that still hampered play somewhat The occasional use of graphics worked well.

In structure, this game reminds me of nothing more than Chandler Groover’s game Left/Right. In that game, you can either choose left or right over and over. One direction will kill you or end the game, and you never know which. It’s partially (I think?) a lesson in the inscrutability of that choice structure.

And it’s that way in this game, too. You have to guess the author’s mind on each choice. It’s possible to see the logic in each choice, but usually only after you’ve attempted to go through and die. I think it stems from a desire to make interesting decisions with only binary (or occasionally trinary) choices. But I don’t think having frequent deaths is the best option; it’s much more interesting to have old decisions affect future decisions several turns later and then to add some hinting to the game so that people have a general idea of what’s expected of them. Even better is adding multiple conflicting goals.

Overall, I had to stop at the cat-woman’s den because I was dying too often. But I found this fun.

+Polish: The game runs well and seems generally bug-free.
+Descriptiveness: The use of dialog made the game more interesting to me.
-Interactivity: Not a fan of 'guess which path is life and which one is death'
-Emotional impact: The characters didn't sink into my soul, so to speak.
-Would I play again? Not unless there were a faster way to replay.

You can log in to rate this review, mute this user, or add a comment.

The Brutal Murder of Jenny Lee, by Daniel Gao
3 of 3 people found the following review helpful:
A Quest murder mystery with interesting narrative tricks, December 1, 2020
Related reviews: about 1 hour

This game is written in Quest, and I engage with Quest games differently from Inform and TADS games.

Quest games tend not to come from the culture of ‘implement everything smoothly’ that other systems have, which is both bad and good. Bad because there’s less immersion, but good because you’re less likely to miss important things.

This game uses a lot of fancy features, like the parser voice and the player being separate entities; different worlds; timed text (used sparingly); and some clever writing tricks.

The style of the gameplay was difficult for me, so I went to the walkthrough and followed it all the way through. Overall, the writing is fairly solid; I don’t think I could do better myself; but it could be improved. I didn’t get a lot of the hints behind the big reveals, and the gradual reveals about the narrator flew over my head. I know that’s on me as a reader, but I wonder if we could improve narrative flow.

I do think the whole key thing is pretty neat, and I’d love to work something like that into a game into the future.

+Polish: For a Quest game, this is pretty smooth.
+Descriptiveness: The writing was creative and interesting.
-Interactivity: I struggled to engage with the game as intended.
-Emotional impact: The big reveals didn't land with me.
+Would I play again? I could see me trying another time.

You can log in to rate this review, mute this user, or add a comment.


Previous | 221–230 of 474 | Next | Show All