I enjoyed the puzzles of Goodbye Cruel Squirrel with a walkthrough. I enjoyed the writing in general, but not the mean-spiritedness.
You play as a squirrel raiding another tribe. You have to progress through a series of locations, each with its own puzzle.
I got stuck early on and used a walkthrough the whole time.
This game was fun and clever; I think a large chunk of judges found the concept fun and original.
You are a lurking grue, and you have to devour an adventurer.
Because it is completely dark, you have rely on your other senses.
I had difficulty getting helpful responses from going in different directions, and with the final verb.
Overall, if the feedback from comp judges is implemented, this would be a game that continues to get played for a long time.
I really enjoyed this game. I had a few technical difficulties wrangling with Quest.
You play as a cockney-speaking orphan who has penned up in a penitentiary-orphanage. Your goal is to go from Public Enemy Number 2 to Number 1.
The map is large, but pleasingly symmetrical. You solve a puzzle in each room until the game is over.
Some of the puzzles were fairly nonsensical, and I had difficulty with them, but overall, I was impressed.
I enjoyed the story in this game quite a bit, more than just about any other game in the competition.
You play as a magical crow who is fleeing a destructive sentient firestorm. You have to hop from town to town, trying to warn everyone while fighting a bad reputation.
I enjoyed the characters and setting; it was generic fantasy, but not swords and sorcery generic fantasy, more of Diana Wynn Jones or fairy tales.
There were some noticeable typos, though, which detracted from the experience.
This is probably the slickest of all the games entered this year.
This is a short mystery tale set in a women's college in (I think) the northeast. You are replacing a professor who has mysteriously disappeared.
The main narrative is about time-hoppers (which feels more like a temporal Gulliver's Travels than H.G. Wells), but there is a sub-narrative about the place of adjunct/temporary/visiting faculty and the various roles of women in academia.
The game beautifully divides between 'asides'-links and 'moving forward'-links by having the first show up as notes in the margin and the latter extending the text.
It's well-illustrated and well-written. One of the best web games available.
This game is a worthy sequel to Toiletworld, by Chet Rocketfrak (presumably the same as Chad Rocketman).
This game centers around Bilbert/Bolbert, who has something wrong with them. You can talk to Bilbert, or enter Bilbert.
There's not much more than that. I found it amusing, but the author is clearly aiming for a 1-star rating, and who am I to refuse?
This game is centered around a language or collection of languages that the protagonist is trying to study.
The central mechanic is that you are presented with 3-syllable words that you can alter.
The discussion centers on the idea that language influences our thoughts and actions, and vice-versa.
I liked this game, but it didn't draw me in emotionally.
This is a very short little game where you are trying to get your crazy future-telling device to work.
It's a one-room game, but very little is implemented. I had to decompile the game to figure out how to get the device to work. I had further difficulties with basic commands like going in doors.
The idea isn't bad, but it could be better developed.
I beta tested this game.
This is an ambitious concept debuted here in a demo game. It is an rpg game with procedurally generated text and spinning wheels indicating combat.
I liked the system quite a bit; the styling was good, and the graphics nice. I felt a bit dissociated from the story; like real RPGs, the story was in service to the puzzles.
There is hidden material here; despite beta testing and playing again later, I didn't find the sword or defeat the giant monster. Worth checking it out to see the system.
This game is a mid-length Twine game (30,000 words in 214 passages).
It's about a rough, one-eyed monster hunter named Jacobi. He's carrying out various tasks for the king in return for help for his loved one.
The game has you face three challenges, each with a map and combat. They become darker as you progress, with the title referring to thematic darkness.
I actually liked this game's interactivity (moving, fighting, buying and selling), but there were several typos, and I was turned off by the 'grizzled unhappy war hero make dark choices' theme. I like those themes in general, but only lightened by a great deal of heart. This game has some (with Elias and Cassandra), but for my personal tastes, I would have liked more balance. This is definitely a personal thing, and others may wish it even darker.