This is a fairly long and polished Twine game with multiple branches, more or less in the Gauntlet style under Ashwell's classification system.
The game is centered around meekness. You are a milquetoast character on a train dealing with family issues and personal anxiety.
If you choose to, you can be sent on a small adventure, where you learn more about the possibilities in yourself.
The writing was engaging, but I felt like my choices didn't really matter (outside of Do you want to continue or Not), and I feel like they didn't drive the text forward. The concept was creative, though.
This game has you open up the source in the infirm compiler, so that you can see the source and the compiled game simultaneously. The source becomes a short story, with comments, and is a companion piece to the game.
It’s a clever idea, and I enjoyed the melodramatic story the game had. But the constraints needed to make th source code readable made the game overly simplistic and under implemented.
I enjoyed this 2017 IFComp game. You play as a consultant for super villains who answers their questions for money. The parser becomes a phone line, of which you have 2, and your commands are commands to the villains themselves.
Each villain has unique powers. The writing for the radioactive man grated on me a bit, but overall I found it clever. This game had the most traditional gameplay of the top games of the competition, with no limited parser commands.
I recommend it, and hope that everyone reading this will take the time to try it.
This is a twine game where every letter is hyperlinked to other passages. Each passage is a single sentence fragment describing a thing.
It's short, and charming. I enjoyed it; it doesn't have much substance to it, but it doesn't need to. It didn't provoke any strong emotions in me.
The individual letter idea was clever, and elevates my opinion of the game.
This is a lengthy essay in 4 or 5 parts about what it means to be Christian and LGBTQ.
The author describes their coming to grips with being a non binary person.
I found it interesting, and it was polished and descriptive. But I felt like it didn't benefit from its interactivity.
I beta tested this game.
In this game, you play as an orc monk who has sworn off violence. However, your monastery has been attacked, and you are the sole survivor.
The game tracks several stats, including rage and health, and you have the chance to visit three different locations on your way to the grand finale. There are several endings.
I enjoyed this game, but I wished it were longer. I felt like there wasn't enough material to grab into a story with as much background information as this one. What was there, was good though.
It's hard to conceive of a game that is more Ryan Veeder-y than this one. This is most likely due to the support from his Patreon, which was started (according to its home page) because he wanted more reasons to include complex irrelevant subsystems in this game.
And this game has them. There's not that much you have to do in this game, but a lot you can do. Random mini quests and red herrings abound. I spent around 2 hours on this game, but the main pathway can be finished in 20 minutes or less.
There are two characters to pick from, but the choice is inconsequential...sort of. And sort of not. I felt rewarded for playing through with both.
I read a paper on humor theory once that talked about the 'incongruity-resolution' theory, which is that we laugh when we experience something out of the ordinary, that doesn't make sense, and then have it resolved suddenly. This game is built on nothing but incongruity-resolution. Everything in the game is a mix of useless and semi-useful.
I liked this a lot more than the Roscovian Palladium, or any other of the short random games that he makes every few months. A nice game to play if you just want to burn time and fiddle around with stuff.
This game reminded of another game, which I couldn't remember for a while, but now I recall is the author's 2016 game, Light Into Darkness. I liked that game, but this one is better.
It's a brief moment in time. The game definitely plays around with the typical speed of a parser game, where major events can occur in one command.
I hit on a good ending perhaps by chance, early on, and replayed to stretch it out as long as possible. If I hadn't guessed the command, I might not have liked it as much, but it was good.
This was a strange game. When I started it, I thought, 'Oh, so this is writing which might be something really good, or just fluff'. As I played through, it all sort of fell together, and I liked it.
It's bizarre; a sort of mix between 80's neon punk and Jack the Ripper's London. Plus some of ancient Rome thrown in.
I had a bit of trouble at first figuring out what to do, but I grasped it in the end. I think this was my favorite of La Petite Morte, and perhaps of the whole Ectocomp competition.
This is a short Ectocomp game that branches strongly.
You play a recently deceased woman who has the chance to go back and haunt one of three different people: her daughter, her old flame, and her enemy.
The game is sort of a gauntlet, because many of the choices are wrong, but you don't always have to restart completely.
I found it charming, with some interesting mini-twists, but overall I had to replay a lot of different sections to see it all.