Ratings and 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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Light My Way Home, by Caelyn Sandel (as Venus Hart)
1 of 1 people found the following review helpful:
A truly beautiful short parser game with music, October 22, 2024
Related reviews: 15-30 minutes

This game (I think it was made for Shufflecomp?) really touched me. You play as a person in a kind of melancholy town at evening, watching grass blow and seeing things like power lines swaying in the wind and an old radio. When downloaded, the game plays peaceful, ambient piano music that strongly affects my rating.

Gameplay is about wandering around, at first, and then learning to interact with the world in a new way.

There are some whitespace issues and the interactivity took me a bit to figure out, but the music was polished and I loved discovering the mechanics. Very emotional, very powerful, I can't remember the last time an IF game made me feel this way (but I don't expect all readers to feel this, as it just happened to fit my mood and time of day, and things always feel better when you discover them organically rather than when someone tells you they're cool).

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Eric the Unready, by Bob Bates
1 of 1 people found the following review helpful:
An 80's pop-culture reference-filled joke game, October 21, 2024
Related reviews: 2-10 hours

I've been playing through the most popular games I've never reviewed and this game has been at the top of that IFDB search for a while.

Playing through, I can see why it has been popular over the years. It is a parser game but has a list of all verbs and nouns for each location, and the puzzles are lighter than many other games at the time, making it a pretty easy experience to complete (though I did use a walkthrough at several points). It's also split up into 7 or so smaller adventures, so it's easier to plan out play sessions, and it has detailed pixel art and animations.

It's filled with a lot of pop culture references. Puns, Monty Python sketches, TV shows like Gilligan's Island and Fantasy Island, etc.

While the puzzles were generally fair, there were several points where items that you'd had and had seemed like gags for a long time turned out to be useful exactly then, which is probably where the greatest difficulty lies (remembering everything you've read or seen or picked up up to this point).

There are occasional point-and-click parts, the largest being a system of waterways to navigate.

Parts of the game are genuinely very amusing. As a whole, though, it is really reminiscent of 80's nerd humor, where women are primarily sex objects and non-American cultures are mostly there for jokes. This game has several jokes where rape is the punchline, and a lot of the drawings are of busty women whose clothes are falling off. Part of the game involves sneaking into a virgins' temple where you hope to see them nude, and the first virgin you see (not nude) is 15. There are stereotypes about Native Americans, and so on. All of this would come off as solidly normal, if a bit risque, in the 80s; the art style and jokes are very similar to softcore pornographic games my brother owned like Leisure Suit Larry (though no full nudity is there).

I enjoyed the difficulty level and gameplay, but I soured on the game more over time, especially after the sex-focused Olympus area, so I ended up just using a walkthrough to end it off. I did find the uses of all the magical objects you had gathered to be pretty funny, though!

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+=3, by Carl de Marcken and David Baggett
3 of 3 people found the following review helpful:
A famous troll game made to prove a point, October 18, 2024
Related reviews: 15-30 minutes

This is a troll game in multiple ways. First of all, there is a troll. The point of the game is to cross the bridge that he is guarding.

Second, it's designed to have a ton of red herrings, like an overly-complicated calculator and a recurring noise.

Third, the whole point of the game is to prove a point in an argument.

The main argument is whether a logical solution is a solvable solution (and the point here is that the answer is 'no').

This remains a big sticking point in parser design three decades later. Many authors are surprised to find players getting stuck in parts of the game that should be logically clear or blindingly obvious; a lot of this is because for most parser games there are many logical things that we politely ignore, like realistic carrying capacities or getting tired or using the restroom. Those things are ignored because, when implemented, they are generally dull and boring. The experience of playing is, to me, more important than realism, and that ties back into this game's themes; while the game is logical, it not an enjoyable experience.

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Down, the Serpent and the Sun, by Chandler Groover
2 of 2 people found the following review helpful:
An almost-linear map in a highly unusual setting, October 17, 2024
Related reviews: 15-30 minutes

This game is Chandler Groover's earliest game. In it, a feathered serpent devours you while you are standing on a Mesoamerican pyramid, and you can only move up and down within the body for most of the game. While flesh and organic parts abound, there is also a lot of symbolic imagery providing for some vivid descriptions.

The reaction it received and his postmortem almost serve as an origin story for his later games. He mentions (mild spoilers for the types of puzzles in the game but not their solutions):

(Spoiler - click to show)Other people do not play parser games like I do. I like to examine everything, so I wrote descriptions for almost everything in my game, with the idea that people would examine things to uncover clues. However, many people didn’t seem to do that, so they missed clues for the puzzles if the clues weren’t placed in the general room descriptions. In the future, I cannot expect other players to share my devotion to examining the scenery, unless I give explicit instructions that this should be done (which I’ll most likely do, because I love the mechanic of examining things within things within things).

and about puzzles in general:

"Don’t add puzzles just to add puzzles. This probably means, for me, don’t add puzzles. I’m not nearly as interested in the puzzle-solving aspect of interactive fiction as I am with its potential for creating atmosphere, or for warping a narrative’s meaning with dynamic text. Those are what I ought to focus more on."

Groover's later emphasis on light-puzzle and limited parser games with easy-to-understand mechanics does seem like a direct result of these early design decisions.

I love the vivid imagery in the game. I do agree it takes close attention. I thought I remembered how to beat it, from years ago, but even knowing part of the puzzle I had to go to the walkthrough after going up and down the serpent several times in order to find the starting place of the first puzzle.

I liked this game enough to base a significant chunk of my game Grooverland in it, and I'm surprised I had never reviewed it. Definitely worth checking out! One of the smoothest-implemented 'first games' I've seen.

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consciousness hologram, by Kit Riemer
2 of 2 people found the following review helpful:
Stuck in a utopia, searching for something to do, October 17, 2024
Related reviews: about 1 hour

I thought I had played and reviewed this game long ago, but it turns out that I was thinking of Universal Hologram from 2021 by the same author, with some overlap in concepts (I swear I remember the pyramids).

This game is centered around the concept of living in a simulation. Several people have theorized that a sufficiently advanced civilization would simulate other civilizations, which could simulate more, etc. so that the chance that we are living in a simulation is very high, close to 100%.

There are many variants of this, including Rothko's basilisk, the idea that future AI will simulate post opponents of AI and torment them in hell forever. This game takes the stance that it's likely that future civilizations will simulate those in the past.

You play as someone (or a simulation of someone) living in Mars in a world where all needs can be eliminated. The game deals with themes of whether happiness can exist when decoupled from suffering and whether suffering is necessary for happiness, and the idea of the existence of a thing vs the experience of the existence of a thing.

It uses lampshading and occasional crude language to contrast with the elaborate language of the more philosophical parts, a combination common in a certain subset of early Twine games (especially Spy Intrigue and its immediate predecessors and successors).

Overall, I think it communicates a desperate search for meaning in life and a desire for human connection.

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NYX, by 30x30
A short science-fiction horror piece about space, October 16, 2024
Related reviews: less than 15 minutes

This brief work was entered in the 2024 Neo-Twiny Jam.

It's a well-written and polished game about a spacecraft where survival is no longer really an option.

I found the writing dark and atmospheric, and the three possible endings all presented a real difference due to our agency.

However, I didn't feel like I had enough time for the impact of the weight of the story to take full effect in the brief time I encountered it.

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Beware The Faerie Food You Eat, by Astrid Dalmady
1 of 1 people found the following review helpful:
A replayable and polished tale of a faerie journey, October 16, 2024
Related reviews: 15-30 minutes

I've been trying to go back and review games I remember playing but somehow forgot to review.

This game is one of Astrid Dalmady's earliest games. Her twine games were the first twine games I every enjoyed playing, back in 2015, and got me started playing more.

This game is fairly brief but branches a lot, with 10 endings. Most endings can be found by falling on the wayside.

You play as someone about to enter the faerie realm through a mushroom ring, hoping to find something you lost (which you can select at the beginning). You remind yourself that, whatever else you do, you must not eat the food the faeries bring.

The UI and styling are great here, and the game pulls out some neat tricks. I played to two endings, but there's enough sameness in replays that I didn't look for the other endings.

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Wayhaven Chronicles: Book Two, by Mishka Jenkins
1 of 1 people found the following review helpful:
Strong romance game with more character emphasis but less plot than first, October 16, 2024
Related reviews: 2-10 hours

The Wayhaven Chronicles are one of the most popular series of commercial IF games available. They follow a detective in the small town of Wayhaven who has recently been assigned four beautiful vampires as partners, out of which the detective can choose one to romance.

This series is projected to last through 7 books, although only 3 have been released so far; with some over 1,000,000 words, it's understandable that this might take a while.

This second game furthers the romance in the first game while adding a new mystery. Now that the hero is aware of vampires, other mysterious creatures come into play, and a new carnival comes into town, complete with creepy attractions and a horrifying mirror maze.

I felt like the balance between romance and plot shifted even more towards romance here than the first game. However, due to the need to stretch the romance over 7 games, the progression of the romance is glacially slow (at least for the A romance I chose). It reminds me of the Twilight novels, where Stephanie Meyers had to come up with more and more contrived reasons to keep the two main characters apart, or of the Office and the way it dragged out Jim and Pam.

So for those reasons, I found this game less compelling than the first. The creepy carnival was fun, and getting to know my teammates and the world around me. The game is great at providing enough roleplay options to really act your personality. I played a generally positive and cheerful character who liked their mom and was happy with the supernatural, and even if sometimes there was only a single hopeful choice, I picked it.

I did encounter more failure this time around. Despite heavily investing in one skill and using it at every chance, I often failed checks for that one skill.

While I didn't like this quite as much as the first one, I consider it a 5 star game among the general field of interactive fiction.

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Wayhaven Chronicles: Book One, by Mishka Jenkins
4 of 4 people found the following review helpful:
A romance story with vampires and procedural investigation in it, October 13, 2024
Related reviews: 2-10 hours

I recently heard a theater teacher give advice on how to play drunk people. She told students not to act drunk, but to act like a drunk person trying to act sober; otherwise, it will come off as over the top.

This game is written as a romance pretending to be a supernatural police procedural. Almost all interactions, plot points, choices, and scenes are designed to progress your romances with a variety of options.

The base story isn't bad; it's mostly unresolved by the end, as the game is part 1 of 7 intended games in a series, with 3 completed so far. Still, the 'substory' is fairly resolved.

The idea is that you are a recently-promoted detective who discovers a series of grisly murders by persons unknown. Simultaneously, a team of four vampires move into town (not a spoiler, as the game uses dramatic irony; while our protagonist doesn't know what's going on, we generally do). The four vampires happen to all be described as extremely attractive (and customizable as to gender), from the intense and brooding captain A (except names depend on gender selection) to the gregarious N or aggressive M.

I was pondering Choicescript games recently and realized how much better the system is at romance than almost anything else, the way parser games are better at object manipulation puzzles than most other things. Romance naturally lends itself to choices both on who to spend time with and on how to roleplay your interactions with them. This game has much less of an emphasis on powers and win/loss scenarios than most choice-based games (though some of both exists). Instead, the vast majority of options are role-play that affects your stats, and instead of those stats determining what you're capable of, they determine the way people react to you. If you are positive and happy about the supernatural, people comment about how relieved it was easy for you to accept; if tense and fearful, they are worried too.

The game is a romance power fantasy, where multiple beautiful people care about you, are impressed by you, and are excited about you, while you are simultaneously very important and powerful but also very fragile and needing protecting.

Outside of the romantic options, the game is not quite as exciting as, say, Night Road, another vampire game with investigations, but with them it's a solid game option. It makes sense that this would be one of the most popular Hosted Games of all time. I look forward to part II.

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AI Dungeon, by Nick Walton
7 of 7 people found the following review helpful:
An early AI-generated website for storytelling, October 13, 2024
Related reviews: more than 10 hours

I'm going through and finding which games are on my 'played' list but not reviewed, and this is one of them.

AI Dungeon was a novelty when it came out 5 years ago. It was a large language model trained on the Chooseyourstory website's CYOA games. Due to the early days of ChatGPT, it frequently would go off on ludicrous tangents.

Nowadays it's been rewritten several times, and I'm not sure it can be said to have been one product over the years, which makes it distinctly hard to review.

Trying out the newest version, I played a couple of the main storylines. I first checked to see if it still has a lot of weird junk in its training data (it did; it knows who Harry Potter's friends are) and if it can obey commands (kind of; it resisted me trying to summon demons and summoned an animal instead, but when I said all of my wishes eventually came true, it allowed the original summoning to take effect).

The storyline just wanders off. In one scenario where there was an AI called Persephone ruling the land, I asked to be taken to see her and they took me into a temple. Then the tapestries started writhing and a guy in them called the Marquise started calling me out and wanting to talk to me, not mentioning Persephone at all. I ordered the game to ignore him and walk in to see Persephone, then I ordered it to let me win immediately. It got more and more resistant until it just said 'error, you need to pay to continue'.

The interactivity is 'soft': you can do mostly anything, and the game will remember it for a moment. The real interactivity isn't discovering what world awaits you; its trying to respond to or outthink or encourage the language model. It's less of a game with a real world setting and more of a conversation between two people.

Checking the AI Dungeon subreddit, it looks like many people just use it for pornography.

Overall, I think the audience for this and the audience for most IFComp-style parser games are pretty different. The joy for me for IFComp games is seeing what the author has come up with, while the joy in this game is mostly seeing what the player can come up with; but when I come up with a game, I like to just actually write one.

So, this game is not for me, but I can understand why people would enjoy it.

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