This set of 4 games was a special entry to the 2023 Spring Thing consisting of games written by a teacher and students for their own mini-Spring Thing.
Each game has the theme of Mirror, and I enjoyed seeing how that theme played out. In one, it was an incidental but crucial part of a real-life story; in others, it represented portals; in another, the device used to play the game.
Each game had some imaginative thought, but each could be significantly developed. Many stopped early, only partway through a story; all had a little bit of typos to be cleaned up; many had difficulty figuring out how to branch effectively (like offering choices but some choices are 'fake' and say 'you have to try the other choice'). The biggest thing they all need is time; however, for a school assignment, it is difficult to find such time. But I could see all of them making complex or richly descriptive games in the future.
This is an Adventuron game with a forward impetus: no UNDO, no going backwards on the map, only forward, often with a choice or two on how to do so.
The focus is a lot on your companion, a friend you've done many mountain races with who is not feeling as strong as before.
+Polish: The story is well-polished, free from bugs and typos as far as I could see, and responsive to commands.
+Interactivity: The inability to go back or UNDO is annoying in a puzzle game but thematically appropriate for a game about the march of time in our own lives. Good coupling of puzzle with theme.
+Descriptiveness: The locations and people were described in a way that I could easily picture it all in my mind. The changes in the weather and the passage of time were evocative.
+Emotional impact: It made me think of important events in my own life, like a funeral I attended yesterday where I didn't know the person who died but I did know some of their friends.
+Would I play again? Maybe, after a long time, but I think one time is best for now. But I would recommend it to others.
This game is written in Unity engine. It uses Roblox-like characters to tell a brief story of a man sleeping and dreaming and confronting his fears.
This game technically uses a parser but in actuality the game tells you what to type at every step, waiting until you type it correctly before moving on. There are about 10 opportunities to type. In one of them, you get to make a choice.
The graphics are amusing, although the game says they were made in one day.
Overall:
+Polish: No bugs
+Descriptiveness: The text is barebones, but the art helps
-Interactivity: Very little
-Would I play again? Don't enjoy Unreal Engine very much
-Emotional impact: Kind of muted by long slow timed sequences.
This is the third time I have played and reviewed this game. I first saw it in the Spanish Ectocomp, where I found it difficult as I had to learn new verbs, but I found the story intriguing and creepy.
I then experienced it as a French game in French comp, where it was fun contrasting the two versions.
Now here it is in English, my native language, and it's honestly a different experience this time.
In this game, you play a Russian soldier who is obsessed with writing the perfect letter home, specifically the letter you write to your family in the case of death. You are not confident in your own writing, so you steal the letters of others that die, whether on their own, or with help.
The game contrasts the insanity of war with your own insanity.
Experienced in my native language, the game is still good, but I notice more the abrupt changes in scene, emotion, and motivation. Sometimes others are suspicious of you, while at other times they take your word even in suspicious circumstances.
One difficult I had was technical; near the end, with the tent and the (Spoiler - click to show)explosives, I needed to find a word to (Spoiler - click to show)light the explosives. However, (Spoiler - click to show)LIGHT and BURN didn't work. I had to type (Spoiler - click to show)EXPLODE CHESTS to get it to work.
Overall, it's been fun seeing this over time. There were definitely some nuances I didn't understand until I saw it in English (especially since Adventuron doesn't let you copy and paste text into Google translate). I had fun.
I briefly beta tested this game.
This Adventuron game has you searching for seashells on a beach. Pretty soon, though, things take a drastic turn, and you end up (Spoiler - click to show)being able to cast spells!
The game also utilizes two protagonist perspectives which is nice, reminding me of the old Atlantis Indiana Jones game.
Overall, the mechanics worked well for me. I think the design of the game could have supported an even larger game, but it's pretty substantial already and is part of a competition for beginners, so it makes sense.
I briefly beta-tested this game.
This is a feel-good game (mostly!) about a fun children's competition in a quaint village on a summer's evening.
A carnival is in town and the Mayor is throwing a competition where you have to gather clues. You race around with a bunch of other kids who move from place to place, all of you looking for clues.
The kids running around really helps make the game feel more alive. And the puzzles in the game have a wide variety, a lot of them making use of your ability to customize requests for various items like food and flowers.
There's a vaguely sinister subplot running through as well. Even with this, though, it feels like there's not a strong narrative thread, more just an excuse to have fun, which isn't necessarily bad. Fun for a nice diversion.
I briefly beta tested this game.
This is an adventuron game about making a peanut butter and jelly sandwich. You start in a kitchen and have to combine the three ingredients.
The game manages to add at least 3 major twists to this setup, which is pretty amusing. They aren't all necessarily coherent, but it makes enough sense to by funny.
The main character has a definite idiosyncratic personality that shines through more and more as you play.
Overall, it's pretty solid, but could use a couple more synonyms for things (like JAR for JAM), although it's been improved since I and others tested it.
This is a brief Adventuron game that has a short tutorial at the beginning.
In it, you play as a young child at a hotel who wakes up to find an old woman in your room. She beckons for you to follow.
And that's most of the game; the gameplay is pretty simple. There are a few small puzzles, but this is otherwise mostly linear. The concept has a lot of implicit horror in it, but I feel like that theme wasn't developed as much as it could have been.
Overall nothing is bad in this game, there's just not much: not much story, not much interaction, not much game. I feel like it could be expanded a bit, but as it is, it was fun while it lasted.
I played the English version of this game as part of the TALJ.
This is a fairly complex Adventuron game. Your girlfriend, a self-conscious milkmaid, is devastated that she forget eggs for her special salad, but you promise to bring some from your farm, in addition to another surprise.
The game is fairly large, with many rooms and also many items hidden within items within each room.
The writing is rustic and fun, with different animals you can interact with.
It's actually pretty hard; I found at least two different ways to completely fail without any warning given that I had failed, making it 'cruel' on Zarf's cruelty scale. But it's short enough that I was able to replay a couple of times to fix it.
This is one of the author's first full parser games. It's far more polished than most 'first' entries, but one kind of bug that slipped through is that many locations describe objects after you take them, like the alum.
Overall, it was one of the most rich and well-written TALJ games I played.
This game is entered in the Text Adventure Literacy Jam, designed to introduce people to text adventures through tutorials.
It's kind of a weird game. EXAMINE and TAKE are disabled for most things. The writing is minimalistic, based on an old French story. And things just kind of happen in ways that are pretty disturbing, like the poor lamb that wanders too close to the hermit.
UNDO is disabled, which is baffling in a game meant as a tutorial that has actions that are non-reversible and can prevent you from winning the game.
Overall, I found the writing style charming and the interaction slightly frustrating. I'm glad I played but like others have said I'm not sure I'll replay the final fight.