This review is part of the Official Ryan Veeder Weekend Review Challenge with Guaranteed Prize.
In this game, our intrepid author programs an entire game without a single (actually, with A single) glance at the source material.
The source material was, from the recollection, somewhat disturbing, but the retelling is much more disturbing if approached in the right vein. Have you ever faintly recalled a movie, or story, or dream from your youth that deeply disturbed you? I have half-recollected versions of both It and Castle in the Sky that are much more haunting than the original.
That's what this game is; it condenses all of the most disturbing parts of the game. What's disturbing is not the game, but what it reveals about the human mind, about Veeder's mind, about the things that his brain decided to store up for the future.
This review is part of the Official Ryan Veeder Weekend Review Contest with Guaranteed Prize.
While I was alarmed by the 'vitesse alarmante' of the 'eau' entering my ship, I was able to escape towards 'la poupe'.
While the addition of extra French improved the game considerably, it had no effect on pre-existing French. I would have preferred seeing Capitaine Earthworm or some other variation thereof.
This game has you find the secret of invisibility.
The base concept is really good; you have to remove clothes and not carry stuff to avoid being caught. You can find bandages, etc.
Unfortunately, the game is a bit too fiddly to work with. It's difficult to know what to do, due to undercluing.
This game has you exploring a small area with a Zorkian feel (a living room, a cave, transportation items, gemstones, etc.)
The puzzles are a bit underclued. Several of the puzzles involve a monster running at you. You have to be holding the correct weapon and use it to defeat the creature.
This game is split into two parts. The second part is pretty cool; you are a power-ranger sort of person who gets a robot and can form a Zord type of thing.
The first part, however, is incredibly dull, having you trudge through swamps requiring 15 or 20 movement commands in a single direction (like n.n.n.n.n.n.n....)
If the first half were shorter, this would be pretty fun.
This game is written in its own multiple choice system, which allows you to check inventory at any time.
This game is almost entirely in German. I like German games, so it's not so bad, but in my version of windows, the umlauts display poorly, making the German not as easy to read.
Overall, the game is not as well developed as the system is.
I found this system to actually be fairly impressive; you have multiple choice menus, but can check your inventory when you want to.
Unfortunately, this version is just a small demo, with little of the real action you might get in a full game.
Trap Cave, released the next year, had a larger game in the same system.
This game has an intro involving you escaping from and surviving a terrible disaster, separating you from your friends.
It then opens up to an open world where you have to gather money, clothing and weapons to survive the apocalypse.
One of the better Adrift games.
Like all other John Evans games, this is a really big game that promises some cool stuff (being able to cast all sorts of spells and having a portable house), but is not able to deliver on its promises.
The walkthrough is interesting, though, and worth checking out.
This game has an interesting setup where you wake up, with amnesia, in a forest, wearing a tunic with a skull embroidered on it.
You have to fight your way past beetles to get upgrades to fight more beetles to leave a tutorial area which ends the game.
The problem with the combat system here is that small steps take a lot of effort. Typing takes much more effort than clicks; either typing needs to be reduced to superfast shortcuts, or each command typed needs to have significant effect. This game strugles to find that balance.