I beta tested this game several times.
First Inform games tend to have a lot of issues from authors not realizing Inform's quirks (like forgetting to describe things or making them portable). Lance Campbell manages to avoid those problems here and make a smooth and interesting parser game.
You play as the village idiot who's out of a job. You head back to the farm you live at and try to find useful things to do around the farm, including dealing with the mutated squirrels you accidentally unleashed earlier.
The writing is pleasant and funny, with what I think of as 'dad humor'. The puzzles are well-constructed, with some animal-based conversation puzzles and some construction problems. While testing, I had some difficulty at times knowing what to do, but the game has numerous hints and a walkthrough that makes it pretty accessible. I had fun testing this.
+Polish: The game is pretty smooth.
+Descriptiveness: It has a definite writing voice.
+Interactivity: The animal puzzles are pretty fun.
+Emotional impact: The game is funny.
-Would I play again? After extensive testing, I think I'm done with this. But if I revisit this in future years I'll change this point!
So the author of this game (I had wondered if there were several, but there seems to be one main author with some help from Norbez) has been advertising this on Twine for quite some Twine, and I was interested to see how it would come it.
Story-wise, this is one of the stronger games in the competition. There’s a delightful tension between the two protagonists (you get to play both): a hero named Lightbearer, middle-aged and with the ability to control energy; and Promethium, a villain who creates synthetic humanoids.
The story takes you through a strange situation where the two of you must work together for each other’s good. I found the writing and storytelling to be witty. Lightbearer is fairly generic as a hero, but interesting as a person. I wondered if Promethium was coded as autistic (reacts poorly to sensory stimuli, has a specific soothing sensory experience, and, as we later discover, ).
The graphics and styling are very nice.
Interactivity-wise, I went back and forth on my feelings. It’s the same kind of model as the successful game Dull Grey from last year, where you make the same choice over and over again leading to a final ending (although I don’t think there are any Dull Grey-style secret endings here). I think that works fairly good here, but I think there’s not very much reason in-game to pursue the ‘be mean’ options.
That’s something I’ve thought a lot about while playing Choice of Games titles this summer. Several of them offer ‘mean paths’, but it’s best when they’re strongly motivated. For instance, in Champion of the Gods, it’s okay if you are wild and kill everyone on site because the Gods commend you and the people around you are glad to be protected. It’s also okay to spare the enemies because the Gods are cruel.
But in this game it just seems set up to always pick the same choice. I’ll go back and try another run. Overall though, the story was great, and I’d definitely be eager to see a new Storysinger Presents game in the future.
+Polish: Very smooth and nice
+Descriptiveness: Loved the writing in this one.
-Interactivity: I felt like my choices could have used a little more oomph.
+Emotional Impact: Yeah, I was definitely curious about the big mysteries.
+Would I play again? I could see me coming back to this in the future.
This game is another parser game (like Elsegar I) that is simple and spare in writing, with a small number of locations, each with one task to do, and generally written in an older-school style. If anything, it reminds me of the older adventures JCompton has been putting on IFDB recently. I will say that it has less empty rooms and significantly more complex puzzles and interactions than Elsegar I.
In this game, you play an Indiana Jones-like adventurer (complete with bullwhip and fedora) that must find the Golden Egg of Man-Toomba, Along the way, you meet a jungle tribe, consult your journal, and interact with several animals.
The puzzles were interesting, but I had some trouble with guessing the verb (for instance, figuring out what to do (Spoiler - click to show)when climbing up the tree or interacting with the sun stone in the temple).
There are several beta testers listed, which is likely why this game runs smoothly in general. The hint system makes winning a lot easier, too. I guess that (like my own game) I feel like this game could be significantly expanded in scope, and maybe give a bit more direction. Otherwise, it was a smooth play.
As a final note, raiding jungle tombs doesn’t feel quite as fun anymore since someone pointed out to me online that ‘jungle tribes’ are just people of a different culture and we’re just taking our stuff. It’s kind of like playing a game where you’re a Nepali breaking into Notre Dame to steal a gilded crucifix. But I was happy that you have to pay the tribe for their skilled services in this game.
+Polish: In what it does, it does pretty well. I'll leave the synonyms to my Interactivity criterion.
-Descriptiveness: The writing seemed a little flat to me.
-Emotional impact: I didn't feel invested emotionally in the game.
-Interactivity: It was hard to know what commands to type even when I knew how to solve the puzzle.
+Would I play again? It's short enough and responsive enough that I wouldn't mind taking it for another spin.
This game is written in unity, and, unlike most IF games written in unity in past years, it actually makes good use of the processor-intensive engine.
It’s a very slick design with hover-over links and a sidebar of choices. The art on this game is great; my son kept popping up by my computer to look at it.
It uses slow text, which is fine in a short game but really not that fine in a long game. Fortunately, you can click to speed it up at least a little faster.
In this game, you are a famous governmental figure in a space coalition between various races. You are known for having caused the death of a cat-like alien years ago, and now you are threatened by the repercussions of that. The different alien cultures are distinct and well-drawn.
It’s hard to know how your choices affect the story. The game never really settled down into a rhythm or gave hints about its length, or provided saves, so I was just kind of flying blind. In the ending I received, there were several loose threads, which makes me believe that the game has multiple paths and significant branching.
The art and UI programming were excellent, and the actual story were excellent, but I wonder if they worked at cross purposes at times. I guess it was the slow text that really inhibited this for me; I think the intent is to get people to read slow, but I have a reading pattern where I look over the whole page, planning which segments to focus on and then moving in. I read non-linearly, I guess I’m trying to say, and slow text really messes that up for me. And what’s the purpose of it? To make sure people don’t miss your text? The best way to do that is just to write only what’s essential. Clicking helped but was still fairly slow.
This is a great team, though. I could definitely see all 3 of them working for AAA if that’s something they were interested in.
+Polish: Very polished.
+Descriptive: Writing was great, not gonna lie.
-Interactivity: I couldn't figure out how to strategize or immerse myself in character, and either would have been fine.
-Emotional Impact: I felt an emotional distance from the character, and the stakes felt low emotionally, due to my issues with interactivity.
+Would I play again? I'd like to see more endings.
Josh Labelle is a fairly well-known professional narrative designer, so I was interested to see how this game turned out. Skills developed working in a team on graphical projects don't always translate to solo text works and vice versa, so I figured it could go either way.
For me, I find this very successful. I have a soft spot for dungeon crawls and western RPGs (I enjoyed the parser game Heroes and the Choicescript series Hero of Kendrickstone better than most reviewers on average), and this game satisfies that.
It's very polished, with slick menus and nice highlighting and color use. I wasn't even sure it was Twine until I opened the file.
You play as one member of a team of three who has been assigned to kill a dragon then return to town. But once you get back, you have trouble finding where to claim your reward.
There are some complicated stats. It does fall a little bit into the Choicescript meme where you pick one of 3-4 skills and just max it out the whole time, and there's no reason not to accept most side quests; both these options make strategy a little less well-developed. On the other hand, the relationships with your partners and your decisions with the enemies (like the dragon and your employer) have more long term consequences (and many side quests have meaningful ending decisions that last even until the end credits).
Writing, setting and story are all high quality, with huge variety between the taverns in the game and several plot twists. Overall, I think this will do pretty good in the comp; if anything limits its appeal, it might be that traditional RPGs have been considered overplayed in IFComp in the past. It'll be interesting to see where this places. I consider it one of the better games I've played so far.
+Polish: Very polished, smooth, well-designed.
+Interactivity: Even lets you pick how much of the game you want to interact with, by making a lot optional.
+Descriptiveness: The variety in the bars was strong.
+Emotional impact: Suspenseful and funny.
+Would I play again? Yes.
So I tested this game for the competition.
Like Accelerate earlier, this choice-based game has a lot of visual and audio detail.
When I first tested it, I was struck by the cute neopets-esque game graphics that it contains. But playing the full version, I was blown away by the voice acting. Great audio quality, believable voice, better than most podcasts I’ve listened to. Very impressive, and helps make the animations more cinematic.
I had a bit of trouble with my eagerness causing me to scroll quickly, while many of the animations reload the page. But that was minor.
The story is a long-term (as in 10 year) relationship with a friend on Neopets. You both experience marginalization by your classmates and you struggle with your relationship with your parents. There are hints throughout the game, but it’s later revealed that a major theme of this game is .
The writing is sharp and on-point; the chat feels real to me, and the pacing is good. Bez has put a lot of work into improving games and pushing boundaries over the last few years and it’s really paid off.
Check the content warnings for the game ahead of time.
+Polish: The animations could be smoother, but that's a small thing when the voice and art are so good.
+Interactivity: I've played it several different ways and it feels fairly responsive.
+Descriptiveness: I feel like I'm there when I read it.
+Emotional impact: Definitely feel it. On my 'be mean to stairs but not so much the game ends early' run I felt sick in my stomach when being mean.
+Would I play again? I've played it three times, so yeah.
This game seems strongly influenced by Adam Cadre's work, specifically Photopia (for its fragmented story, multiple viewpoints and use of color) and Narcolepsy (which is specifically referenced in the text)..
This game switches back and forth between multiple points of view, including real-life people and fantasy stories. The game is themed around three lights: red, green and yellow.
It uses fancy techniques such as color and even upside down text.
Unlike Photopia, the overall story didn't congeal for me. I see themes; for instance, (Spoiler - click to show)all of the three 'colored' passages involve an option to help yourself or to help someone else and die right before you achieve your major goals.
Similarly, I couldn't really see the connections between the real-life stories. (Spoiler - click to show)While writing this, I realize that Diane went from scared kid helped by Ben to teenager missing Ben to woman on a train getting a call from (or calling?) Ben. But how are George and co. connected?
There are some typos (like a double period somewhere, and some missing letters in the upside down text. If I play through again I'll record it!) More importantly, on my first playthrough, I was (Spoiler - click to show)selfish in yellow and green scenarios and kind in red, and that led to the game crashing (Spoiler - click to show)immediately after getting my POV after the white door where Diane is in the train. The game just stopped and ended with 'press any key to close the interpreter'. I then replayed trying to be as nice as possible, and got an ending.
So, for me, this is technically and narratively impressive, but the storyline remained inscrutable to me.
This game contains segments with frequent strong profanity.
-Polish: Several bugs, including game-ending bug
+Descriptiveness: The fantasy sub stories were especially vivid
+Emotional impact: Again, the fantasy segments carry this for me, especially yellow and green.
-Interactivity: The conversation system required both typing a topic number and retyping TALK TO instead of letting you continue in menu format. This and a few other such things were frustrating.
+Would I play again? Yes, especially if it gets a post-comp release.
This game was interesting, and I think it shows a lot of promise for the future.
In this game, you wake up in an office building that seems fairly destroyed and embark on a search and rescue mission. It was quite a surprise when I discovered that (Spoiler - click to show) someone had taken all my fingers!
The map consists of two floors (for most of the game) with several rooms, each room containing various objects. As you explore the map, you find more of your (Spoiler - click to show)fingers, which gives you greater access to other things.
The UI was smooth and the writing was good. The puzzle structure was a little constrained, though. At most points in the game, it seemed like there was only one course of action possible at a time, so I spent most of the game 'lawnmowering' through choices (trying every possible action over and over). I think that allowing a bit more nonlinearity would make this an awesome puzzle game, and so I'd definitely look forward to anything else the author puts out.
+Polish: Smooth and perfect.
+Descriptiveness: The writing had some pretty clever moments for me.
-Interactivity: The linearity of the puzzles felt constrained to me.
-Emotional impact: Because I was repeating options so often, they lost a bit of their impact.
+Would I play again? I think I would, yeah.
This game is related to or part of a school project, which kind of setup hasn't made super successful games in the past (I've run some game camps, and long games take a ton of time; a polished IFComp game is about the same work as a Master's thesis and less like a semester project).
This one manages to be better than most, although it still has some rough edges.
Each of the people who worked on the game had successes. The art for the cover is done well; the writing has very funny moments; and the programming handles some pretty tricky material and multiple solutions to most puzzles.
In this game you play as a young member of a cult who has a very funny reaction to being a parser game PC. Your cult leader wants you to summon a demon, who turns out to be a real mild fellow. Shenanigans ensue.
The weak spots are evident in the game, too. The only file available in the download is a compiled executable for 3 platforms with no t3 file. Some of the conversation feels off (in general, reading your dialogue out loud can help make it stronger). You can't leave your leader's room early on until you ask him certain topics, but there is no TOPICS command or other way I found to remember what you need to do.
All of this can be fixed by general experience and maybe getting a few more beta testers that have experience testing comp games. But I think this is the best school-related IFComp game that I can remember playing, and I'd be pleased to see more from these authors.
-Polish: Could use more polish.
-Descriptiveness: Pretty good, but overall could use some more variety and colorful details.
+Emotional Impact: I found this funny
+Would I play again? Has plenty of replay value.
+Interactivity: Outside of the polish issues, the stuff you had to do made sense. The summoning ritual was very good.
**Tombs and Mummies by Matthew Warner**
People named Matt W have been doing good work in the math world for a while, including Matt Weiner (mod for this website) and Matt Wigdahl (author of IFComp-winning Aotearoa); so I was looking forward to this game.
This is a quest game and is online-only (you might be able to download an offline copy from textadventures.co.uk, but the download button on the ifcomp page just links to the website). It does not allow undo, has timed events, and if you leave it alone for 5 minutes, it will kick you out and lose your progress.
Fortunately, the game map is compact and the actual solution requires about 20 moves (mostly directions), so if you lose everything you're not set too far behind.
About half of the things you see in the games are traps, and unhelpful, and the rest are useful. Some are both (like the hint machine that hurts you while hinting).
The images, taken from ancient Egyptian art, were lovely, and the puzzles weren't unfairly difficult. I'm glad I'm played it.
+Polish: Nice images, well-thought out design and item placement and responses
+Descriptiveness: The game was very vivid to me.
-Interactivity: The above mentioned troubles with timing out and active events weren't too bad but enough that it impacted my enjoyablity
+Emotional impact: I felt a sense of adventure
+Would I play again: Maybe I would.