In this game, you are trying to catch a cult leader.
You have a number of colored objects, and you have puzzles of the 'explore the complex mechanisms' type.
I found it incredibly obtuse, but some others rated it highly. If you like puzzles like the goat and the fox or towers of hanoi (neither of which appears in this game), you may like this game.
This was the first TADS 3 game entered into IFComp.
You are someone in the future who meets a woman at night, knowing she would be there.
You then have a flashback to how you got to that point.
I had trouble guessing one of the very first commands (pointed out in David Welbourn's walkthrough).
It's a fun game, but learning more about it is what makes it enjoyable.
The early Quest engine had a number of issues, mainly that you had to define each action separately, and it didn't do synonyms well. So much of this game is 'guess the verb'. I downloaded an old version of quest to play it, as gargoyle was having some problems.
You play a woman who becomes a superhero after a mysterious hilt comes into her life. The game goes from scene to scene. I couldn't finish one scene due to a bug (I think I had the wrong interpreter yet again), but opening the quest file in Notepad++ revealed the ending, as the game is completely linear.
In this game, you play a scientist who has been part of discovering suspended animation.
In the game, you discover the true implications of suspended animation, and what it meas for you, for God, and so on.
The game has some sensuality and participatory violence, which are both portrayed in a negative light.
The game is short, and has large text dumps.
In this game, you play someone exploring a house during a party, trying to find paperwork on a lien on your house.
There is a death. You want to learn more about it.
The game has some odd touches (some strong profanity from a goth, for intance), especially the fact that you go through every area of the house in front of the unhappy occupants and they don't stop you.
Otherwise, though, this is one of the best Adrift implementations I've seen.
In this game, you are in a facility that is wired to blow. Most rooms are empty, except for some with one item. Like Scott Adams, it has a two-word parser.
It was fairly fun, but it could have had a greater depth of implementation, and there was some 'guess the verb' stuff going on later. It also had an annoying maze.
Fun for those looking for a quick snack.
This is one of several different executable games entered into the 2001 IFComp where you wander around a very large area and engage in random RPG combat.
I only played a few minutes of the game. The music and images were interesting, but I just had a hard time getting into the interaction; also, I could see from the walkthrough that this is a very very long game.
When I saw this had the same opening as You Were Doomed From the Start, my heart sank.
This is a two-part ms-dos game, but I know of noone who has passed the first few rooms, as every step has you fight a monster called Double J, an in-joke about one of the author's friends, I believe.
By examining the code in Notepad++, I could read a lot of the text; there's a giant shape to the map, and a bomb of some sorts. Apparently there is a cheat, and a new game++. But noone's ever reached it.
This game has three main puzzles, and is a cinematic game with nice background descriptions.
I struggled a bit with the game, as I didn't speak german. But it is very short, and the medieval background was really fun.
I've provided a small walkthrough:
(Spoiler - click to show)To get over the wall, jump then pull yourself.
For the forest, stick sticks in the ground.
For the man, alternate fighting and talking, with a lot of talking.
This game is just a light puzzle plus a series of locks and keys. The keys are bizarre; a weapon, a jar, they can all be keys.
This just seems quickly programmed in an old an bad language. I wonder if the author wrote it years before and spruced it up for the comp. It does have some nice Ascii art, and some fun ideas, but it needs a lot of work.