This game has a good mix of red herrings and regular puzzle items.
You are wandering around a house, looking for your auntie. Magic intervenes.
This game has a fairly large map, but because it's organized so well, it feels compact.
A couple of the puzzle solutions surprised me, and I feel they could have been clued better.
This game has you teleporting to a moon base to investigate a disappearance and stop a monster.
It has an instant death puzzle, but thankfully no mazes or light source puzzles. The game is well-clued, and its fairly easy to know what to do at all times (except right near the end).
The game has numerous spelling and grammar errors, but otherwise could be dressed up to be a fun game.
This game casts you as an unusual 'we', with unusual descriptions of rooms and a bizarre atmosphere.
I am surprised this game is not discussed more; however, like most little-discussed games, this is likely due to the lack of cluing.
The game is reminiscent of some ancient dark ritual, of Beowulf or Peer Gynt.
This game has you wandering around a space ship with slowly evolving goals. You begin as a tourist and end up as much more.
The game was competently programmed, but dry. I found it difficult to be invested in the game.
One of the biggest sticking points is a maze with randomized directions (so every turn the game spins you around). There is an item that helps, but it's a bit tedious, especially since there are 4 locations leading off of it that you need to get to.
This game is one of those frequent IFComp middle games that are big, fairly well polished, but without the snazzy setting or good cluing that would make it wonderful.
You explore an office with several cubicles, each presenting its own challenge (dealing with an npc, helping a tech repair guy, etc.)
Overall, though, you're unlikely to finish without a walkthrough.
In this game, you commit a series of unwitting (or sometimes witting) crimes, ending in worse and worse prison-related situations.
The story-telling uses really effective techniques, but the writing and puzzles aren't up to the challenge. By techniques, I mean cuts between scenes, timed events, actions with delayed effects, etc.
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.