This game has a lot of bad signs; typos/grammar errors, the plot is literally 'destroy the evil sorcerer', random text dumps happen.
But it actually seems pretty original later on; there are several NPCs, a house with an unusual layout, an island to wander around, and an unexpected story.
I had to read the accompanying transcript, but I liked this in the end.
This game puts you in the place of a general during the crusades.
You have to break into a city and talk to the king. There's a lot of guess-the-verb happening here.
Then you end up telling the story of Christ's death, with some parody elements. You have to reconstruct it into a more 'exciting' story to convert the king.
This game actually reminded me of the new game Niney (in 2017), where you 'become' different things for this people.
This game has you perform a task for 26 different people (not related to the alphabet). However, knowing what you need to do is really, really hard, involving a cryptographic puzzle.
Then the game involves color shifting and sorting, with a cool ending.
The code shows a character named Polly, but I didn't find them.
This game has you visiting a lost world where the builders, an ancient people of great power, had disappeared, and where your supervisor has disappeared.
It has a fairly small map, allowing you to explore much of it in 30 minutes or so, but it has a tricky maze and a propensity for hiding things in scenery objects.
Overall, I found it a mostly interesting story, reminiscent of a Star Trek movie.
This game had a really promising opening. You board a cruise ship, and you are unguided; you wander into a gift shop, and can buy many things, there is a 4-day schedule, meals are offered throughout the day, etc.
And then BAM, it becomes a completely unoriginal text adventure where you have to solve unmotivated puzzles to find crystals to defeat a wizard. Why? It was so promising...
I like the atmosphere in this game. You're in a town on the Gulf Coast, exploring a town and an old wharf.
The game isn't large, so it doesn't take too long to finish. But it could be much better-clued. Without clues, this game is like playing monopoly for the first time without instructions.
There was one action required at the end that I found unusually gruesome, but somewhat logical in hindsight.
This game is the first Quest game ever entered into IFComp.
You wandering in the first to give a flower to a girl. Then more stuff happens. It is really a teenagerish game (male, specifically), from the plotline to the poor spelling and bugginess.
At least the author was bold by going out on a limb, entering the first Quest game ever.
This game uses the Adrift parser, which is inherently problematic.
It is a sequence of small rooms with really unclear puzzles, including a sound puzzle. The puzzles are really irritating.
However, this game did not come last in the competition. It's possible that hardcore puzzle fans may enjoy this game.
In this game, a female college friend gives you (a male) a disk of Advent 550 to help you over the blues.
You end up playing the game, and falling asleep with your friend on the couch. You have a trippy dream involving will crowther.
The Adrift parser isn't that great (I used 3.90), but the game pulled some clever tricks for the game-within-a-game. I actually enjoyed this, but I had to put it in the Adrift Generator to find all the necessary tasks.
This is a game with a big map but only 2 or 3 puzzles. You explore a creepy house (with some timed text effects at the beginning, creepy music/sound effects, and a popup image in the middle that's not supposed to be scary).
I ran this on Adrift 3.9. Like all adrift games, it has major problems. This game also has big text dumps.