Baseball is the theme of this, Andrew Schultz's first IFComp game.
Unlike his later games, there is no wordplay here, and no abstract narrative about excelling at being smart.
Instead, there is a deeply implemented and simulated baseball game. There are all sorts of timers going on, and wardrobe changes, and so on.
It's so complicated that it's all a bit overwhelming.
This game has you going to Camelot to help Guinevere.
The plot is a bit and thin, and the ADRIFT parser is as weak as ever.
But the game is fairly detailed, and a lot of thought has gone into it.
The main weird thing is that wearing a ring is important to the story, but it always slips off your finger. Also, Hagrid makes an appearance in the game, talking about Dumbledore.
I liked this game, though it was cut short and was buggy near the very end.
You play as a foster child sent to another world, where they look for their brother Ben.
You explore a wild fantasy world, primarily inhabited by robots.
The game uses interesting cinematic techniques like intruding italics text from the real world.
I liked it, but it stops right in the middle.
This game has you explore a small ship full of fantasy creatures like faeries and goblins.
It has one oddly inappropriate part, but nothing else really in that nature.
By visiting the Faerie queen, you receive a variety of tasks, about 3 or 4 in total. Each is a simple fetch-type quest or single action.
The game ends fairly quickly.
This is the third comazombie game I've played; the first was a tiny demo with little plot. The second was mostly in German.
This one is a complete, though tiny, game. You are in a room in a hotel with some pretty good colors and styling. It's a multiple choice game using a simplified version of comazombie's previous systems.
It throws in some needless profanity at one point which doesn't really fit, most likely due to the speaker having English as a second language.
This is one of those games where you wander about, having recollections come to you (like Wrenlaw).
The game has a sprawling geography; outside of the first area, each movement can take you through different climates.
It is short, a bit buggy, and kind of quickly put together, but I enjoyed it. It has MIDI music that I did not hear.
This game is very good, similar to Ad Verbum, although I found it underclued and a bit frustrating.
There are three rooms with three challenges (after a brief intro). In the first room,... well, it might be more fun to play through.
Suffice it to say, it's almost like a test for adventurers based on standard IF tropes such as room descriptions, object names, and so on.
There was a sequel in 2017 with similar puzzles, which were also good.
This is a large Adrift game, in which, after an extended prologue, you are cursed into a form of your choosing: rat, fox, or snake.
As an animal, it is your job to be restored to your original form and find your lost love, Princess Tevona.
Overall, this was done pretty well, but the Adrift parser was pretty frustrating (I used Adrift Runner 4.0).
This is a really big game, with some really big bugs.
I played this game for the first time a few weeks ago, and I never realized there was a fire in my room or that the door was supposed to be blocked. Instead, I wandered around the rest of the building for a while.
Following the walkthrough, this game does have some fun elements. The huge maze is not one of those fun elements, though.
Interesting when used with the walkthrough.
This game has you descend on a train to the depths of Erebus, where you have to find your way around in total darkness.
This game is centered on wordplay, involving letters (similar in a vague way to Threediopolis).
I don't want to spoil the main mechanic, but I also found it very hard to figure out the main mechanic. Lack of cluing seems to be one of the biggest issues here.