This is a big Quest game entered into the 2020 Spring Thing.
It's clear that a lot of love and hard work has gone into this game, and it is very detailed and at times evocative.
However, adapting other works, especially static stories like film or books, is tricky. It can, as in this case, end up with huge worlds and confusing maps, tons of NPCs each with small parts, etc. This, plus the randomized combat, gives a feeling of an old western false-front store, designed to look big but needing a lot of work in the background.
A walkthrough would improve this immensely. On the plus side, it made me want to watch the original film, which I think is one of the author's goals.
This game is long, well-written in the noir style (where men drink hard liquor and every woman is beautiful.
It's framed as a radio play, and has two acts. You end up doing daring things, with cat-and-mouse chases, throwing punches, etc.
Unfortunately, many of these things are under-clued or involve non-intuitive actions. This makes a walkthrough almost required to play through the game.
I purchased this game because it seemed interesting. I'm a sucker for good horror stories.
The concept is that the dense fog in your town is rumored to kill those who have wronged others and not confessed. After an argument with a former friend, he dies, and you are the last person to see him alive.
The game is split between two main modes of interaction: deciding which of your many (well-written) friends you'll spend most time with, and deciding whether to believe in the fog monster or be a skeptic and deal with the real-life problems in the town.
I struggled with the first chapter or two, as it was more relationship-focused and I'm more into fantasy and sci-fi aspects of games. But then it picked up steam, and I ended up enjoying both facets of the game, and had a satisfying (though 'losing') ending.
This game is obscure in many senses of the word. First, it is very hard to run, intended only to run on a linux system. I was able to play it following helpful instructions at http://intfiction.org/t/reviews-for-beta-tested-games/43016/7.
Second, it's obscure because the writing is deliberately vague. Everything is allusions, none of which (maybe one?) is about Alice in Wonderland. Most of the allusions seem to be to Hansel and Gretel or Cinderella.
Third, the way forward is obscure. It is difficult to discover how movement works, difficult to find out how a room is finished, and difficult to go on to the next room. Some basics of movement: (Spoiler - click to show)Typing EXITS shows you the exits. You can move with N, E, S, and W as abbreviations. I took to the source code first and walkthrough later. The source code encourages you to look at it.
I encountered a bad ending that made me get stuck. It was when I (Spoiler - click to show)became a tree. I beat it by typing, not (Spoiler - click to show)run, which was the highlighted term, but (Spoiler - click to show)running away.
Occasionally I used the source to type the right word to move on if I got completely stuck.
One note: all of the major keywords (that give you special results) are (Spoiler - click to show)HTML color codes.
The fiddliness of interaction put me off a bit, and the game either has a few bugs or only has bugs because I played it on the wrong system. Otherwise I was impressed with the design and descriptiveness and would be interested in playing again.
I beta tested this game.
In this game, you are bullied by cheese. In a bizarre twist, you find yourself in a sort of pocket-dimension blocked by an enormous, rude wheel of Gruyere cheese.
There are eight corridors leading from the cheese, each heading to a different area containing useful items.
Some of the puzzles can be pretty tricky in this game, and some of the concepts can be very difficult to puzzle out (like what exactly is the nature of the (Spoiler - click to show)'hole' you find). But it's compact nature means that there are only so many things you can try before finding the solution. I found this game to be pretty amusing!
I beta-tested this game.
Åkesson is one of the most successful creators of new parser languages in the last few years. His new A-machine and Dialog language have proven to be powerful and smooth, and its default messages are, perhaps, more appropriate than Inform's default messages.
This game is a great departure from usual parser fare, and a bold choice for IFComp. You are a conductor, and you must follow a real-life score (from the Nutcracker Suite) and cue everyone at the right time. The real score is contained in the game, as well.
This is like no other game I've seen before, and playing it is extremely taxing. I felt like I was burning calories as I played this game. Even slight errors can cause havoc in the orchestra. And if you play perfectly, a problem arises that is outside the scope of the score, providing a 'lousy last point' puzzle.
Is this well-done? Yes. Is it innovative? Definitely. Is it a great display of the Dialog language's capabilities? Absolutely. But is it fun? For me, playing felt frustrating, but winning was truly enjoyable. So if you're going to play it, try to schedule time to finish it!
I beta-tested this game.
This game is is a horror story that effectively borrows elements of both games and pop-culture from the 80s. This is a monster-focused horror game set with two kids driving the boy's car to prom, with the date wearing the boy's ring. It brings to mind the music video for Thriller or parts of Back to the Future.
Gameplay-wise, this has elements from older games as well. There are numerous timers on the game (including one that killed me off at 70 points as I was playing the competition version), a maze, and a complex machinery.
I like this game, both as a tester and as a player. It can get frustrating at times, though. I recommend playing past the first scene and seeing if you like the overall feel of the game or not.
Andrew Schultz makes games by taking a wordplay idea and finding as many examples of it as possible, then building a game around that list.
Sometimes, it feels a little forced. Some times, it feels great. This is one of those great times, at least for me.
I'm not coming in looking for a cohesive narrative. I'm coming in to have pure puzzling fun that hurts your brain.
I would rank this game up around with Shuffling Around, one of my favorites, but a little below Threediopolis, my absolute favorite.
This game showcase a new parser, which usually makes me skeptical.
But I was very impressed with this IntFicPy game.
Pros of the engine: Smoothness! It looked fabulous, typing in and scrolling up and down felt natural and very nice, saving and loading was easy. Different text colors worked well, timers, changing room descriptions, conversation was implemented. Many of the hard problems were dealt with well.
Cons of the engine: Could do with some better synonym handling, and especially pronouns (IT, SHE, HER, etc.) It felt sometimes like it was just reading a part of my command and not all of it.
Game wise, I love the worldbuilding here. Not such a huge fan of timers, but it seems forgiving until the endgame. I did well in the first part and then hit a big bump sending me straight to the walkthrough for the rest of the game (finding money was the bump, I think, and I could have solved that, but then the commands I saw seemed intimidating).
You play as a newcomer to a dangerous magical island where the Storm kills all who dare approach, except for you. You go about the island seeking to repair your boat and discovering a village with a large religion.
A good showcase for the new engine. Online play would be a huge boon, though.
I played this game through to a death after about 30 minutes.
You play a man who has recently moved to a small town with wells, town doctors, taverns, etc.
The interface is wild. On the left is an illustrated book, with lines in slow typewriter text appearing as you make choices. You have three categories of 'inventory': thoughts, places, and things. These appear in the lower right.
The upper right contains the contents of your current location.
Actions are done by dragging inventory onto each other.
It's a good mechanic. It's slow, though, as is the typewriter text. And the game is long. And I couldn't find any way to save, and there are insta-deaths.
So I'm going to keep my rating and review as it is and maybe one day revisit this game. A save feature would help a lot!