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!
I rated this game on the following criteria, one star for each:
Descriptiveness: This game is descriptive. You play a man mourning his brothers death. A bizarre occurrence happens, and you must recover your five chess pieces from a forest full of wizards, dwarves, beasts, and magic.
Polish: This game is not polished. Many synonyms are not implemented and the game doesn't recognize reasonable solutions. I even received the extremely rare 'something dramatic has happened' inform library message (not necessarily a bug, but requires a bizarre combination of circumstances).
Emotional impact: The frequent praying was interesting, but praying for points seems kind of hypocritical. The dwarf seemed kind of like a bad caricature of a dumb Scottish person. Big, emotional moments were compressed over too short a time span (a problem I had in my first published game).
Interactivity: So many commands just didn't work. There were multiple devices that 'revealed' things, and it was very frustrating trying to figure out if, when one failed, it was a bug or intentional. I didn't even know I could reenter my cabin until I read a transcript. Very buggy.
Would I play again?: I would not. Parts of this game were charming, but I believe it's too buggy right now.
(Thanks to stian on intfiction for posting a transcript! Extremely helpful!)
I've seen the Alaric Blackmoon series suggested to me on IFDB for years, but never tried one of the games.
There are six or more in the series, and they involve a valiant warrior in Europe in the times of swords and armor.
In this game, you travel to America to encounter a Native American shaman.
I'd love to talk more about the game, but I encountered a game-destroying bug. A thief comes into town, and you chase him out. When I killed him, he kept appearing anyway, and so I was periodically kicked out of town and could not reach the trading post.
I'd love to update my review if this bug were fixed!
Edit: There is an updated version that fixed that bug, and I had fun exploring the town. I added another star to the review. I got stuck again, because I couldn't find Henrik, but I'll keep trying!
Luke Jones has released many games, and has a definite style. His games are whimsical, kind of roguish (with a foul-mouthed pigeon), sprawling, with a big cast of NPCs.
They are also a bit spare. When he started with Quest games, they were above average for Quest games in terms of implementation. Inform games (which this one is) generally have room for smoother programming, and this game could use a litte bit of polish, both in synonyms and in typos (especially the problems with stray punctuation that inform has).
This is a sequel to The Bony King of Nowhere, featuring the same map, just a few years older. I played with the walkthrough, as some puzzles I had great difficulty in guessing.
My favorite part about the game is the frank and friendly NPCs, like Donella or the Wizard of Ounces (Oz). I also liked the tie-in with other games by this author.
This game is the kind of thing Steph Cherrywell is known for: smooth humor, a large, easily navigable map, genre tropes pursued to their logical end, plenty of polish, and vivid characters.
I found this game's puzzles more logical than some other Cherrywell games, though I had trouble with one particular artist. Looking back, I ignored many, many, hints.
You play as a flapper (with all the 20's lingo) who's desperate for a drink. But it's all been soaked up by ghosts, so you have to hunt them down one by one!
I really enjoyed this game, and I think that it has a great chance of wining this year's comp.
So, a few things about this game. First, it's by an author whose work I love, Hanon Ondricek. On the author hand, it's an erotic hand. On another other hand, it has a 'tame setting'.
But this is perhaps the least tame 'tame' setting I've seen. The author is just bursting at the chance for you to sample some of his erotic writings.
Case in point: the whole point of the game is to interview four sex robots and ask them a series of 7 questions to help determine the cause of a murder. But the robots get bored, and you have to do other things to get them to respond. Eventually the only options, even in the clean mode, are sexual. The pictures correspond to the hardcore version, no matter what you pick. Your character still has erotic encounters with bots at the factory.
Well, in any case, this sort of thing in a game comes along with a feeling of shame, which is not what I'm looking for in a game.
Okay, that out of the way, this has some interesting things going on with it. Like Howling Dogs, it has a day/night cycle in a grey cube in a futuristic setting. There's really a sandbox feeling, as you can choose to go to work or not, spend money on things you like, configure your room with different virtual reality setting, sleep in the mimddle of the day, etc.
It can all get overwhelming. I reached a first ending on accident, and my next one implied I had missed a huge portion of the game ((Spoiler - click to show)involving accessing robot memory in-game). I'd replay, if not for the issues mentioned above.
The game is very polished. It is descriptive...perhaps too descriptive, lol. It certainly filled me with emotions, not all pleasant. And the interactivity, once I worked it out, was really intriguing. But I don't plan on playing again!
This is a lengthy game that has you surviving a fall in a dream, and wandering around the dream landscape.
I love the whimsical setting here, and its very imaginative, especially the whole cloth situation in the market.
The game uses dream logic, though, and I soon turned to the walkthrough and became baffled by the suggested actions. Errors litter the game as well, such as the game saying you have a smock when you don't get it later.
This is a game that needs more polish. Having experienced beta testers run through it over a few months would have helped a lot.
MTW tends to make games that have similar strengths and similar weaknesses.
Pros:
-Large casts of interesting characters that talk to you and follow you around
-Big maps and inventories
-Compelling plot points and settings
Cons:
-Only one path is implemented
-Difficult to predict correct paths
-Typos and bugs
This game is no exception. A mysterious mongoose/cat and a mysterious woman come into your life, and you investigate a weird house with links to the past.
I used the walkthrough because, from experience, it's difficult to play a MTW game without one.
Edit: For some more specific feedback on this game:
(Spoiler - click to show)Consider the following exchange when meeting the first human NPC:
>talk to woman
That's not a verb I recognise.
>ask woman about woman
sleeping young woman doesn't have anything useful to say about that.
This is a game filled with NPCs. It takes only 5 minutes to put in a response to TALK TO WOMAN that suggests using ASK/TELL instead. The capitalization and/or article usage for "sleeping young woman" is harder but is doable.
The default responses for many simple verbs like JUMP, PUSH, and EAT have all been left in.
Error messages make up the bulk of text you see when playing a parser game, and they need a lot of work here.
Homebrew parser games are notoriously difficult to get right. Most are frankly bad, with poor parsing and tiny games.
Bradford Mansion is one of the better downloadable, executable homebrew parser games I've seen. Sensible floor layout, puzzles tied by common themes, most puzzles relying on simple verbs.
But the parser isn't completely up to the challenge. There are small inconveniences (like L not being recognized as LOOK), but larger ones as well. A few key puzzles require extremely precise commands, with anything just a tiny bit off being unrecognized. This makes the game extremely difficult to solve without the walkthrough.
It has some tricky combinatorics/code puzzles, which are not completely covered in the walkthrough (being part of a hidden track). A plus for the puzzle fiends out there!
This game is set on the Titanic, and borrows a small bit from that show. There's no romance, but you play a thieving character who must hide from the law on the ship, including using an axe on metal and having a special painting.
The game is huge, but it comes with a very helpful map.
The main puzzles are fairly well clued, but there are a host of other puzzles. The fussy mechanic of opening and closing the suitcase, as well as the maze-like map, is fairly frustrating, though.