This Adventuron game has you using a teleporter to access three different areas with interlocking puzzles.
The story idea is clever: Bigfoot has been implicated in 3 different acts of mischief and is on the naughty list. He asks you to clear his name.
In a world of perfect implementation, this would be a fairly fun puzzle game. It relies on some visual puzzles included in the graphics.
Unfortunately, there are numerous errors. Adventuron doesn't let you know if an object is undescribed or you typed it wrong, so that caused a few issues with things like a vital but undescribed rock show ad. The main verbs necessary for solving two key puzzles are implemented weird (for one, (Spoiler - click to show)PUT something INTO something doesn't work but INSERT something INTO something does, and for the other (Spoiler - click to show)you have to UNSCREW something instead of TURNing or RATCHETing when you have a ratchet).
A few other things added up to make it a frustrating experience. If the game were polished a bit more, it would be more enjoyable. Still, it had many charming moments.
This is an Adventuron Christmas game that is quite large. You have to find out what 9 kids want for Christmas and make their toys after finding all the ingredients necessary. There is a large system of free shops and recipes for toys.
There are many locations and as of this writing all but one of them has art.
The puzzles range from fairly easy to the very obscure. The hardest puzzles were those involving guessing-the-verb or lack of in-game responses to incorrect actions.
This is large and complicated and I enjoyed it overall.
This is the final game I’m playing for IFComp, and was pretty good to leave off on.
In this game, you play as the inheritor (with the rest of your family) to the estate of your Great Uncle. This uncle cared a great deal about commas and had feelings about them that were entangled with Christian religion and Greek mythology.
The game has several puzzles (accessed more or less in order) and all are based on commas. It’s hard to write this review without overthinking my comma use. I’ve already removed two, and now I’m scared.
The idea is clever, the puzzles aren’t too bad, but the implementation is very thin. A lot of empty rooms are implemented, most descriptions aren’t written in. There is conversation, which is good, and some complicated things have been implemented. But overall this would benefit a great deal from custom responses (you can see all possible responses you can change when in the IDE by typing RESPONSES ALL). The locations could also be cut down or made more vibrant and interesting.
Overall, though, this was a fun game to end up on. Thanks for making it!
-Polish: Could use a lot more custom responses and descriptions.
-Descriptiveness: Most of the writing is bare-bones.
+Interactivity: I enjoyed the puzzles.
+Emotional impact: Fun from puzzles.
+Would I play again? Yes, maybe next time I'm going to be working on long-form fiction.
Ryan Veeder has been one of my biggest influences in game design. His games are generally the model I use for quality and ease of play.
One thing I’ve always admired about his work is how he makes the most trivial parts of his games as elaborate as possible and simplifies the important parts. In the first review I ever wrote of one of his games, I said:
"The game gives you explicit directions on what to do at first. I love ignoring directions in parser games; in some games, like Bronze, the game just doesn’t move forward at all if you ignore the directions. In this game, ignoring the directions gives you a lot of different, fun results.
[…]
The conversation system seemed at first incredible, and then very annoying, especially with the main favorable NPC. You have a lot to say, but 95% of it is completely irrelevant."
I no longer really see that as annoying, because now it’s something I look forward to. And those two quotes above could easily describe this game as well.
This game is a multi-perspective look at a sidewalk chalk contest in 2011. Given Ryan’s predilection for going whole-hog into fictional backstories for his game, I think it’s likely this is entirely fictional, but there is a great deal of worldbuilding behind the scenes included in an epilogue. It’s especially interesting that the intent of the epilogue is to construct in the player an image of Ryan and his personal life, giving the game a pseudo-autobiographical nature.
The actual gameplay is walking through a sidewalk chalk contest multiple times as different people, together with some flashbacks and some flashweirds where things go bizarre. The game is abstract enough at times that you could put any personal interpretation on it, and I enjoy the interpretation where the sidewalk chalk contest represents IFComp. Funnily enough, it represents this comp very well, with games with heavy worldbuilding, a game that is entirely a political statement/slogan, games that are mostly decorative, games based almost entirely on other media by other creators, and sexy games that some judges feel are too sexy (guess that judge is me!).
So I enjoyed the game, it had exactly the kind of things I look for in a Ryan Veeder game. It’s always a pleasure to see the directions his mind takes him. If you liked this game, I could recommend Winter Storm Draco for a generally similar style. If you want more puzzles, I’d recommend Taco Fiction, The Lurking Horror II: The Lurkening, the Crocodracula games or Captain Verdeterre’s Plunder.
+++++Polish, Descriptiveness, Interactivity, Emotional Impact, Would I play again?: All 5 categories are satisfied here.
This game falls in the middle of the comp’s parser games for me. It’s reasonably well-polished, has a nice slow trickle of information, and has a well-defined progression. On the other hand, it’s fairly linear and could use some more emotional impact. So it was better than many other comp games for me, but it could use more to rise to the top.
In this game, you play as an academic moving into an office. You have a bunch of boxes stacked on top of each other. As you open them one at a time, you have to find a place to put everything. But there’s only a finite amount of room in the office, and a lot has to go into the trash and storage.
The idea of taking things out of boxes one by one and thinking about them while you decorate an office isn’t all that bad, but it’s not exactly action-packed (I say this as someone who wrote a game where you put things -into- a box while thinking about them while moving -out- of an office). The best parts are where you slowly learn more about the character’s background. In that sense, it becomes a mystery puzzle, and that’s completely up my alley.
The one thing that I think could be improved with the parser is near the end when you’re trying to wrap up. The game frequently told me I wasn’t done unpacking when I tried to leave, but all the boxes were gone (when I tried to leave the room). LOOKing usually gave me a hint, so I think if I could ask for anything it’s that the message for going WEST would change after the boxes are gone to give you more hints.
I was happy to play this, overall, and the name makes a lot of sense by the end of the game!
+Polish: The game was generally well-polished.
+Descriptiveness: The writing had a distinctive voice.
+Interactivity: I was able to make plans and execute them, which is nice.
-Emotional impact: The game's big moments didn't land for me.
+Would I play again? Yeah, it's pretty fun!
This game uses Unity (and possibly Ink?) to give you a series of choices as you progress on a journey to avenge your master who has died. His spirit now inhabits a sword.
You pass through many interesting situations such as a pirate ship, a minotaur battle, etc.
I found the writing interesting and the concept charming. The text is typed out but fairly quickly, although that still hampered play somewhat The occasional use of graphics worked well.
In structure, this game reminds me of nothing more than Chandler Groover’s game Left/Right. In that game, you can either choose left or right over and over. One direction will kill you or end the game, and you never know which. It’s partially (I think?) a lesson in the inscrutability of that choice structure.
And it’s that way in this game, too. You have to guess the author’s mind on each choice. It’s possible to see the logic in each choice, but usually only after you’ve attempted to go through and die. I think it stems from a desire to make interesting decisions with only binary (or occasionally trinary) choices. But I don’t think having frequent deaths is the best option; it’s much more interesting to have old decisions affect future decisions several turns later and then to add some hinting to the game so that people have a general idea of what’s expected of them. Even better is adding multiple conflicting goals.
Overall, I had to stop at the cat-woman’s den because I was dying too often. But I found this fun.
+Polish: The game runs well and seems generally bug-free.
+Descriptiveness: The use of dialog made the game more interesting to me.
-Interactivity: Not a fan of 'guess which path is life and which one is death'
-Emotional impact: The characters didn't sink into my soul, so to speak.
-Would I play again? Not unless there were a faster way to replay.
This game is written in Quest, and I engage with Quest games differently from Inform and TADS games.
Quest games tend not to come from the culture of ‘implement everything smoothly’ that other systems have, which is both bad and good. Bad because there’s less immersion, but good because you’re less likely to miss important things.
This game uses a lot of fancy features, like the parser voice and the player being separate entities; different worlds; timed text (used sparingly); and some clever writing tricks.
The style of the gameplay was difficult for me, so I went to the walkthrough and followed it all the way through. Overall, the writing is fairly solid; I don’t think I could do better myself; but it could be improved. I didn’t get a lot of the hints behind the big reveals, and the gradual reveals about the narrator flew over my head. I know that’s on me as a reader, but I wonder if we could improve narrative flow.
I do think the whole key thing is pretty neat, and I’d love to work something like that into a game into the future.
+Polish: For a Quest game, this is pretty smooth.
+Descriptiveness: The writing was creative and interesting.
-Interactivity: I struggled to engage with the game as intended.
-Emotional impact: The big reveals didn't land with me.
+Would I play again? I could see me trying another time.
This is a KPop simulation game. You have several stats (such as physical appearance, singing ability, dancing) and different challenges you can meet with your stats.
The game is pretty rough, and needs a lot more testing. The overall storyline seems interesting (reality show + mystery subplot). But this is a good reminder that authors should run through their games right before submitting to check if its completable!
-Polish: Too buggy, several typos
+Descriptiveness: The author has interesting descriptions
-Interactivity: Too many options are 'Do the right thing' vs 'Do the wrong thing'.
-Emotional impact: The choppy writing style and bugs made it hard to enjoy.
-Would I play again? Not until it gets some bug fixes.
If you're interested in seeing more of it, you can get past the first place the game becomes impassable by opening the file in Twinery and going to the passage Song A and deleting the first time it says to display untitled passage 12.
I beta tested this game.
This is a really technically impressive game that uses Vorple for a cool layout, a single graphic and some fun music.
It’s a cyberpunk world where people jack into cyberspace (presenting Wild West/Fantasy and Ancient Japanese settings in this game). You’re asked to infiltrate a base, but chaos ensues.
The game is exceptionally well-polished, with very few bugs. It’s also fairly linear. Most conversations end up with you saying all available options, and most settings are constrained, with the most freedom being late in the game.
This makes the puzzles simpler, aided by the nice keywords, but comes at the expense of freedom. I’ve realized as I study the comp that players value both polish and freedom, so I’m really interested in seeing where this places!
+Polish: Looks great
+Descriptiveness: I liked quite a bit of the worldbuilding
+Interactivity: I found the puzzles enjoyable
-Emotional impact: I found myself at an emotional distance from this game, and don't know why.
+Would I play it again? I've played this game twice, and enjoyed it both times.
Joey Acrimonious has been posting great reviews of other games so I was interested in seeing how this one plays out.
This is an enormously ambitious and complicated game. I thought it would be a relatively mild real-world game, but it includes a ton of worldbuilding and even two different protagonists!
Your goal is to shave some chest hair before a date. There are many things to try, almost all of them ending badly.
Your house is absolutely full of stuff. Stuff in the bathroom, stuff in the bedroom, stuff in the closet, stuff in drawers.
So all of this has the hallmarks of a first (or early) game by a talented author: it models an apartment, has lots of extra things, and has a lot of implementation into tricky things while neglecting a few of the smaller things.
What are the smaller things? Well, the game mentions that you can see the exits by LOOKing, but some rooms have no exits listed at all (like the bathroom as Marigold). Room names are all lowercase, which is a common mistake in Inform (you have to capitalize them the first time they appear in the code, wherever that is). When you use the special device, it doesn't indicate a change in location (by LOOKing), which may be intentional but is kind of confusing.
The game indicates several beta testers, and it is more polished than many games in the comp, but I think that having some more people beta test next year that have comp experience could help, and of course the feedback from this year will be very helpful. This game is well-written, funny, complex, and generally polished; but there are some things that I think would be better left off the next game, especially the large groups of unnecessary but well-implemented items. I definitely think there should be a next game, as I would expect this author to be capable of coming up with several interesting stories and some very fun game mechanics, if this game is any indication.
-Polish: The game could use some touchup for sure.
+Descriptiveness: It can be confusing at times, but this game is definitely descriptive.
-Interactivity: I often felt at a loss what to do, and beat my head on the wall a lot as I got lost moving around (probably because the device mechanic didn't make sense to me early on).
+Emotional impact: I definitely experience a lot of interesting feelings while playing this game.
-Would I play again? Not until there were an update.