In this game, you have a 'brand new' google engine that's spooky: Boogle.
You find out that boogle is more than you expected, in a fairly funny and gruesome sort of way. The surprises are the best part, so I won't describe it much more. Good fun-to-time ratio.
In this game, you are on a 3x3 grid with 4 bad guys and 4 good guys.
I thought the point of the game was to use the elements listed on the rooms to have a sort of rock/paper/scissors battle where you throw bad guys at each other and so on.
Instead, you just move everyone around so that everyone is in the generally correct area. Its fun, but it could have been more. This was an ectocomp game, so what's been done is pretty good.
In this short ectocomp game, you have to buy a newspaper and go into a diner, where events soon unfold in a dangerous way.
I had a lot of trouble figuring out what to do, so I had to textdump the game, but once I found the ending, I thought it was humorous. It definitely could use some more synonyms, though.
This is a speed IF entered into Ectocomp. In this game, you are aware of your death, and you try to avoid it. It branches wildly, with a bunch of silly deaths.
Some of the branches are advertised as unfinished, but its all part of the fun. I liked it as a small snack.
This game is about gentrification rather than zombification. A social commentary twine game designed to show the plight of those affected by gentrification.
This game had no ending that I could find, but upon restarting the game you can find access to more information about gentrification.
This was a fun but frustrating little puzzle. You are a parasite in a human and you want to get out.
There are 7 steps to getting out, but you have to do them in exactly the correct order. Timing is essential. The game allows you to take several incorrect paths at first, so you can't just go through the options systematically, you have to read the failure text and respond.
I liked it.
This is an ectocomp game about a confined, frightening story with an unusual viewpoint suggested by the title of the story.
The game does a very good job at splitting up the parser-viewpoint and the player-viewpoint. It's also fairly grim. I enjoyed this game, but as a speed-IF, it had some spotty implementation.
In this game, you run around a 3x3 house filled with independent hostile NPCs who chase you. You need to evade or shoot them and find four treasures hidden in the house.
The randomized combat can be hard, but if you expect it coming in, it can be a lot of fun. I found 2 poems and ran, and I was satisfied with my ending.
This is a twine game with two buttons: one that randomly gives you a type of candy, and one that counts the candy you've gotten.
I don't know if there's anything hidden here. This is a speed IF, so its likely the author was just experimenting with Twine, in which case this is a neat little piece of programming.
This game (whose cover art was nominated for an XYZZY award for best supplemental materials) uses randomization to change the description of the area you are in (a one-room game), and every turn it clears the screen before printing the description.
I found it a bit confusing, and I had to look up the club floyd transcript to finish it, but it was a fun experiment.