This game was designed to be super hard and last long. It does that by having random events that have a chance of killing you, including a 20-turn-or-so-long event where every turn you have a chance of dying and it won't let you save.
Besides that, it's actually pretty cool, with a deeper plot and a castaway-type setup. At the end, you're given a password to use in Savage Island Part 2.
This is a highly styled twine game that switches back and forth between two narratives about a bear, one set in the present where the bear is roaming a lab, and the other in the past where the bear confronts his father.
The game is full of bear puns (which are great) and occasional strong profanity (which I did not enjoy; I used a web-based profanity filter, though, so it wasn't bad.)
The story was funny (with one rather gruesome bit covered in other reviews). The deep backstory, though, was not compelling to me, as I didn't feel it was universal. It's a sort of classic Millenial story about fighting for the right to do nothing.
This is a little old-school game where you have to search and poke and prod a sort of club house. There are little secret passageways and hidden messages and so on.
It's not very polished, and it didn't really draw me in; as just another game released in a year, it doesn't stand out. But for patrons of the company, I imagine it would be a real treat to have something tailor-made for your group.
I played this game on HugoJS, the online Hugo interpreter.
This is a meaningful and interesting game. You are in a war, which I interpreted as Vietnam or Korea, but could be many wars.
You suddenly find your options severely curtailed by an unexpected event. And you have to watch, helpless, as events around you unfold. You eventually can influence things, but this isn't necessarily a plus.
I loved the emotion and feeling in this game. The only drawback was the interaction; I frequently had no clue what to do.
I did not like the first Magnetic Scrolls game, The Pawn, at all. It was juvenile, and the puzzles were unfair.
Guild of Thieves is much better; it's still unfair at times, but not so much, and the juvenilia have been cut back.
You play a thief who has to steal a large number of treasures from a castle and its environs. It's a very Zork-like setting. The map felt large at first, but eventually it was easy to picture it all.
There are treasures absolutely everywhere. It's easy to find several treasures, but I doubt anyone's found all of them on their own. Magnetic Scrolls aren't know for their fairness, anyway, but you can get a lot of enjoyment out of this game right from the getgo.
This game can be summarized pretty easily by a couple of early facts:
-you are wearing a shirt with a marijuana leaf;
-if you go to the southern edge of the world, there is a sign saying that this is the 'boundary of the adventure';
-one of the first people you meet won't stop laughing at how dumb you look.
I didn't really enjoy this game; it's about the size of Zork, with some pictures. It's pretty hard, and the parser claims to be advanced, but actually has major problems.
I don't really recommend this game at all.
This is one of Scott Adams' later games, which are filled with unintuitive verbs and actions. If someone liked the earlier games, this would be an 'advanced' version of the earlier games.
I liked the atmosphere in this game, though. The spooky ghosts, the unusual voices, it all combined for a fun creepy feeling.
This game has a notable chemistry puzzle.
This game is a pure treasure hunt, with 13 different treasures to find and gather in a central location; this is in contrast to Secret Mission, The Count, and Mystery Fun House, which appeared before this game.
This game is really unfair; you have to repeat actions, destroy important-seeming things, etc.
However, it matches the genre well; pyramids are supposed to be filled with unfair death traps.
Overall, though, this is still a good game.
Scott Adams created many games in a short time, but the Count is one of the most famous.
I played this game only recently, after experiencing more modern games, but I love its charm and open exploration. I feel like in the 70's, when it came out, and people only had a few games, it's unfairness and picky parser would actually be a bonus, adding many hours to gameplay as you try to figure out something to type.
But even for more modern players looking for a quick fix, it's enjoyable. The ultra-minimalism works really well, here, as you are captured and wake up the next day with little explanation beyond your own dark imagination.
A real keeper. Beating it on your own could take quite a while, though.
This is a game where you battle zombies one at a time. The violence level is similar to The Walking Dead.
There is an RPG element which can be difficult, but this is balanced by the fact that you can use careful planning to give yourself higher chances of success. This basically turns battles into gating puzzles where you have a random chance of occasionally getting into a much further place than you usually would.
The emulator was much less of a pain than I imagined; I just downloaded the folder and clicked once and there I was.
Fans of One Eye Open will like this setting and story, and vice versa.