This game took me about 2500 moves to complete this game using the hints; this is an extremely long game, among the very longest I have ever played.
You are in a 40-story city, with about 20 of the stories implemented. Each story that's implemented has 3-4 puzzles.
The game is a spy thriller, with you as the spy. As usual for Andy Phillips games, there is a lot of action, a lot of 'guess what he's thinking', and some male gaze, although it is toned down from his other games.
This is an epic, sprawling game; I have no idea how this fit in the z-machine. It also has a very well executed plot twist that was almost as good as Spider and Web's.
This game took me about a month of playing 30-60 minutes a day. I could have played 20 IFComp games in the time it took me to beat this.
This is an entry in a minimalistic twine jam. It makes the smallest RPG possible. There is a village with an inn and one location to fight monsters, with maybe 2 or 3 kinds of monsters. You collect XP and gold to get to the boss, who is extremely strong.
I really enjoyed this, it encapsulates the essence of an RPG in a fun way.
This is a relatively short game. You play a programmer in an apartment who is trying to get IFComp inspiration.
As you continually attempt to write your game, you begin to get trippy dreams...or are they dreams?
The game is over relatively quickly, but its enjoyable while it lasts. Has a couple of puzzles.
This is a short surreal game that swerves from scene to scene with intense emotion. You confront hell, satyrs and nymphs, and so on. There's extreme pain, and you can see your collection of spells by typing Spells.
Some of it is fairly juvenile, though, especially the parts with nymphs/satyrs and the general breathless feel.
This is a shortish game mostly involving complicated puzzles (like the lights puzzle where pushing off one light turns on all those around it, or counting to 255 in quaternary).
Some of the puzzles are gross or a bit mean-spirited, and it could all use some more cluing. Beyond that, it's pretty competently programmed.
Mostly interesting for fans of convoluted puzzles.
This is a mid-length game that has you trying to find, then deliver, a letter to Dr. Aardvarkbarf.
The game has a fairly large campus. Puzzles mostly focus on examining items, and physical things such as PUSH and PULL.
The game is clever, but the map is large and many things aren't clued to well. Nothing about it really stuck out.
This game has a long prologue as a young woman who dumped her boyfriend. After the prologue, you play the boyfriend.
The boyfriend's game is nonlinear and interesting, as you explore a mad scientist's house. It suffers too much from 'flail about until something interesting happens' syndrome, though. Its hard to know exactly what they want you to do.
But the writing is good and there are several interesting and well-written NPCs.
This game has you as a student of the future in a little pod who has to print a paper. This is one of 6 virtual reality games in IFComp 1997, probably as a response to Delusions from IFComp 1996.
This game also reminds me a lot of The Legend Lives, which has a very similar opening setup.
I actually liked this game; it was overwhelming, getting started, but I liked the well-thought out means of transferring information between the physical and virtual realms.
This is a standard epic fantasy quest exploring a temple, just like a DnD module.
You find a variety of keys and hidden passages, and different pieces of things that look like they go together, and magical clothing.
It's just not clued well, and its tedious. Keys are used multiple times, without much sense to it, so you end up trying every key on every door.
It's pretty long, and could be fun for fantasy fans.
This game starts out pretty cool, and basically consists of a linear series of challenges in a surreal prison environment.
I would give it 3 or 4 stars, but it just gets dumb, involving marijuana quests and another interaction involving a statue that could only be conceived by a teenage boy.