This game was based on a pretty funny quote as described in the readme in the zip file.
This is a conversation based game in 2 rooms, where you talk to an old man about a strange prison with a strange gate.
This had great storybuilding, a strong setting and a vagueness about morality and about your choices.
This game was designed, I believe, to introduce a new audience to IF. It has an intriguing logic puzzle where you research a procedurally generated alien to see what properties it has, look up its homeworld, and send it home.
However, the game is strangely aggravating for an 'outreach' game. Even with all the hints, I had few ideas on what I could do to coerce the alien into the pod except in the easiest of cases.
The biggest problem here is that the game doesn't suggest many courses of action with the alien, but implements many courses of action. This means that I floundered around, exploring the edges of a possibly great game, without ever seeing its core.
This game is based off of the japanese idea of Renga, which was itself the inspiration for Haiku.
In this game, you type keywords to form a poem. The game is quite adaptive, allowing you type all sorts of things.
This same adaptiveness makes it difficult to know how much in control you are. Typing Z over and over again will give you just fine poetry, but you can also directly influence it. This reminds me the most of Mirror and Queen.
This is a really neat idea: each of 12 or so authors codes a bit of game based off of the previous author, and leaves hints for the next author. Noone can see or influence anyone except the author directly before and after.
So the game is long and takes some wild turns. It was really enjoyable, except the people near the end decided to throw in some profanity and other weird stuff.
Overall, a really neat idea. It's really choppy, and I had to use textdumps to solve it (the worst is a door that says its locked, but which you can walk right through).
This is a rinse-and-repeat type Twine game, where you have exactly 7 clicks to try and save the world.
After seven attempts, you die. However, the game remembers your past, and you can carry information from session to session, such as passwords.
I found the game enjoyable but not gripping.
This is a big game in a small map. You are avoiding death, but it's coming at you in every way.
ADRIFT parser just aren't as good as Inform or TADS, but it's difficult to say why without just playing. It's about the same level of responsiveness as Quest.
This game has really, really big textdumps. And it can be difficult to know what to do at times. There is a walkthrough, but noone has been able to find the secret command to unlock it and post it online.
This is a mid-length twine game written for a bunch of friends with some in-jokes. That type of game is usually very boring and/or poorly written.
But this game is actually very good; the writing is extremely creative. There are about 7 people whose lives you can influence with yes/no answers, presumably drawn from the author's friends. The true ending is poignant.
A great portrait of friendship.
This game is a short sci-fi adventure with some pretty funny writing.
Two aliens kidnap you, and you are scheduled to be eaten, but something outrageous happens to your body, giving you unusual powers.
The game is good, especially a multi-functional ray gun, but it just needs to be implemented better. There need to be more synonyms, and perhaps a better treatment of darkness.
In this game, you play a ninja who has to retrieve a golden idol.
It's super short, with only 3 or 4 activities you need to execute.
I'm giving it 2 stars because the writing is descriptive, and because the small writing that was there did give a nice atmosphere.
But otherwise, this is tiny, with poor planning decisions and an obnoxious parser (it commits that horrible offense of understanding a command, telling you it's wrong, and telling you what command you should type instead).
In this game, you play the second half of the first Savage Island. The first Savage Island was really hard, but this one is much harder.
It's hard to survive past the first two moves, as you must discover how to survive a vacuum. Beyond that, it just keeps getting harder, as you experience things that have to be searched on several levels, unusual verbs and unusual ways to use objects, and more vacuum-based time limits.
Overall, though, it has a much more coherent story than some other Scott Adams games.