The Textfire Demo 12-pack was released on April Fool's in 1998, claiming to be demos of an upcoming commercial studio called Textfire.
This is one of the weaker textfire games. There is a machine that turns you into an inanimate object (including one inappropriate one, an option that I never ran into).
In this 'demo', you only get to be grain. You can't do anything. This was done much better by the game Constraints.
The Textfire Demo 12-pack was released on April Fool's in 1998, claiming to be demos of an upcoming commercial studio called Textfire.
This is a joke game, like the others. In this game, you recreate the actual events of the 1998 Winter Olympics where the US men's hockey team trashed their hotel room.
It made me laugh. Very short.
The Textfire Demo 12-pack was released on April Fool's in 1998, claiming to be demos of an upcoming commercial studio called Textfire.
This is one of the shorter games. You are in a coma, and then it ends. It hints at being able to do more after (or maybe before?) the part shown in the demo.
The Textfire Demo 12-pack was released on April Fool's in 1998, claiming to be demos of an upcoming commercial studio called Textfire.
This game (one of the many from which Adam Cadre scrubbed his name) is based on Flowers for Algernon. It has extensive styling of the standard parser errors, written in the voice of someone with bad spelling and grammar.
A lot of work went into this joke game, and it's an interesting concept.
The Textfire Demo 12-pack was released on April Fool's in 1998, claiming to be demos of an upcoming commercial studio called Textfire.
This game showed extensive use of color, and came just a few months before Photopia.
You travel from colorful area to colorful area. Each area has a way to change the color, but it can be hard to figure out each color change.
A really pretty game.
The Textfire Demo 12-pack was released on April Fool's in 1998, claiming to be demos of an upcoming commercial studio called Textfire.
This is one of the cruelest jokes in the pack, a demo that promises a massive game with intense conversations, a controllable maze, and an army simulation with graphics.
This is great for its intended purpose.
The Textfire Demo 12-pack was released on April Fool's in 1998, claiming to be demos of an upcoming commercial studio called Textfire.
This game wasn't particularly inspiring. It's just a few turns in an interesting setting, but it cuts off before any action can occur. Due to its truly incomplete nature, it's not as good as the other textfire games.
I enjoyed this short superhero game. You play as someone who is interested in becoming a superhero.
You have special glasses that let you see the world differently. There's some random combat, and some clever puzzles, and then the game just ends.
It'll probably never be finished now, but it's still interesting to play. Check it out!
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.