This game is cool. It’s illustrated and animated. It’s big. It has some real time events, great worldbuilding, and rich settings.
Unfortunately, it suffers in implementation. There are huge numbers of implemented items. Actions can be difficult to guess. I constantly found myself struggling against the parser and the system, not understanding what was wrong.
I recommend checking out the first few scenes to get a feel for this interesting game.
I bounced off of this game during IFComp. It has white text on a light blue background, and occasionally has combinations even harder to read (like lime green on light blue). Also, it has most of its content locked behind actions that take multiple in-day actions without promise of reward.
But now, going through slowly after the comp, and especially using the walkthrough, this is a great game. Having a real-time pegasus race in the clouds, exploring haunted houses and underground worlds, there's a lot of fun to be had.
It's all disconnected and a bit weird, but that's some of the fun of IF. I just wish there was an option to change the background color.
I read a review once saying that Counterfeit Monkey had killed off the wordplay genre because you couldn't get any better than that.
I think that's silly; that's like saying that Jimi Hendrix killed the guitar solo or Betty Crocker killed the recipe. When there's something good out there, you want more of it, and this game delivers.
Many of Schultz's games involve puzzles too hard to compute on your own (Ugly Oafs come to mind). The best games, like Threediopolis or Shuffling Around, give you just enough freedom and hints that you can figure it out on your own.
This game is palindrome-based. The palindromes are mostly spread into the background, although there are a bunch of puzzle solutions that require a puzzle-based answer. The dedicated wordplay fan will love this game, and casual fans will as well.
I had played Fallen London for over a year before I purchased Flint. It is the most expensive story of Fallen London, one of the older ones, and most likely the longest.
Flint is split into two portions. The first ended faster than I thought it would. It mostly consisted of preparing for a trip. However, despite the fast-ish ending (which was still long; the first half felt as long as some exceptional stories), many interesting things happened. The game plunges into deep lore that explains so much of the game (including the prison), nets you cool items/people, and has some exciting action sequences.
The second sequence was longer, and had several lucrative opportunities, and ended in some highly unusual and unique interactions that I found poignant and touching, and which feels like one of the most important events possible in the life of a character.
The story ends with both strong lore rewards and strong in-game monetarial awards.
This is an ePub game with hyperlinks. It consists of a series of articles with footnotes and cross references.
The idea is that a viral outbreak has caused the collapse of America, combined with Trump’s actions. As you dig deeper, though you find a greater truth.
It’s coever, but the chosen format is slow paced and sometimes dull in the name of realism, like when it had a largely standard ten page blank medical form. Many critical moments are hidden in transcripts emulating Reddit and 4chan, and the author took painstaking care to recreate the racism, homophobia and misogyny of these forums. This didn’t really suit me.
This was a creative format, and represents a great deal of work. The writing is detailed and feels authentic.
Arthur DiBianca has made several popular limited parser games, including Grandma Bethlinda's Variety Box, Inside the Facility and The Wand.
Excelsior was their first attempt, and its player respons/reviews influenced the later games.
Excelsior restricts all action verbs to movement and 'USE'. Your goal is to reach the top of a tall tower.
I thought I had played through this whole game before, but I played through with the walkthrough, and I was surprised at how much there was. I think this game does not measure up to DiBianca's later games, as there is a great deal of "something changes somewhere that you can't see" devices here, that makes the game very complicated.
This is a mid-length IFComp game from 2006. It's a surreal afterlife/coma type game where you've been in a car crash and must travel through your mind to escape back to reality, hopefully with your wife.
It has a maze of rooms, inaccessible at first due to the fact that doors and archways are placed on ceilings and high walls, willy-nilly. You eventually learn to control the maze.
Much of the game revolves around smells. There is a Nim game and also a difficult cryptographic puzzle. I found it under-clued and somewhat unfair.
There should be a name for the genre of 'biting commentary on society that is self-aware and occasionally dips to crudity, with hints of cheerful ideals always tinged by irony, using an overload of text as literary device.' Such games include Spy Intrigue and Dr. Sourpuss Is Not A Choice-Based Game. It seems increasingly common.
Charlie the Robot is gorgeous visually, and is innovative in its sheer variety of input methods and looks. There are 5 chapters accessible at any time, like Birdland.
The themes include surface themes of humans vs. robots, a lower layer of the mindlessness of modern office life, a lower layer of individualism, and so on.
But it was just too much filler for me to enjoy. The packing on and on and on of text is a literary device that doesn't work for me. I appreciate the themes in the game, and its cleverness, but the overall feel is just overwhelming.
I beta tested this game.
This is an intense puzzle game, and it has some small graphics, background sounds/music, and timed responses.
This is a tricky, tricky puzzle game. You have to redeem yourself after destroying your father's pocket watch. The game sends you on a journey with several axes: time, space, size, etc.
I like it quite a bit, even writing down a walkthrough for it.
I only give it 4 stars because timed text delays drive me crazy. But not everyone may feel that way.
This game kind of threw me off at first; I used the walkthrough, which seemed super unmotivated, and some large pieces of occasionally-awkward text made me not like it as much.
But then lglasser said she loved it on her twitch stream, as did an Italian IFComp judge, so I gave it another shot, walkthrough-free.
This time around, I liked it. All reasonable commands seemed to be accepted. The game allowed a great deal of flexible exploration and a money system that worked. Exploration was all that was needed to trigger the story, and the hint system was just strong enough to get me through and just vague enough to make it a challenge.
It seemed oddly fixated an alien mating systems, but it was more National Geographic than anything else.