Reviews by MathBrush

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Remedial Witchcraft, by dgtziea
3 of 3 people found the following review helpful:
A pleasant, mid-length witch-based parser game, October 7, 2019
Related reviews: about 1 hour

'Wizard/Witch's Apprentice' games are very common, from old ones like "The Wizard's Apprentice" and "Berrost's Challenge" to more recent ones like "Charming" and "Oppositely Opal" (one of my favorites!).

This game avoids many of the problems of the genre. It restricts its state space nicely both with regards to books (there are only a few, and only a few topics to look up), locations (only about 7), and ingredients (about 4). Most of these witch/wizard games just open up too quickly.

I found the puzzles very satisfying. My most negative experience was right at the beginning with the crystal ball. (Spoiler - click to show)I couldn't reach the ball, but there were length-enhancing things around (like the duster). It was not intuitive to me that you could climb up).

I felt like the ending could have used a bit more build up or that there could be more details here and there. But that's more of a design preference, and not a bug. This is a solid game that will please parser fans.

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Bad Water, by Waking Media
2 of 2 people found the following review helpful:
A FMV game tribute to an old FMV game, October 7, 2019
Related reviews: about 1 hour

This game is essentially a home-made remake of the obscure old CD game Bad Milk.

In both games, there is no text, only videos or audio. You pass out after consuming something bad and must go through puzzles.

The interactivity baffled me here, with spinning icons and bizarre link options.

I don't decide what's interactive fiction and what's not, and I think this is fine to have in IFComp. But I really don't know how to play and find the whole thing pretty opaque.

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Turandot, by Victor Gijsbers
12 of 13 people found the following review helpful:
An erotic self-aware retelling of Turandot, October 6, 2019
Related reviews: about 1 hour

Reviews serve many purposes. Helping authors feel noticed; providing feedback for future games; monologuing; and helping players decide what to play and not.

In the interest of the latter, this game is overtly sexual in a crass way. I abandoned it once, and only persevered when told that the large middle portion contains very little of that nature.

Aside from that, Gijsbers has used all of his excellent storytelling powers in crafting this game.

It takes Puccini's Turandot, a story that is very problematic in and of itself. I'm in the camp that believes that Puccini had built up something he couldn't finish: there was no reasonable way to finish the story or the music that could mesh well with what went before. There's no realistic resolution whatsoever.

This game takes that on head-first. The player traverses death and destruction in pursuit of the princess, but there's a sort of in-game fourth-wall-breaking (third-wall breaking?) where everyone comments on the ridiculousness of it. It's all just a joke.

But is it? (Spoiler - click to show)The player's obsession is never really explained. And the neat wrapping up of 'none of the people' actually died ignores the friend. The murder of the guard is glossed over. These huge plot holes are explained away by the overall self-critical nature of the game.

I've noticed that every writing community has it's own views on what is 'great'. I made a chart once displaying where each community lies on the scale of 'earnestness' vs and 'originality' vs 'canon' in their judging. Creepypasta and Battle for Wesnoth both have extreme earnestness in their writing, while IFComp tends to value self-awareness. This game is far in the self-awareness area, almost a parody of self-awareness.

The choice structure is essentially all fake choices. There may be some actual state tracked, but I don't think it necessarily improves the game if that's true. For instance, I chose to (Spoiler - click to show)let the crocodile kill me and the game explained it away, again, in a very self-aware manner.

This game achieves everything it set out to do. I would say it was one of my favorites except that the feelings of shame I get reading erotic works doesn't go well with the pure enjoyment I have from text games. I believe it will do very well in the competition, possibly the top three, unless other voters have concerns about the content as well.

All in all, Victor Gijsbers started out as a good author, and its clear he's only improving with time. I can't wait to see what he comes up with next!

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Poppet, by Bitter Karella
3 of 3 people found the following review helpful:
Zombie dolls, October 6, 2019
Related reviews: about 1 hour

You play as a doll who was once brought to life by a child's magic, but awakes now when the child is long gone.

You explore a dark two-story house filled with death, decay, and dark magic.

I loved the cast of characters, and found many of the puzzles satisfying. I think I had more fun with this game than I did with anything else in the comp so far.

Quest is just not as powerful as Inform or Tads or Dialog, though. Quest's worst feature is synonym handling. Synonyms apparently must be typed in for each verb combination.

For instance, if something is called ADJECTIVE NOUN, then one puzzle might be solvable by typing VERB1 NOUN, but another puzzle might only except VERB2 ADJECTIVE NOUN. And due to Quest's weaker engine, it won't tell you you're close or detect if you've almost typed the right thing.

Bitter Karella usually does much better than other Quest authors in this regard, but some slipped through this time. For instance, (Spoiler - click to show)TAKE CLAWS or GET CLAWS produced no text, incorrect text, or just baffling text at different points in the game.

Overall though, I love this game. Fun!

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Roads Not Taken, by Doug Egan
7 of 7 people found the following review helpful:
Graduate school and scouting: a series of memories and choices, October 4, 2019
Related reviews: about 1 hour

Hmmm.... this game hit home in several areas. You play as a young man entering graduate school to satisfy his father's wishes. You reflect on your past life scouting as you deal with the drudgery of graduate school.

It wasn't my parents who pushed me, but I did graduate school and also had been a scout. Both parts rang true: boys discussing the forbidden parts of life in tents on trips, graduate school largely consisting of a series of failures aggregating very slowly into a dissertation.

The problem is, and this comes up in so many games: can a simulation of a boring event be fun? And my answer is no. Sure, Farmville and Universal Paperclips simulated boring things, and yet were popular. But they added a social aspect and/or increasing complexity. Just showing the drudgery of graduate school is accurate, but it's just not fun to me.

In fact, the overall structure of the game is pretty dull. Flashbacks are linear, with scattered 'expand' links that sometimes give extra text in-line and sometimes link to another page.

So why do I give it 4 stars? Well, it was just all so relatable. The prose didn't jump out and bite me, but it wormed its way inside of me. The narrator feels like a real person, even though this is a work of fiction. There's just a kind of raw honesty to it all that appeals to my sense of self and my own history.

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Black Sheep, by Nic Barkdull and Matt Borgard
4 of 4 people found the following review helpful:
A cyberpunk mystery about robots, religion and identity, October 4, 2019
Related reviews: about 1 hour

Writing a mystery IF game is hard, but rewarding. The hardest thing to handle is the deductive process: will the PC find clues before solving the case, or can the player can deduce the answer on their own? Does the player need to link clues themselves, or do they automatically process them?

This is a good game, but I'm not quite sure it nails that deductive process. In this Twine game, you play as a young woman in a sci-fi future renting out an old detective's office for the night. Your father has died, your sister is missing, and you have to search for her.

You have numerous locations you can go to. You have an NPC companion who can examine things for you. You have an inventory where any item can be used with any background link, giving quadratic complexity. You also can deduce things with your companion, linking concepts with, again, quadratic complexity. Dying alters the game subtly.

All in all, it makes for a rich game. But the state space is so large that it's difficult to know where to proceed next. Do you need to deduce in the middle of the game? Is dying essential? Do items need to be examined by your companion, used on NPCs, or ignored? I found myself frequently turning to the walkthrough.

Storywise, it uses some classic sci-fi tropes (techno-cult, do robots have feelings, etc.), but it executes it well. I felt comfortable with this game. The author says 'hire me' at the end, and I would feel comfortable hiring them for a writing project.

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Truck Quest, by Donald Conrad and Peter M.J. Gross
7 of 7 people found the following review helpful:
Truck-based government, October 3, 2019
Related reviews: about 1 hour

Okay, this is a great game in many ways. Pixel art is on point, characters are compelling, the atmosphere at Dan's shady truck dealership is just perfect, and the storyline comes to a great point.

But I found the day by day gameplay a little less compelling. My choice of which job to pick up didn't seem to matter too much, and neither did my driving strategy. It's possible they mattered, but I didn't see it in in-game, unlike my choice of 'side hustle', which strongly affected the game.

So, I liked it, but found parts a bit tedious. This is a trucking simulator where you make money doing increasingly shady jobs, while individuals begin approaching you for help. Your choices of who to help affect the politics not only locally but eventually globally.

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Heretic's Hope, by G. C. Baccaris
2 of 2 people found the following review helpful:
A fantasy/horror game with deep worldbuilding and impressive UI, October 3, 2019
Related reviews: about 1 hour

This author has become well known for Twine UI work. with many people interested in learning how to make games look the way, for instance, Devotionalia did.

This game has that same rich UI. Buttons instead of hyperlinks, character portraits, rich backdrops, multiple save files in a button in a collapsible menu.

Story-wise, this is heavy stuff, epic fantasy mixed with horror. You are a lone human burying their mother, living on an island filled with huge, sentient insects. You have been offered a controversial position on the island in the religious hierarchy, and life is complicated.

Most choices are about your attitude and response to others (agreeing, disagreeing, deflecting). Others have agency affecting the story. The real replayability factor is in the characters, not all of which you can talk to in one go through.

It's polished, descriptive, interactive, creepiness-inducing, and I would replay, so I'm giving it 5 stars!

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Treasure Hunt in the Amazon, by Niels Søndergaard, and illustrations by Steffen Vedsted, (translation by Kenneth Pedersen)
4 of 4 people found the following review helpful:
A fun little treasure hunt in the Amazon with some parser issues and colonialism, October 3, 2019
Related reviews: about 1 hour

This game is a remake of a 1985 Danish game (which explains the two authors).

The game warns you that it comes with randomization, hunger timers, etc. and has a really clever idea: allowing you to turn all of those off. I tried playing with them on at first, and it was actually fun, since the map wasn't too confusing (especially with the automap. And Adrift online makes playing a lot better!). The music and images worked well with the text.

Some parts of the interactivity just seem too farfetched to guess on your own, though. I knew I needed to (Spoiler - click to show)find the key in the jaguar, and I knew that (Spoiler - click to show)I had to eat in the game, but I never thought the two would be combined to solve a puzzle. And some tools seem like they could have many uses (such as the (Spoiler - click to show)dynamite). But a lot of this stems from older game design where it was expected the player would only have a few games available and play each of them off and on for multiple days or weeks.

More concerning is the inherent colonialism in the game. I ran into this when adapting Sherlock Holmes in to a game; I left in negative references to gypsies, and the feedback I received taught me a lot more about the negative experiences gypsies have had over the years (including in the Holocaust!) This game does something similar, where the natives are portrayed as more or less dumb and associated with alcohol, and there are no moral qualms about entering sacred spaces and stealing artifacts to take back to Europe. This wasn't exactly unusual in 1985 (just look at Indiana Jones and the Temple of Doom from the year before!), but sticks out now, to me, especially since I've also adapted older works with colonialist views. I don't really have any advice, these are just my thoughts.

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Pirateship, by Robin Johnson
3 of 3 people found the following review helpful:
A rollicking pirate adventure game in Johnon's signature parser hybrid style, October 2, 2019
Related reviews: about 1 hour

Robin Johnson is one of the best IF authors of the last few years, putting out games like Detectiveland and Zeppelin Adventure. These games, and Pirateship, use a parser-hybrid engine based off of Johnson's Versificator parser (used in games like the Xylophoniad).

This game doesn't reach the heights that Detectiveland did (which had 4 separate cases to work on), but it's a solid entry that will please fans of his previous games, and of puzzles in general.

You play as a pirate on an island that has a surprising number of inhabitants. There is a lot of conversation, and several complex mechanics (including a diving apparatus and a kind of pirate prosthetics lab). I used a walkthrough for a few of the trickier puzzles.

This game is polished, descriptive, has good interactivity, and I would definitely replay. It didn't draw me in emotionally, as I didn't really feel any kind of connection to the NPCs, or find an overarching story like Zeppelin Adventure. But this isn't a game looking to be deep; it's looking to entertain, and its succeeding. I debated on whether to give a 4 or a 5, but the primary purpose of my ratings on IFDB is to indicate the quality of a game compared to all other IF, and so I think a 5 is appropriate here. Compared to Johnson's other games alone, I would give this a 4.

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