This is a game I went back and forth on for a score (between 4 and 5) for a while.
It's different than most other Choicescript games, but, in common with Gavin's other game, For Rent: Haunted House, it has a very, very small number of stats. There seems to be very few ways to tell what, if anything, your stats are used for and what effects them. There is one point in the game where you can actually ask a banshee what the stats do, but that is only one option out of many, and I didn't try it as I had others I was more interested in.
Most of this game involves you commanding a group of zombies and skeletons (the numbers of which are tracked and change), and basically creating a ton of gore. A lot of intestines and decapitations and devouring.
The game is completely self-aware, and includes outrageous characters (like an romantic option who urges you to complete destruction, or a vampire). The opening is very different from the rest of the game and I would definitely recommend pushing past it.
'Winning' is hard; my run (and most people's I saw online) ended in arrest. Strategizing is difficult in a way that's not entirely fun, and that's probably the biggest reason I'm going for a 4 instead of 5.
Strongly recommended for people that like parodies of horror movies, and there may be some overlap with fans of this game and fans of Robb Sherwinn games.
I received a review copy of this game.
This is a Choicescript game which feels like a streamlined, story-fied text version of some war game like Alpha Centauri or one of those boxed set tabletop games with hex maps (but only in spirit; it's shorter and more linear than those games).
You have stats like energy reserves, fighter pilot strength and fighter pilot numbers, etc. There is no romance at all, and all of your decisions are on how to manage your fleet, its strengths and its political positions.
I enjoy simulation games, but this one had a few flaws that prevented total enjoyment. I had trouble deciphering why some of my actions led to some of my skill changes. One complaint I've had with a few Choicescript games is that it can be difficult to tell when your stats are being tested vs when they are being changed.
Another issue is the lack of narrative surprises. For me at least, everything was telegraphed from very early on and never really changed. I read something about tips for writing heist movies and novels once that I think applies here. Paraphrased, it said, "Either the audience knows the plan ahead of time or the plan works perfectly, but never both at once." There just wasn't enough dramatic tension.
Fortunately, the strategic elements were engaging and well-thought out. Overall, worth playing if you know what kind of game you're getting into and enjoy that genre.
I received a review copy of this game.
This is the 'old school' Choicescript at its best, like Choice of the Dragon. This is a power fantasy stretching over decades from your time as a student to (in my game) your final question to the legendary Dragon Sage.
The game is set in a fantasy version of China. The author is a blackbelt in Shaolin Kempo Karate. I wondered about cultural appropriation a bit, but the game turned that on its head near the end in an enjoyable way.
You have quite a few stats, and you can get them very high. Following your stats lets you win several fights. There are other challenges where you need to play to your strengths, but I found that consistent roleplaying let me solve these challenges the 'right' way every time, as opposed to a lot of other games I've seen where you have to just guess what the author's thinking.
There were several romantic options in this game, but I didn't have spend much time with them, as I chose an arranged marriage and devoted most of my time to monkly things.
The game isn't super long but it felt like a complete story arc with a significant investment in the overall story. I look forward to reading the other games by the same author.
I received a review copy of this game.
Choice of Games started with Choice of the Dragon, which was a great game but pretty short at 30K words. From there, it's grown to where there are now games over 1 million words long. In the last year or two, though, they've commissioned two shorter games as a sort of free sample for their omnibus app (those games are Sky Pirates of Actorius and Zip! Speedster of Valiant City).
Besides those three games, this is the shortest among all Choice of Games titles at 56K words. It's also one of the earliest, the 6th game ever made.
I think it suffers a bit from early experimentation, which produced some amazing games and some that were more lessons for the future.
This is a very funny game, don't get me wrong. I enjoyed trying to keep my tenants from demonic rituals or getting possessed. But some parts really show their age.
For instance, there are only three main stats in the game: one relationship stat (with your boss, non-romantic), your Ruthlessness, and your Activity level. These, along with your income and work-life balance, are the only things visibly tracked by the game.
This hampered the classic Choice of Games scenario where you can strategize your statistics, making difficult choices between them. Instead, it felt more like a branch-and-bottleneck twine game, with exploration and trying to find 'the right option' in each case. Those things aren't bad, but it's not what I was hoping for here.
Also, the story kind of puts a snarky and competitive viewpoint on you, and I wish I had an option to choose not to be like that. But those kinds of options are the things that make games longer, and again, this is one of the shortest.
Gavin makes great games in general, though. He's written several Exceptional Stories for Fallen London and Hana Feels is one of my favorite hyperlink games, and one that's touched a lot of people.
I received a review copy of this game.
This game has some very unusual features for a Choicescript game. But I'll get to those in a second.
Like Treasure Seekers of the Lady Luck, this is a Choice of Games title where you find yourself abducted by alien pirates, met with a few friendly faces and others out to get you, inducted into the party, and sent on a heist. Both are named after the ship you find yourself on.
This one is a bit shorter, with 6 chapters to play through that go by relatively quickly. There is one romance, as far as I can determine, and one major mission you go on.
As opposed to Treasure Seekers of Lady Luck, which had a crew of very diverse aliens, this game has humans (mostly), making it a bit harder to differentiate between the crew members.
As for the odd features, I had a feeling when I was playing at first that the game was intended as some kind of intelligent test. It had a lot of pass/fail logic and math puzzles at the beginning, and it included math conversations that (as a math professor) I felt were worded in intentionally confusing ways.
To my surprise, in a later chapter, you actually do take an intelligence test, quite a long one as well. It was pretty frustrating to work through and get every question right only to be stymied by a low relationship check later on with the person I'd spent the most time with.
There were a few stray coding oddities (I received an achievment twice, and the Choicescript code for your significant other was left as {so} instead of ${so} at one point, so it displayed incorrectly). But the intelligence puzzles were technically impressive, and I could see several people purposely seeking out this game as perhaps the most puzzle-heavy 'official' Choicescript game I've played. (The Race is a Hosted Game, meaning it wasn't vetted through the long Choicescript process, but it also contains numerous puzzles).
This story had me in the beginning and slowly lost me over time. I was pleased with the overall result, but it didn't have staying power for me.
To begin with, this game was all the Arthurian characters, but with Welsh names, like Bedwyr for Bedivere and Emrys for Merlin.
Also, for the first half of the game, it seems like a non-fantasy, more realistic version of King Arthur, with Merlin being basically just a Roman-educated scholar and troublemaker and the Sword in the Stone just being a symbolic trophy laid on a table.
It offers you romance early on, and has some good stat variability (I put all my stats in Violence, Bravado, and Christianity/Rome).
But all of that changes in the later part of the game. I encountered only a few romance options, and the realism took a sharp left turn into (Spoiler - click to show)wolf-demons and spirits, and somehow all of my stats got cancelled out into one big neutral mess, all almost exactly in the middle. I've never had that happen in a Choicescript game before; I'm certain it was from my own actions, but it was very odd.
The game has a lot of good features, such as the distinctive Celtic feel and a habit of doing omniscient narrator sections in italics.
I received a review copy of this game.
I've been approaching this game and review with some trepidation. I've known Joey Jones for quite some time and admired his work (including the excellent Sub Rosa and the short but sweet Andromeda Dreaming). I was also aware that this game, like my own, was shorter and less-discussed in the forums and reviews than many recent Choicescript games. I was worried about writing a negative review for a game that took a great deal of effort from someone I respect.
I was pleasantly surprised by this game, though. I think I understand why it's less talked of by the fanbase. The best-selling Choicescript games are decadent games where there are no wrong choices and no consequences, power is yours to grab, a half-dozen people are interested in you romantically, and ultimately you have power over everything. These games aren't bad, but they have common themes.
This game goes against almost all of those things. You are essentially a bounty hunter in a grim London. You have very little money (or a lot of debt). You are frequently powerless. Romance is scarce. Each attempt at solving (or committing) a crime has a high chance of failure, and often there is only one right path to victory in a given situation. Your actions often lead to brutal deaths, and there are grim reminders of the harsh conditions of 18th century London everywhere.
But I found those same features intriguing, especially after playing a few silly-hijinks games in a row. The writing is historical and ornate, like water from an oaken bucket. The setting and language are meticulously researched, as is the money system and the kinds of people involved.
It's a fast-paced game. There are 11 chapters, I believe, but they went by quickly for me. However, this game has more replay value than most, due to its difficult puzzles. The fairness of these puzzles is a bit in question; could someone solve them without any prior knowledge? Some of them I did, but not others.
The most enjoyable part of my playthrough was freeing ten people from prison to join my gang, and learning their backstories. The most disturbing part of my playthrough was trying to decide whether to help the family of a condemned man to kill him faster or not to end his suffering.
I received a review copy of this game.
This game is an ancient relic discovered and remade by Ryan Veeder, who has found all the documentation relating to it. By pure luck, the style of the gameplay has the whimsical charm and quality implementation characteristic of Ryan's own writing style (probably why he was attracted to it in the first place).
This game has a fairly hefty map, with a city of about 12 locations, many with an interior, and another chunk from extra side rooms and a couple of (not at all bad) maze-like locations. (maybe maze-lite locations).
The game has a built-in hint system where you ask your friends for help (which I accessed many times), and Dan Fabulich has made comprehensive invisiclues.
The story is basically what you would get if you had the Hobbit, but instead of the background of the Silmarillion you had a custom story that was a mashup of Captain Planet, Gargoyles and TMNT, and instead of Bilbo wandering around the very edges of the backstory you had a girl wandering around doing random stuff.
And the main theme of the game is (Spoiler - click to show)trading. If you every played the original game boy Zelda game, there was a long, involved trading quest involving everyone. That's basically what's going on here. You wander around town, slowly realizing what everyone wants or needs. Then all at once you find the starting point and it falls like dominoes. Until you get stuck.
The 17 digit key wasn't as hard as I expected it to be, but was computationally satisfying, especially the dichotomy chart, which reminded me of the tree dichotomy chart in the kids' encylopedia I had growing up, where if you identify the tree wrong, you get devoured by monsters on the next page.
I enjoyed the game, and also when I saw the Help text, I felt overcome and rested my head on the table in gratitude. I had fun with this game.
Now that I've played several of the very early Choicescript games, I can see a bit more of a pattern. They are all very adventurous, leaning heavily into the TTRPG/gamebook style of one encounter after another. They tend to have the narrator comment on your actions, are quite a bit shorter than later choicescript games.
That can work well; I really enjoy the fast-paced dramatic action in Choice of the Dragon, and the first third of Choice of Romance (which was the only part initially available) is likewise a quick fun play.
This game didn't do it as much for me. But I've never really liked seafaring stories, besides Moby Dick (which was more of a whale encylopedia, which I am into). For some into Horatio Hornblower or the like, I think this would be amazing.
It has a fairly satisfying rival set up, providing the best moments of the game, and lot of action. There are 3 romances (you can't romance your rival, but there is quite a bit of underlying tension there).
Again, this is a great game, but it pales (to me) in comparison to some of the other great Choicescript games out there, many of them inspired by this one. It's kind of like Ditch Day Drifter, a game which kicked off the whole TADS movement but which was surpassed by its followups.
This game is also notable for letting you genderswap the entire world, making women the fierce and soldiery types of the world and men the gentle beaus at the ball.
I received a review copy of this game.
This is the third Choicescript heist game I've played in the last week (the other two being The Martian Job and The Treasure Seekers of Lady Luck), so I can't help but compare them.
The Martian Job had the most memorable writing and setting of the bunch, with more emotional choices, while Lady Luck had more memorable characters and a zany atmosphere.
This game was just pure heist. You learn about the heist, you recruit your crew, you conduct the heist, you leave. There are a few twists, but they are mostly telegraphed, making them pleasant but not anxiety-inducing.
I'm a big fan of mysteries and crime, so I enjoyed this game, and found it polished. Most of the choices made sense, with a recurring choice of 'Sneaky, Brutal or Flashy' showing up, despite not mapping directly onto the choices. I think this helped in characterization.
I guess I didn't really connect with this game emotionally. My enjoyment was at arm's length. I am interested in playing it again, though, to get some of the more unusual acheivments.