This is a very funny, long limited parser game about being a pig. A hero follows you, and believes you to be able to smell a polymorphing wizard. Anything you sniff, he smashes.
The first part of the game plays out in the tradition established by Arthur DiBianca, where a few key verbs are used in unusual ways to accomplish your goals. Later on, the game branches out, allowing you to switch between certain 'tools' to accomplish various goals.
This game is unusual among limited parser games in that it has quite a few large text dumps, often spanning more than a screen on a laptop computer with maximized window. The writing is good, the story is strong, but it can be a bit much, especially on a second playthrough.
This game also touches on several social issues (not least the annoying habit of young men singing Wonderwall).
This game is by Luke Jones, who also wrote the interesting Bony King of Nowhere for Spring Thing in 2017.
This game is a treasure hunt puzzle fest type game, but it's kind of spare and with some hard-to-guess puzzles. The puzzles mostly revolve around finding the item or items that will induce NPCs to do things for you.
The game has a large cast of characters, many of which have multiple versions of themselves over 3 time periods. It has also has many rooms over the same time period. But much of it is under implemented. A porter is present in each time period, but has very little description or conversation in any, except for one short paragraph once. However, the author was explicitly inspired by Robin Johnson's minimalist games, so it is likely intentional.
The game has good bones, though, with a pleasant run through campus history and future. If the author switched to Inform 7, like Steph Cherrywell did, and budgeted more time for beta testing and polishing, they could build on the success they already have.
This game is a fairly traditional RPG, where you find better and better weapons/armor and equip them, and gain gold. It's framed as a VR story in a casino to better explain why items disappear in a puff of smoke and why all treasures get converted to their cash values.
I found the game enjoyable, and fairly long, although I bug kept me from going from the novice half to the expert half. I would recommend it for fans of RPGs.
I beta tested this game.
This is an interesting concept: a Java game (just like minecraft!) which is a parser game with a real-time timer.
You find resources, and craft materials with them.
As it is, the game is difficult; however, a Wiki is provided that is especially helpful.
However, the difficulty was tuned just a bit too hard for me, and that made it hard for me to get sucked in.
This game is written in PDF form, and you read along yourself, jumping to different pages.
I can't help but compare this game to Trapped in Time, another PDF gamebook entered into IFComp in a previous year. In that game, you had a tight series of events that were played over and over, and it allowed 'parser-like' actions where you would add 10 or 20 to an entry's number to do things like examining or using a card.
This game, however, relies more on randomized combat, and the largest parts of the game are two mazes.
It has some interesting storyline near the end, but I feel like it could have been tested out more by some experienced beta testers to help find out what works and what doesn't.
This game uses the obscure Floo text system. It has a 2-hour timer (that resets once it finishes). As you push any key, characters show up one at a time, revealing some text that seems procedurally generated, but not by the Floo engine; it seems like it was pre-generated and put into the floo interpreter, ready to be revealed one character at a time.
I enjoyed this 2017 IFComp game. You play as a consultant for super villains who answers their questions for money. The parser becomes a phone line, of which you have 2, and your commands are commands to the villains themselves.
Each villain has unique powers. The writing for the radioactive man grated on me a bit, but overall I found it clever. This game had the most traditional gameplay of the top games of the competition, with no limited parser commands.
I recommend it, and hope that everyone reading this will take the time to try it.
I enjoyed this game from IFComp 2017. You choose from one of three character classes, and you can take a variety of characters with you, including a sonomancer (something like that) who integrates music with magic.
There is a power creep issue that several judges noticed, where pretty much anyone who makes it to the endgame can one-shot the boss, but besides that, the core concepts worked well for me. I feel like it needs more polish; combat has several blank lines requiring you to scroll, for instance.
I was glad I played this one, because I'm a fan of D&D and this reminded me of trying out someone's home-brew campaign. Your mileage may vary.
I really enjoyed this game. I had a few technical difficulties wrangling with Quest.
You play as a cockney-speaking orphan who has penned up in a penitentiary-orphanage. Your goal is to go from Public Enemy Number 2 to Number 1.
The map is large, but pleasingly symmetrical. You solve a puzzle in each room until the game is over.
Some of the puzzles were fairly nonsensical, and I had difficulty with them, but overall, I was impressed.
This is the most-illustrated IFComp game I've played, and one of the least appealing. Your girlfriend broke up with you, and you have to manipulate a dozen or so women into sharing their phone numbers.
The game is deeply misogynistic, and the art is in a style somewhere between simpsons and family guy in style and content.