Reviews by MathBrush

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Tavern Crawler, by Josh Labelle
2 of 2 people found the following review helpful:
A smooth and polished game exploring an odd medieval city, December 1, 2020
Related reviews: about 1 hour

Josh Labelle is a fairly well-known professional narrative designer, so I was interested to see how this game turned out. Skills developed working in a team on graphical projects don't always translate to solo text works and vice versa, so I figured it could go either way.

For me, I find this very successful. I have a soft spot for dungeon crawls and western RPGs (I enjoyed the parser game Heroes and the Choicescript series Hero of Kendrickstone better than most reviewers on average), and this game satisfies that.

It's very polished, with slick menus and nice highlighting and color use. I wasn't even sure it was Twine until I opened the file.

You play as one member of a team of three who has been assigned to kill a dragon then return to town. But once you get back, you have trouble finding where to claim your reward.

There are some complicated stats. It does fall a little bit into the Choicescript meme where you pick one of 3-4 skills and just max it out the whole time, and there's no reason not to accept most side quests; both these options make strategy a little less well-developed. On the other hand, the relationships with your partners and your decisions with the enemies (like the dragon and your employer) have more long term consequences (and many side quests have meaningful ending decisions that last even until the end credits).

Writing, setting and story are all high quality, with huge variety between the taverns in the game and several plot twists. Overall, I think this will do pretty good in the comp; if anything limits its appeal, it might be that traditional RPGs have been considered overplayed in IFComp in the past. It'll be interesting to see where this places. I consider it one of the better games I've played so far.

+Polish: Very polished, smooth, well-designed.
+Interactivity: Even lets you pick how much of the game you want to interact with, by making a lot optional.
+Descriptiveness: The variety in the bars was strong.
+Emotional impact: Suspenseful and funny.
+Would I play again? Yes.

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Lore Distance Relationship, by Naomi "Bez" Norbez
2 of 2 people found the following review helpful:
Two teenagers trying to connect through an old digital game, December 1, 2020
Related reviews: about 1 hour

So I tested this game for the competition.

Like Accelerate earlier, this choice-based game has a lot of visual and audio detail.

When I first tested it, I was struck by the cute neopets-esque game graphics that it contains. But playing the full version, I was blown away by the voice acting. Great audio quality, believable voice, better than most podcasts I’ve listened to. Very impressive, and helps make the animations more cinematic.

I had a bit of trouble with my eagerness causing me to scroll quickly, while many of the animations reload the page. But that was minor.

The story is a long-term (as in 10 year) relationship with a friend on Neopets. You both experience marginalization by your classmates and you struggle with your relationship with your parents. There are hints throughout the game, but it’s later revealed that a major theme of this game is .

The writing is sharp and on-point; the chat feels real to me, and the pacing is good. Bez has put a lot of work into improving games and pushing boundaries over the last few years and it’s really paid off.

Check the content warnings for the game ahead of time.

+Polish: The animations could be smoother, but that's a small thing when the voice and art are so good.
+Interactivity: I've played it several different ways and it feels fairly responsive.
+Descriptiveness: I feel like I'm there when I read it.
+Emotional impact: Definitely feel it. On my 'be mean to stairs but not so much the game ends early' run I felt sick in my stomach when being mean.
+Would I play again? I've played it three times, so yeah.

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The Wayward Story, by Ralfe Rich (as Cristmo Ibarra)
3 of 3 people found the following review helpful:
A fractured tale in the style of Photopia, December 1, 2020*
Related reviews: about 1 hour

This game seems strongly influenced by Adam Cadre's work, specifically Photopia (for its fragmented story, multiple viewpoints and use of color) and Narcolepsy (which is specifically referenced in the text)..

This game switches back and forth between multiple points of view, including real-life people and fantasy stories. The game is themed around three lights: red, green and yellow.

It uses fancy techniques such as color and even upside down text.

Unlike Photopia, the overall story didn't congeal for me. I see themes; for instance, (Spoiler - click to show)all of the three 'colored' passages involve an option to help yourself or to help someone else and die right before you achieve your major goals.

Similarly, I couldn't really see the connections between the real-life stories. (Spoiler - click to show)While writing this, I realize that Diane went from scared kid helped by Ben to teenager missing Ben to woman on a train getting a call from (or calling?) Ben. But how are George and co. connected?

There are some typos (like a double period somewhere, and some missing letters in the upside down text. If I play through again I'll record it!) More importantly, on my first playthrough, I was (Spoiler - click to show)selfish in yellow and green scenarios and kind in red, and that led to the game crashing (Spoiler - click to show)immediately after getting my POV after the white door where Diane is in the train. The game just stopped and ended with 'press any key to close the interpreter'. I then replayed trying to be as nice as possible, and got an ending.

So, for me, this is technically and narratively impressive, but the storyline remained inscrutable to me.

This game contains segments with frequent strong profanity.

-Polish: Several bugs, including game-ending bug
+Descriptiveness: The fantasy sub stories were especially vivid
+Emotional impact: Again, the fantasy segments carry this for me, especially yellow and green.
-Interactivity: The conversation system required both typing a topic number and retyping TALK TO instead of letting you continue in menu format. This and a few other such things were frustrating.
+Would I play again? Yes, especially if it gets a post-comp release.

* This review was last edited on December 2, 2020
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Red Radish Robotics, by Gibbo
1 of 1 people found the following review helpful:
A puzzle-based choice game with interesting mechanic, December 1, 2020
Related reviews: about 1 hour

This game was interesting, and I think it shows a lot of promise for the future.

In this game, you wake up in an office building that seems fairly destroyed and embark on a search and rescue mission. It was quite a surprise when I discovered that (Spoiler - click to show) someone had taken all my fingers!

The map consists of two floors (for most of the game) with several rooms, each room containing various objects. As you explore the map, you find more of your (Spoiler - click to show)fingers, which gives you greater access to other things.

The UI was smooth and the writing was good. The puzzle structure was a little constrained, though. At most points in the game, it seemed like there was only one course of action possible at a time, so I spent most of the game 'lawnmowering' through choices (trying every possible action over and over). I think that allowing a bit more nonlinearity would make this an awesome puzzle game, and so I'd definitely look forward to anything else the author puts out.

+Polish: Smooth and perfect.
+Descriptiveness: The writing had some pretty clever moments for me.
-Interactivity: The linearity of the puzzles felt constrained to me.
-Emotional impact: Because I was repeating options so often, they lost a bit of their impact.
+Would I play again? I think I would, yeah.

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Deelzebub, by Morgan Elrod-Erickson, Skyler Grandel, Jan Kim
2 of 3 people found the following review helpful:
A funny TADS game about summoning a demon for your boss, December 1, 2020
Related reviews: about 1 hour

This game is related to or part of a school project, which kind of setup hasn't made super successful games in the past (I've run some game camps, and long games take a ton of time; a polished IFComp game is about the same work as a Master's thesis and less like a semester project).

This one manages to be better than most, although it still has some rough edges.

Each of the people who worked on the game had successes. The art for the cover is done well; the writing has very funny moments; and the programming handles some pretty tricky material and multiple solutions to most puzzles.

In this game you play as a young member of a cult who has a very funny reaction to being a parser game PC. Your cult leader wants you to summon a demon, who turns out to be a real mild fellow. Shenanigans ensue.

The weak spots are evident in the game, too. The only file available in the download is a compiled executable for 3 platforms with no t3 file. Some of the conversation feels off (in general, reading your dialogue out loud can help make it stronger). You can't leave your leader's room early on until you ask him certain topics, but there is no TOPICS command or other way I found to remember what you need to do.

All of this can be fixed by general experience and maybe getting a few more beta testers that have experience testing comp games. But I think this is the best school-related IFComp game that I can remember playing, and I'd be pleased to see more from these authors.

-Polish: Could use more polish.
-Descriptiveness: Pretty good, but overall could use some more variety and colorful details.
+Emotional Impact: I found this funny
+Would I play again? Has plenty of replay value.
+Interactivity: Outside of the polish issues, the stuff you had to do made sense. The summoning ritual was very good.

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Tombs & Mummies, by Matthew Warner
4 of 4 people found the following review helpful:
Compact Quest game about exploring a tomb, with timed events, December 1, 2020
Related reviews: about 1 hour

**Tombs and Mummies by Matthew Warner**

People named Matt W have been doing good work in the math world for a while, including Matt Weiner (mod for this website) and Matt Wigdahl (author of IFComp-winning Aotearoa); so I was looking forward to this game.

This is a quest game and is online-only (you might be able to download an offline copy from textadventures.co.uk, but the download button on the ifcomp page just links to the website). It does not allow undo, has timed events, and if you leave it alone for 5 minutes, it will kick you out and lose your progress.

Fortunately, the game map is compact and the actual solution requires about 20 moves (mostly directions), so if you lose everything you're not set too far behind.

About half of the things you see in the games are traps, and unhelpful, and the rest are useful. Some are both (like the hint machine that hurts you while hinting).

The images, taken from ancient Egyptian art, were lovely, and the puzzles weren't unfairly difficult. I'm glad I'm played it.

+Polish: Nice images, well-thought out design and item placement and responses
+Descriptiveness: The game was very vivid to me.
-Interactivity: The above mentioned troubles with timing out and active events weren't too bad but enough that it impacted my enjoyablity
+Emotional impact: I felt a sense of adventure
+Would I play again: Maybe I would.

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The Curse of the Scarab, by Nils Fagerburg
4 of 4 people found the following review helpful:
A surprisingly rich and complex but difficult optimization games, November 7, 2020
Related reviews: about 1 hour

I beta tested this game briefly.

I usually think of Ectocomp games as being quick and simple, but the Grand Guignol games have been pretty intense the last few years.

This game has several innovative/amazing features:
1. It's in a custom parser that's brand new but so good that it felt like Dialog or Inform for me
2. It has excellent javascript integration with smooth scrolling image sidebars
3. It has an optimization puzzle that requires in-depth strategy and a lot of spatial thinking.

So it's pretty cool. You're breaking into a tomb (like Infidel) and need to grab a scarab amulet as well as as much treasure as you can carry (which is rough, given you can only carry 4 things at a time in your hands).

The puzzles are harder than most optimization games I've seen. Just getting a successful ending at all will likely take several tries. There's enough complexity here that I probably saw <1/2 of the game when I beta tested it and still there are things I don't understand (like the purpose of the (Spoiler - click to show)map and cursed disk).

The only drawback I found is, like the other optimization games, the puzzle itself detracted somewhat from the emotional impact of the story, as the story is mostly a frame for the puzzles and is repeated over and over each time. Otherwise, for fans of optimised treasure runs, this is a great game.

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Several Other Tales from Castle Balderstone, by Ryan Veeder
6 of 6 people found the following review helpful:
A grab bag of four Halloween games, November 5, 2020*
Related reviews: about 1 hour

Ryan Veeder's playing a completely different ball game than most authors. It's almost like he just has fun making up things with weird ideas and then polishing them intensely before releasing them. Who does that?

There are four mini-games that I encountered, like the other Balderstone games (with each game serving just fine as a release on their own). They are:

-A complex combat game (Spoiler - click to show)This one reminded me of Kerkerkruip. You have a large map filled to the brim with weapons. You have to fight a lot of different people, but each weapon is destroyed upon use. This was fun but difficult, it took me a while to solve some of the cool sub-puzzles.
-A small game that is more interactive than most interactive fiction. (Spoiler - click to show)This is a mad-lib game where you are asked for a series of words, then you play a game involving that series of words, and it's implemented very well.
-A story told by children.(Spoiler - click to show)This has some surprises in design. Like usual. Ryan seems to think 'What if the players tried something weird and I just ran with it?
-A more traditional game at an abandoned gas station with some narrative surprises.

I thought as I played these games is that one thing Ryan does well is making sure the player encounters every story beat on every playthrough. It's so easy, due to the non-linear nature of games, for players to miss important backstory or details, but all of these games incorporate that into the gameplay itself, which is wonderful.

* This review was last edited on November 6, 2020
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High Jinnks, by M. Nite Chamberlain
3 of 3 people found the following review helpful:
A modern-day Jinn story in Twine, October 18, 2020*
Related reviews: about 1 hour

So this game has you play as an ancient jinn trying to get back some cash from a hustler.

This is a pretty long Twine game, with interesting styling and good sentence-by-sentence writing and also excellent worldbuilding. It also features romance of several kinds and stories within stories.

I found the story and the interactivity fairly good, but I feel like they could go further. There are different layers to games: if they're buggy or full of typos, nothing else really matters, the game's just too weird to play. If it's not buggy but the interactivity is really frustrating or the text is boring, then it just makes you want to stop.

This game clears all of those hurdles (which is a real feat in and of itself), but I think it misses the last one, which consists of things like emotional depth and compelling gameplay.

The characterization of the player and NPCs are all over the place. Sometimes we want to murder everyone, sometimes we're lonely. Sometimes we want things for years, and then a second later we don't. Our main ally goes from assertive to passive to aggressive to loving.

And the interactivity often seems like 'Do things this way or do things the same way but with different phrasing'. I feel like it missed some chances to let you consistently characterize yourself or provide long-lasting effects. There are some choices to do such things though (I especially enjoyed (Spoiler - click to show)the effects of buying a leopard-print shirt.)

I think this is a good game, but I think this author is capable of making an entirely awesome game, and that's why I pointed out those specific things. Your mileage may vary!

+Polish: No bugs in my playthrough, nice styling
+Descriptiveness: Writing was vivid and funny.
-Interactivity: I felt like the choices weren't very effective.
-Emotional impact: I couldn't get a read on people's motivations and characteristics.
+Would I play again? Yes, this game was pretty fun!

* This review was last edited on October 11, 2025
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The Call of Innsmouth, by Tripper McCarthy
2 of 3 people found the following review helpful:
A lengthy Lovecraftian game based on The Shadow over Innsmouth, October 10, 2020*
Related reviews: about 1 hour

I'm a big fan of 'Lovecraftian' horror, (although I generally like the genre referred to that more than Lovecraft's work himself; I especially like The Willows, which I think was before him).

Lovecraftian horror is a major genre for parser games, including XYZZY- and IFComp-winning games: Anchorhead, Coloratura, Hunger Daemon, The King of Shreds and Patches, Cragne Manor, Theatre, Strange Geometries, The Lurking Horror, Slouching Towards Bedlam, Lydia's Heart. Outside of parser it still does well; I especially like Heart of the House and Fhtagn! - Tales of the Creeping Madness, Anya DeNiros' Feu de Joie series, and the Failbetter oeuvre.

So I approached this Lovecraftian Twine game with eager interest, especially given the extended length.

In this game, you are commissioned as a private detective to investigate the disappearance of her son. The missing young man has been spending too much time at Innsmouth, a city inhabited by strangely fishy people.

As I write this review, I looked up Innsmouth, and realized that most of the story elements of this game are borrowed from the story The Shadow Over Innsmouth (and I now see that was mentioned in the blurb). This actually relieves me, because I felt like parts of the game were echoing the worst part of Lovecraft. The man whom the adjective Lovecraftian was named after is not the best author in his own genre.

This game has a lot of great elements in it; it's smooth, looks good, the writing flows well line by line. But I have problems with the pacing and the interactivity.

First, the pacing. As the opening quote of the game makes clear, fear of the unknown is one of humanity's most primal fears. That's why Lovecraftian games thrive off of slow burn. Outside of maybe one initial bizarre event, most great Lovecraftian stories start with mundane but disturbing situations. Slowly, over time, more frightening (but still plausible) events occur until by the end you are confronted with horrifying unknowing realities.

This game spills the beans really early on, though. An intelligent, sane man explains all of the game's mysteries very early on, with no skepticism, and shows you an impossible artifact. There are no major revelations after that; everything in the game follows directly from his pronouncements.

Despite this, the game follows the usual tropes of the protagonist refusing to believe in the supernatural. Here's some text soon after those revelations:

(Spoiler - click to show)When this case began, you had no idea it would lead you to the old, decaying port town of Innsmouth. You didn’t even know the place existed. Now, the more you hear about it, the more you are filled with a sense of foreboding. It’s not that you believe the wild stories you’ve heard. People living on a razor’s edge of disaster are apt to fill the world with all kinds of fantastical tales and superstitions. But Professor Armitage’s words and seeing the Innsmouth tiara in person give you pause. Still, the world is filled with enough man-made nightmares; the supernatural needs not apply.

Despite the professor explicitly saying (Spoiler - click to show)the townspeople breed with fish demons, the protagonist is stymied by a genealogy chart:

(Spoiler - click to show)His wife’s name is listed as Pht’thya-l’y, an odd name who’s ethnic origin you can’t place.

My second issue is the narrative structure. It's what Sam Kabo Ashwell calls the Gauntlet is his very good article on shapes of narrative games. Every optional choice is either wrong and leads to death (with an undo, thankfully) or right and progresses the story. There are usually few clues as to which one is the right answer, making it somewhat an exercise in frustration.

I think both of these issues come from adhering to closely to the original story. By having a plot that 'must happen' to match the story, it forces the gauntlet structure. To make sure the stories are connected, the author doles out information at weird times. I had the exact same issues when I adapted some Sherlock Holmes stories.

The very best parts are when the author goes out on his own. I would love to see a game that has a lot more of the author in it and a lot less Lovecraft. The whole story revolves around a sub-species of human that is less than human and is characterized by bulging eyes and flat noses, which definitely stems from Lovecraft's obsession with racial panic; and Lovecraft's treatment of the homeless man and his thick accent isn't my favorite.

So I definitely think this is an amazing author and programmer who made this, I just would prefer an original story and structure next time (and I hope there is a next time)!

+Polish: The game looks great, no bugs that I saw.
+Descriptiveness: The game goes into significant detail about objects and people.
-Interactivity: The gauntlet structure didn't really work for me.
-Emotional impact: The early reveals spoiled a lot of the emotional oomph for me.
-Would I play again? Since there's only one main path, I don't think there's a lot of replay value.

* This review was last edited on October 11, 2025
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