Reviews by MathBrush

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The House on Sycamore Lane, by Paul Michael Winters
1 of 1 people found the following review helpful:
A long, ghostly mystery parser game with some cleanup issues, October 2, 2019
Related reviews: about 1 hour

I give stars based on five criteria: being polished, being descriptive, emotional impact, interactivity, and if I would play again.

Polish: This game is severely lacking in this area. There are numerous typos (such as 'wet' for 'west' in one room), synonyms aren't implemented, disambiguation needs work (like trying to look at the books in the library while holding the textbooks).

Descriptiveness: This certainly isn't a lushly described game, but some of the images were vivid, especially the doll room. The author did a great job of ambiance, in my opinion.

Emotional impact: I felt the eeriness of the house a bit, and the sadness of the story, but I think both needed more work.

Interactivity: The differences in functionality between trowel, pliers, and mallet were hard for me to grasp. Alternate solutions often didn't work (for instance, why don't (Spoiler - click to show)the shears work for cutting after you weaken the vines?).

Playing again: This game doesn't draw me back in for replay.

So that's a 2/5. I think that all of my concerns could have been resolved by having several playtesters, including ones experienced in playtesting games. I'd love to see a more polished game by this author, and would volunteer for playtesting it!

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Ocean Beach, by James Banks
5 of 5 people found the following review helpful:
A thoughtful parser game with timed text and a peaceful, symbolic setting, October 2, 2019
Related reviews: about 1 hour

This game is meant to be contemplated slowly. You wander along a beach, looking at symbolic locations, waiting for the end of day.

The walkthrough is especially entertaining. (It only says (Spoiler - click to show)Don't worry about the puzzles., and I listened). Overall I found it peaceful, if a bit slight.

The timed text, though, was rather aggravating. Other readers may not have the same reaction, but timed text goes against everything I like and find distinctive about parser games, and this game contains sections with timed text that takes over a minute to get out a page's worth of text.

The writing and design is otherwise excellent. The portrayal of a beggar seemed a bit classist at first, but the beggar's home shows that perhaps things are not as they seem at first. A lot to think about here.

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The good people, by Pseudavid
4 of 4 people found the following review helpful:
An artistic Twine game with images and mythological-based story, October 1, 2019
Related reviews: about 1 hour

This game grew on me over time.

Like Pseudavid's previous work, this game is a highly-polished Twine game that focuses on time, place, and interpersonal relationships.

In The Good People, you play as a person descended from the inhabitants of an ancient village which was covered by a reservoir, and which has now only recently emerged. The exact setting escapes me; it seems like Native Americans in the Southwest due to the reservoir setting, but could also be Irish perhaps (?) or South American.

You've started a relationship with a travel writer who is of a different race from you, and you feel alienated from your past and your people.

This slice-of-life opening is pretty good but a little too 'high art' for me. It takes a sharp turn in the middle, though, that resonated strongly with me.

Uses unusual text placements, graphic images, occasional slow text and text animations.

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Known Unknowns, by Brendan Patrick Hennessy
4 of 4 people found the following review helpful:
High school ghost investigation with teen romance, September 22, 2019
Related reviews: about 1 hour

I had this game mixed up with the short Birdland sequel Open Up, and so I never got around to playing this until after the XYZZY Nominations. Then I had to see what it was all about.

Brendan’s writing is what I wish I could write like. Characters are so vivid, and the text takes startling turns of phrase that you can’t help from laughing at. The characters felt alive to me.

Part of that left me with a bad aftertaste in a way that a lesser artist couldn’t do. The events in the game are the kind of thing I was terrified of growing up. My area had a lot of teen pregnancies and deaths from alcohol and drugs that affected people I knew. The idea of going to parties where all the highschoolers are getting drunk, watching each other have sexual experiences, using drugs, and having young men who won’t listen to ‘no’ (like Jayden) wander around seems like a reminder of personal nightmares.

But I don’t believe that’s what the author intended. Games are a Rohrschach test that brings out whatever the reader is thinking. I wouldn’t have had such a strong reaction to the game if Brendan hadn’t written such strong characters.

The rest of the game is wonderful. The use of emoji is like a comedy version of 10pm, and the overall mystery and romance were well done. I liked the use of red options to distinguish paths that were very different from the others. It made choices feel more significant.

I also found the structure really interesting, with conversations like multi lane highways and exploration segments like city streets.

This game’s craft level is very high, and I’ve found myself thinking of it frequently in the last few days as I’ve been working on my own games.

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Party Foul, by Brooks Reeves
1 of 2 people found the following review helpful:
A difficult 4-room parser game set at a cocktail party, August 24, 2019
Related reviews: about 1 hour

This game took 4th in the Jay is Games Casual Gameplay Competition #7, a competition which produced more good games than just about any other competition I've seen outside of IFComp.

You play as a woman who has been stuck talking to a bore at a cocktail party for two hours. Once he's out of the way, you have an explicit list of 3 things you have to do to escape.

Conversation plays a vital role in this game, making the characters more fun. Puzzle solutions are off the beaten track. Logical in hindsight, but difficult to come up with. It does, however, have an extensive hint system.

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Victorian Detective, by Peter Carlson
2 of 2 people found the following review helpful:
Long choice-based Quest game with a Holmes feel, August 22, 2019
Related reviews: about 1 hour

You are not, in fact, Sherlock Holmes in this game, but you are pretty similar.

In this game, you read several paragraphs of text, then make a deduction based off of it. You have to read carefully, and may require occasional google searches, but most of the choices are deducible through logic. Some, though, just seem like guesswork, which I suppose increases the replay value of the game.

You are investigating the murder of a man after being pulled off of a big bombing investigation.

I played online, and it became slower and slower until it crashed near the end.

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P. Mason und der Schlitzerhans und die Busenkathi, by Sophie Fruehling
1 of 1 people found the following review helpful:
A goofy German game about Perry Mason in a resort, August 21, 2019
Related reviews: about 1 hour

This game is in German, and it's not just regular German, it's very joke-y German with many allusions and in-jokes. My German was not up to the task, and I only completed with google translate and the built-in walkthrough.

Still, I could see how funny this game was. It's presented as a TV show with intermittent ads and other such artifices. You start the game in a hot tub or something and have to find your clothes while investigating a murder at the resort. There are some entertaining characters and a few tricky puzzles. The game isn't quite as big as it seems at first, as many potential areas are closed off.

I enjoyed it, but I often enjoy games not in my native language, as it adds another layer to the gameplay.

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First Times, by Hero Robb
2 of 2 people found the following review helpful:
A creepy, surreal Quest game with music, August 19, 2019
Related reviews: about 1 hour

This game feels fresh despite being a surreal game with deeper-meaning imagery, an amnesiac protagonist, and a lab/medical setting, all of which are overused tropes.

But this game seems like something new anyway. It uses Quest and only requires the verbs USE, TAKE, LOOK, and directional commands. The parser is extremely fidgety if you try and do anything else. Even if you think you ought to do something else, you should not do something else.

Basically, you are alone in a symbolic hospital with a lot of dolls and blood and spiders, and you try to enter new areas. Near the end, there is an extended sequence of strong profanity. The whole game is pretty gory and/or disturbing.

This is one of those games that breaks all of the rules for 'good games' but gets an effect anyway. Worth trying if you like horror.

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Heated, by Timothy Peers
4 of 4 people found the following review helpful:
A frustrating game about frustration, June 27, 2019
Related reviews: about 1 hour

I usually take a star off of most annoying games precisely because they are annoying. But this is a game about a man where anything at all can set him off.

The game makes UNDO act differently, and tricks people who thought of other solutions to puzzles. Its puzzle solutions become increasingly unfair, although some of the most unfair ones are optional.

Sort of like 9:05 played straight, you wake up before work, worried about getting their on time, and have to go through your daily tasks before work starts.

I found it more frustrating than enjoyable. But isn't that the point?

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Signos, by Mauricio Diaz Garcia a.k.a. "M4u"
3 of 3 people found the following review helpful:
A Quest game with graphics and sound about meditation, June 26, 2019
Related reviews: about 1 hour

This game, in Quest, has you navigating a mostly-symmetric area apparently seeking for wisdom.

You have a book depicting the 7 deadly sins, which you can slowly fill out by various actions. In addition, there are many religious figures here, including a monk, a fakir, a buddah, etc.

Each room has an image, and many have sound.

However, the implementation is odd, cumbersome, and often interferes with the player. The pictures vary widely in quality, and the game is frankly frustrating.

I didn't finish it, but I did appreciate the symbolic quest.

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