This is a graphical game where you click on text buttons to control a spaceship. You find planets and see if they support life.
I've rated the game on the following 5 criteria:
-Polish. The game relies heavily on a graphical interface, but I feel that interface could be tuned up, especially with faster transitions and back buttons that only go back one step in a menu.
-Descriptiveness. Most of the descriptions are fairly plain.
-Interactivity. The slowness is frustrating, and the game's overall pace drags out.
-Emotional Impact. The pace lessened any impact I would have felt.
-Would I replay? No.
I'd love to see a new game from this author, though.
This game has an overly-cluttered windows GUI that is very reminiscent of the time period it is from. The top row is cluttered with a row of icons that whose meaning is opaque and whose use is questionable.
The game has side bars, command prediction, and other such features, but they often end up hindering more than anything else. There is a time feature and changing background colors.
The story itself is interesting, but could be better. I think this game is a good example that reinventing the wheel isn't always the best.
This game is an adaptation of A Martian Odyssey, the short story, and one which I liked quite a bit before starting this game.
This game takes a long time to download (and can't be played online) because it's 50 mb, most of which is a truly lovely space soundtrack. I really liked it, and it's context-sensitive.
The game itself suffers terribly from adaptation-syndrome: content not from the actual story is not as good as the original, and you have to guess the correct action to advance the story.
This game has a vote for it on the 'worst IF ever' poll, but I don't think it's there. It's just problematic. I evaluate games on the following five categories:
Polish: Not here. The game's bugs are numerous.
Descriptiveness: Well, it succeeds pretty well here, to be honest.
Interactivity: Problematic. It's very hard to guess what actions you are supposed to do.
Emotional impact: Dampened by the obnoxious jerk professor and the overly objectified Eva.
I played this game last year, maybe two years ago, but couldn't pass the first scene. There are so many finicky steps, and its buggy (6 kinds of pill bottles cause a nightmare).
But, following the walkthrough, you find a touching and compelling story. I quite enjoyed it. Many of the surprises you can guess ahead of time, but there are enough surprises that I'd rather not reveal any of them.
The interactivity is really messed up, and its not super polished, but it's otherwise great.
This is a game planned on an epic scale. Only 3 chapters were entered into the competition, and the author clearly promised greatness in those missing six chapters. There was to be an entire other complex (or multiple ones), many rooms, etc.
But even these chapters are unfinished in some ways. Many things are unimplemented. Trying to guess the right verbs can be hard even with the walkthrough.
It's also a bit offputting. Woman are all nude and described like meat. Murder is casual. I'm just not that into it.
This is another game that would be better off with extensive beta testing.
You have access to three time periods, and items in one period affect items in another, even in reverse form (so changing the future affects the past). There are no NPCs. This general effect can make an incredible game (look at Dual Transform by Plotkin), but this game doesn't help the player narrow down the solution space enough. There are so many actions that could be useful, but only a few are recognized.
Also, the game could be a bit more peppy. Many of the locations are the most generic thing possible in their timeframe.
This game's main features are a fancy window with directional compass, list of actions to take, items, etc.
I found it difficult to run. I got it part way there, but not quite. From the guides, though, it's clear to see that the game mostly revolves around attacking enemies to gain experience with a few puzzles thrown in.
Games like this show the great wisdom in creating virtual machines with backwards compatibility, like Inform or TADS. Inform games have remained playable for decades (except for those using graphics and sound), as have TADS games.
This game is like a mix between Kerkerkruip and Varicella without the balanced mechanics of the first or the interleaving puzzles of the latter. You are in what is essentially a battle royale with several other wizards. You have a spellbook. Killing a wizard gives you access to some of their spells. They also fight each other, so you can just wait around for a while then go loot corpses. There are some puzzles, most of which are fairly complex.
Due to the nature of the randomized combat in this game, and the unbalance of it all, it mostly devolves into an UNDO-fest. The hints even suggest this in certain scenarios. It was, though, shorter and more fun than expected. But the interactivity, polish, and replay value just weren't there for me.
Scott Adams wrote minimalistic games to run on small computers. They’re free, and I recommend playing them. They use two word parsers, scanty descriptions, and so on.
This game is not as good as a Scott Adams game. There are less synonyms, somewhat weird implementation, and an overall sense of frustration I didn’t experience when playing Scott’s own games. One of the most popular of all of Scott’s games was his own Pirate Adventure.
Robin Johnson and Arthur Di’Bianca both have a very successful series of games with a Scott Adams sensibility.