This game combines an intricate alchemy system with technology aboard a sort of magical spacecraft. This isn't a rocket engine; it's a complex environment that uses magic to translocate in space.
Something has gone horribly wrong on your magical ship, leading to major disruptions in time and space.
You collect what may be hundreds of items in this game, perform dozens of rituals, and visit quite a few locations. In this sense, it ranks with other ultra big games like Mulldoon Legacy or Spellbreaker. However, this game has an advantage in that it simplifies things for you. Any ritual, once performed, can be done again with a single command. There are database type commands that allow you to recall all rooms, all items, all rituals, etc.
The setting is barren and mysterious, with the outside world leading to a variety of mysterious lands.
I couldn't put this game down. Very well done.
In this game, you play a computerized AI trying to head towards earth. There is a linear path to and away from earth, and a few branches along the way.
The main interesting feature of the game is the various choices that you can make. You are the AI of a ship that has been severely damaged, with all crew and colonists in cryosleep. You can choose to go straight home, or to try a variety of other things.
The game is funny, and well-written. At times I suspected it to be a parody of Hoist Sail for Heliopause and Home.
This game is short and enjoyable, and recommended for everyone. I gave 4 stars instead of 5 because I felt like the interactions available didn't really draw me into the world.
This game begins with a fun text-effect introduction, teaching you about the background of Winter Storm Draco.
You then begin to try to get home from the grocery store to your house. You will encounter a striking variety of puzzles, including classic-style puzzles, combat, and conversation.
Overall, the writing is amusing (although the game clearly states that it is a serious documentary, and not intended to amuse).
This is a short parser game, and I strongly recommend it.
In this game, you create a story by choosing from menus. This game has a time cave structure, where every chance branches widely into more choices.
This usually is not effective, but the branches are short, the game meant to be replayed often, and you have a general idea of what effect your choices will have.
Options include choosing a setting for your short story, choosing characters, choosing motivations or objects, and so on.
In this game, you play a sort of police officer in space. You interrogate a murder suspect, then investigate their house. Using the knowledge from each trip, you restart and try again with new 'insight'. Each trip is fairly short.
The mechanic was fun, but the game is difficult. I strongly recommend it for puzzler fans, and just recommend it for everyone else. Has a club floyd transcript.
This game is a short amusement that ties in a few elements from the author's different games. As far as I know, this is the author's only parser game.
It has a small command set, requiring only Examine, Look, and Interject. You are a bar owner around Christmas time when an irregular regular comes into the bar with a crazy project.
Overall, I recommend this game for fans of any of Bruno's games.
This is a mid-length Twine game with large illustrations on each page.
You play as a pony sailing an ocean, delivering mail everywhere you go. You meet a variety of NPCS, encounter environmental effects, and so on.
The first time I played, I visited many different locations, none repeated, and relatively quickly found an imaginative and fun battle involving kinds of mail
My second playthrough, I encountered a lot of repeated locales and content, and it took a while to find the battle.
I would rate my first experience as a 4-star experience, and my second playthrough as a 3-star experience. Averaging and rounding up gives 4.
This Sub-Q game is tightly focused and compact. You play as Fuwa Bansaku, a samurai based on a real-life Japanese swordsman. You are investigating an abandoned shrine that is rumored to be haunted.
This game uses a small number of directional commands and tightly-written poetry to achieve a compact and peaceful feel.
The story revolves around court drama and the story of the abandoned shrine.
An enjoyable, short piece.
This Sub-Q game is by a great author, Hannah Powell-Smith. In this Twine game, you play a character (which I interpreted as a woman) fleeing from the influence of a vengeful God. You have to deal with a variety of disasters and help those you love.
I only played once, so I don't know how much your choices affect the outcome, but I had the impression of making big choices, and I liked that.
The link presentation was slightly unusual, with some in-line links and some links presented as a menu at important choice points, but I felt that this was effective in promoting the feeling that my choices mattered.
Overall, well written and designed. I recommend it.
This game is about a father who is macho and masculine, and a son who has taken a different path and identity from their father.
You take turns playing as father, son, or, eventually, unicorn. The meaning of the unicorn is enigmatic to me, perhaps representing social pressure, but you'll have to play to see what you think.
There is some strong profanity, vague reference to sexual acts, and occasional violence.