Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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Get Lost!, by S. Woodson
4 of 4 people found the following review helpful:
A fairytale story about escape from the mundane, July 10, 2016
Related reviews: less than 15 minutes

This game is about a young person who longs to be free from the mundane world. They try to escape, and begin to find the faery world.

The game has a variety of branches, picking from 2 sets of three big options and many smaller ones.

The game is very successful at creating and maintaining a wistful, deep atmosphere.

S. Woodson is a talented author, and it comes out in this brief game.

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The Horrible Pyramid, by Ryan Veeder
3 of 3 people found the following review helpful:
A miniature, semi-silly game about a cursed pyramid , July 9, 2016

This Ryan Veeder game was a speed-IF entered in the Ectocomp one year. It was later tuned up and rereleased for Sub Q magazine.

The game has a small but detailed set of locations. As you explore the pyramid, you encounter a variety of Egyptian treasures and artwork. The plot thickens as it goes onward.

I enjoyed the writing and feeling of this game quite a bit. But I didn't really get into the puzzles quite as much. Considering its origin as speed IF, though, the game is quite remarkable.

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Fight or Flight, by Sean Krauss (as 'geelpete')
1 of 1 people found the following review helpful:
A game packed with npcs interacting with each other. Camp horror, July 9, 2016

This game is about a specimen that escapes and attacks a summer camp.

The main idea of this game is that there are six npcs walking around, each with their own personalities and talents. You have to get them to work together.

Unfortinstely, it can be maddeningly difficult to know what to say to each person.

The writing is descriptive, and the game doesn't seem very buggy.

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Reference and Representation: An Approach to First-Order Semantics, by Ryan Veeder
4 of 5 people found the following review helpful:
A smooth little game about cavemen and knowledge, July 8, 2016

Ryan Veeder is known for making polished, smooth, amusing games, and has made another great example here.

You are a caveman with an unusually intelligent wife and surrounded by a variety of animal life.

The game is fairly short, with only 2 or 3 small puzzles, but the setting is charming and the game feels cohesive. It is an interesting counterpoint to the Edifice, a long, difficult, serious game treating some of the same material.

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For Aisha, by Cloudia
1 of 1 people found the following review helpful:
A surreal Twine game with nice styling., July 8, 2016

This game is a short Twine game with a beautiful font and use of different coloring tricks.

The story is hard to describe, except to say it is highly disjointed and deals with the nature of reality.

The writing is descriptive, but the interactivity is troublesome. In a list of links, only one will move forward, and it's hard to know what order to look at stuff if you want to look around.

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Psyche's Lament, by John Sichi and Lara Sichi
1 of 1 people found the following review helpful:
A game with three nonintuitive puzzles about Psyche from mythology, July 7, 2016

This game is about Psyche, who is cursed by Aphrodite after ignoring rules about her husband Cupid.

In this game, you are given three tasks to complete. Each has a special trick to it, and one involves graphics.

The game has some pretty big problems with guessing what the author is thinking, including the first significant verb you have to use after the prologue. Two of the puzzles depend on assembling complicated equipment and using another unusual command.

The writing was descriptive though, and everything was well-polished, so I'm giving it 2 stars.

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Zork: The Undiscovered Underground, by Marc Blank, Michael Berlyn, and G. Kevin Wilson
2 of 2 people found the following review helpful:
A small nugget of nostalgia by original Infocom implementers, July 7, 2016

Years after Infocom died and Activision was about to put out a graphical Zork game, this parser game was commissioned and then produced by two Infocom writers (Marc Blank of Zork and Mike Berlin of Infidel).

The game is almost pure nostalgia, and fairly short. It compares to Unnkulia One Half, which was similarly a small promo game riffing on older material.

In this game you find an undiscovered part of the Great Underground Empire and explore it. The game is very small, with one big square that has doors leading to three smaller areas, each with 3-5 rooms. There are little models of Zork items, Grue references, and the heads of the two implementers waxing nostalgic. There are references to the IF MUD (essentially an elaborate chat room that was once a multiplayer online parser game) and so on.

If you have nostalgia for infocom, this game could be lots of fun. If you have just barely learned about ibfocom, maybe not so much. The actual games themselves are more fun.

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I THINK I'LL STOP OFF ON THE WAY, by piratescarfy
1 of 1 people found the following review helpful:
A brief Twine game with a classic creepypasta vibe, July 6, 2016

This game adheres closer to creepypasta tropes than most Twine I've seen, and it does a faithful job of recreating the creepypasta vibe of stories like Asylum or No End House.

You are driving down the road when you have to pull off and go the bathroom. But the bathrooms are boarded up, and the rest stop is deserted.

The game is polished, with good CSS. It never becomes exceptional to me, but it's a fun, short play for fans of creepypasta. If you don't like creepypasta, however, you may be put off by the over-the-top horror, casual language and amnesia common to the genre.

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The Griffin and the Minor Canon, by Frank Stockton, Chandler Groover
2 of 2 people found the following review helpful:
An interactive retelling of an old short story, July 6, 2016

This Twine game is longer than most Twine games running from 30 to 60 minutes.

It is an adaptation of an old short story about a Griffin and a church official that had a good grasp of location to begin with. Groover has assembled all the locations in the story into a coherent world.

The story itself is poignant and meaningful, which has led to its enduring popularity as a short story.

Overall, the writing is descriptive, and I enjoyed the interactivity. At the time that I played the game, there was more timed delays than I preferred, but the author was contemplating shortening them.

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Rent-A-Spy, by John Eriksson
1 of 1 people found the following review helpful:
A thrilling spy game with undercover puzzles, July 6, 2016

This game placed near the middle of IFCOMP 2002. In this game, you play a spy who must infiltrate a building, steal information, but leave no trace.

The leaving no trace bit is interesting, similar to Sub Rosa and the orange room in The Recruit. However, all of the puzzles are difficult, as they only admit one solution, even if other reasonable solutions are avilable. Also, the game is inconsistent in what it considers as leaving a trace or not.

The writing was descriptive and the game would be thrilling if not for the frequent interruptions due to odd puzzles.

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