I mainly played this game for historical interest, so I just played it straight through with the walkthrough.
It is a classic 'my crappy university' game, which probably started with The Lurking Horror and has been perpetuated over the years (Christminster was probably the most successful university game, along with Return to Ditch Day). This game resembles the original Ditch Day Drifter, but larger, and with a large number of insufferable in jokes (the game is full of the authors' friends, and talks about how they feel about appearing in the game). Everything is based off of real Princeton locations, and follows the real map fairly accurately.
This game made a relatively large splash in the community at the time (thought not as big as the Unnkulia games), as there were not that many games at all, and this one was large and polished.
And it is polished. I used the walkthrough, but the game seems fair. I can only recommend it to fans of big old school games without much plot.
This game by the great author C.E.J. Pacian follows two airplane pilots in an alternate world who have been shot down and must spend time together before rescue.
You play Lucas Thane, who is the main opponent of the beautiful Scarlet Baroness.
This game has 8 decision points, according to its author, and many topics. It can be quite difficult at times to know what to do, a situation that is very common with conversation games.
Overall, the writing was good, and the game was emotionally satisfying, but the pacing was a bit off.
Still, I recommend it for fans of conversation or romance games.
In this game from an early IFComp, you have to earn the right to become a journeyman wizard when a fearsome dragon appears and attacks the town.
Things aren't how they seem, and soon you are playing ambassador to an alien. In the tradition of Infocom and Douglas Adams, you have to assemble a machine out of bizarre parts.
The game focuses on a polymorph spell that takes you from place to place. People have mentioned how this can lock you out of victory; however, the part where you need it is so small that you can just undo a few turns and try again.
Near the end, though, the game got really hard. I accidentally combined two ingredients too early, which basically meant I had a bomb that would go off all the time and end the game. Then, the final portion of the game can be tricky.
Has an almanac with a ton of information in it that you can carry around.
In this game, you play someone who has lost their memory and finds themselves in a room with nothing but a mysterious colored rod.
6ou go through a sequence of escapes with some genuinely creative and fun puzzles before transitioning to another genre.
There were some bugs and many typos, but I enjoyed it overall, especially the first half. The author was 14 at the time of writing, and this game is a significant accomplishment for someone of that age.
This is one of the smallest of the Fingertips games on the Apollo 18 album, made by the other who seems to have pitched in to finish the most games. It made me chuckle with its reference to Sting, but it doesn't have much substance.
Only a few responses seem coded for. What writing there is is good.
This one move game is more puzzly than most games in the Fingertips portion of the Apollo 18 album.
It is a classic logic puzzle, where you are given a dozen or so facts about several people and several properties they have, and you have to deduce who is next to you.
Because I wasn't in the mood for this puzzle, I just guessed, and go it right. Good for fans of such puzzles.
Like Fingertips:All Alone and Fingertips: Who wrecked my car, this one move game has completely different narratives depending on what action you take.
All of these actions have a blue thing in them. While this game implemented more than All Alone, I felt like it was too self-conscious, hammering home the multiple endings and talking about the Fingertip:I don't understand game. On its own, however, it is a solid game, with some particularly good endings.
Like Adri's other Apollo 18 album game, this game is a cute story with some lurkier undertones.
You are sitting with your brother Sam eating brownies. He has just eaten a brownie and is asking him for the milk. You can give him the milk, or do anything else that comes to mind. Adri has coded quite a few responses which can be found in the Endings and Amusing sections.
Recommended.
This is the author's first Twine game. It uses no styling, and is based on goofy, crazy humor. These are usually signs for disaster, so I was skeptical when I saw it was highly rated.
But this game has a lot of thought and some actually pretty funny humor. You play a villager sent on a quest to find a magical item that can save your people from a tribe.
The narrator frequently talks with you, and the game discusses the balance between choices and story and free will and so on, but only in a goofy way.
I enjoyed this story, but I had low expectations. People expecting it to be great may be less impressed, but this is a long, funny Twine game.
In the Apollo 18 Tribute album, this is a one-move game about strange whispers.
Basically, if you listen, you can hear random quotes and sayings. The game keeps score of how many you hear. However, sometimes actions are necessary to hear all of the sounds. I did not hear all of them, only 2/3 of them all.