I beta tested this game a couple of times, although I only did a part at a time and never completed it, while on the other hand the author did a lot of testing for me, so I definitely owe him a lot!
This game is wildly ambitious in its concept: take the work of Douglas Adams (one of the best humorists of all time) and the work of Infocom (one of the best group of IF writers of all time) and write a sequel to their works with a lot of original synthesis and do it all in ZIL (one of the less-known IF languages) and make it roughly comparable in scope to the original (within an order of magnitude).
Oh, and do it as your first game.
To produce anything in this scenario would be a feat. I think that the end result is much more than ‘anything’.
You start this game right where the old one leaves off, on the planet of Magrathea, with the other ship members from the Heart of Gold. Your end goal is…hmm, I’m not quite sure. Explore? In the end it involves a lot of exploring Milliways and trying to gain access to a fancy ship.
In the meantime, the game is centered on a hub-spoke structure, with a central ‘darkness’ room imitating the first game, where different senses lead to different areas.
The game is intentionally hard. In another thread, the author laid down the following rules:
*NPCs are hard to get right, include less of them but make them worth it.
*Story comes after puzzles. That’s how my cookie crumbles.
*DEFINITELY make the game cruel. It’s more interesting that way.
Randomisation? Obviously! Otherwise it becomes a follow-the-walkthrough-if-you-get-stuck kind of game with no brain involved. I usually end up becoming that kind of person.
This game features all of these things, although it actually has several NPCs. The game is quite cruel, and has many randomised codes and things that make a straightforward walkthrough impossible. Just about every area has some kind of randomization, from randomized exits in a small maze to a game of hide and seek with a randomized shapeshifter.
The most frequent way this shows up is the darkness thing. I never figured it out while beta testing, just flailing around until I got out of the darkness, and then with the walkthrough playing today I realized that you have to wait a bit first and then perform the appropriate action, but was frustrated when I kept getting sent to the same area over and over (due to randomization). I finally realized that you can just ‘wait’ until you get the area you want.
For me what shines the most are the settings and the big set-piece puzzles. The settings include Milliway’s itself, Dirk Gently’s office, and other areas from Adams’ writing. The game of hide and seek I mentioned earlier was a lot of fun, as were some of the interactions around disguising yourself and walking around Milliways.
There is some trouble; my game very frequently crashed, often after examining something, when using the Gargoyle interpreter. I took some notes at first but it was so frequent that I just started saving a lot. I’m sure it’s something ZIL related, as I have almost never had Inform games crash. It could be due to window size or something. Edit: No one else seems to be reporting this, so I believe it may be an interpreter issue.
Other than that, the main thing I would have liked more of was a guided conversation system that suggested things to talk about.
Overall, this is much better than it could have been. I remember someone entered a text port of one of the graphical Infocom adventures into IFcomp many years ago and it was a real slog to get through. Pretty much most of the unofficial sequels to Infocom games I’ve played have been bland, outside of some highlights like Scroll Thief. So to see a game that is vibrant with interesting puzzles and which follow in the first games footsteps in many ways is quite impressive. I don’t think it achieves the heights of the first game in terms of polish or writing, but that’s like saying that my work as a mathematician didn’t achieve the heights of Newton or Gauss. This game aimed high, and so I’m impressed where it landed. I look forward to any future work.
This game is (hopefully partially) autobiographical, describing a long career in a game company. A lot of it was familiar to me; my father owned a video game company growing up and I spent a lot of time at work. The arcade games, chill out areas, lots of sketches and endless cubicles, mixed with frustrating bugs, all sounded about right.
The main point of the game is two-fold: fix a bug, and find a 'peep' to hide in someone else's office.
There is a lot of narrative momentum, with parts like fixing the bug being an effective story, and the strange happenings beyond the janitor's closet...
On the other hand, I often found myself fighting the parser, especially when dealing with a certain unreachable thing I found.
Overall, there is a good haunting story here.
This is a medium-length Twine game about a family that lives in a haunted house...but all the monsters in it are friendly with them, from the voices in the basement to the ghost children.
It has a nicely written and pleasant atmosphere, and kind of reads like books I'd read as a kid. I liked the homey feeling and the way the monsters worked together.
There was some real agency, where you could choose between different paths.
However, the game ends in the middle of the story; I would have given a higher rating if it were finished. Also, many of the background images had large patches of white, which made it moderately difficult to read some of thee white text.
Otherwise, cute family, nice worldbuilding, fun monsters.
This is a brief but replayable Twine game. To me, it felt like a speed-IF that was polished up and made nice, and from the About page that's exactly what it was.
The styling is really nice, with a dark textured background and legible light grey serif text.
The writing has a thoughtfulness to it I appreciated. You play as a non-believer exploring an abandoned church, and a lot of people would just put random thoughts in about how the person hates religion and so on, but this game provides a more balanced approach; the narrator is an interested outsider, looking in but aware they will not ever take part.
Storywise, the game is brief, so much so that its narrative arc felt underdeveloped, which is the main drawback I found; I liked the story, there just wasn't much of it. You are investigating the church with a loved one, and things go wrong in a bad way.
The interactivity has quite a bit of depth, with many endings and achievements despite its short length. I wondered how they could fit so many results into such a short game, until I realized that the game underneath is tracking more variables than you'd think.
Overall, an impressive effort, but one I'd have liked more of.
This ectocomp game was written using Twine.
It's a fairly short game about a man who has kidnapped a woman and a child and hurts them repeatedly. The game indulges in his verbal and physical abuse, almost reveling in it.
There is a slight supernatural element to the game which is stronger in some endings, but mostly this game just seems to serve up unpleasantries, and not in the service of some greater narrative; the torture seems to be the point.
It is polished and descriptive. However, the interactivity is a little bit weird; after one ending I looked around at the code, and it's pretty hard to figure out which action will lead to which result.
Emotionally, it was affecting, as I had a strong negative reaction to it.
I believe this author has a good writing talent, but different people have different tastes, and I'm not the target audience here.
This Ectocomp game takes the form of a series of pamphlets which describe the current state of the British Empire.
Each one presents a conundrum, which you can solve in several (usually 4) ways. At first, your options are to Acquiesce (which guarantees a moderate stat loss) or to attempt to fix it using one of your strengths (which gives either a slight stat loss or a strong stat loss). Eventually the option to acquiesce disappears.
There doesn't seem to be any way to improve stats; it seems to be a simulator for the long death and decline of the British empire.
I had a couple of sticking points with the game. There were several typos; I myself am prone to them, but if this is in Twine you can print out a 'proofing copy' with the 'proof' button and run a spellchecker on them.
The other issues were mainly taste; I would have liked the stat decrease to remain on the screen a lot longer, as I couldn't even see it as first, with my eyes near the top of the screen. Second, it's hard to figure out what true effect your losses have. I ran through part of it a second time and there didn't seem to be any changes in the pamphlets that depended on my earlier failures, although perhaps there were subtle differences here and there that escaped the eye.
In any case, turning the many negative actions of the British empire into a horror game by just printing what happened is pretty amusing.
This game was entered in Ectocomp.
It's essentially a long villain diatribe, first discussing how Christianity justifies cannibalism, then going off on a very long message with slow timed text that explains how they use traditional Vietnamese recipes to cook what is implied to be human meat.
The game has some great music in the background, and a cool (albeit somewhat busy) visual background.
It's hard to identify with straight-up villain stuff like this. When something is one-note, it's hard to feel invested. There is some variation in emotion; it swings between sadness, gruesomeness, and mundanity, but I think having a spark of light or hope, or some indication of true happiness, could have increased the contrast with the horror.
I didn't get frustrated by the timed text because I downloaded the file and edited it out.
The Vietnamese food and culture were the best aspects of the game, for sure, along with the music. Also I'd love to have this quote framed in my kitchen:
ANYTHING TO DO WITH ANYTHING RESEMBLING "BREAD" IS BEYOND MY CAPACITY, NOT AS A CHEF BUT AS A "HUMAN BEING" WITH "LIMITED PATIENCE" and "THINGS TO DO, VASSALS TO KILL."
This game was an attempt to make a dungeon crawler in 4 hours, and I think it did a pretty good job in that timeframe. I used UNDO a lot, and had to peek at the string dump to get the tiny key, but it might be fun to go back through without UNDO at some point.
You have weapons and armor, and you fight enemies in randomized combat, with damage and hit/miss chances affected by your weapons and armor. Defeating enemies gets gold (which doesn't seem to have an in-game use) and more weapons or armor. There's one puzzle that doesn't involve fighting.
As a game, it's okay, but as a prototype, it seems you could build something fun out of this. In a larger game I'd like some way to heal and more to do with the gold. But it can be fun to prototype systems in Ectocomp; I did that my conversation system and have used it for years, so hopefully the author got something out of this game.
This is a neat little Adventuron game that is highly constrained but manages to fit a real puzzle in.
You are at a campfire with three friends, and you are about to tell spooky tales. One camper tells the tale, and everyone else participates, including you.
The other campers and a book serve to add complexity to the game, each giving you more options to edit the final tale. Only one tale gives a good ending...
This was highly polished (bug-free as far as I can see) and, thought slight, was enjoyable, especially seeing the effects of your actions on the story.
This parser game was written for Ectocomp.
In this game, you have been abducted by aliens for 3.5 years and are currently being held prisoner by them. They require you to do 2 tests: one with yes/no questions about historical views on morality, and then a practical test.
The yes/no questions are about scenarios from Cicero and Nietzsche, with a fictional viewpoint thrown in.
The practical involves a tense conversation between four characters pitted against each other.
The conversation in this game uses ASK/TELL, but I had trouble knowing what topics could be asked or told, and mainly just asked people about themselves.
Apparently it is possible to win, but I had difficulty doing so.
Interesting concept. It is a speed-IF, and could use more polish, and it is a little depressing, but it's also thoughtful.