This game has you going to Camelot to help Guinevere.
The plot is a bit and thin, and the ADRIFT parser is as weak as ever.
But the game is fairly detailed, and a lot of thought has gone into it.
The main weird thing is that wearing a ring is important to the story, but it always slips off your finger. Also, Hagrid makes an appearance in the game, talking about Dumbledore.
This is a large Adrift game, in which, after an extended prologue, you are cursed into a form of your choosing: rat, fox, or snake.
As an animal, it is your job to be restored to your original form and find your lost love, Princess Tevona.
Overall, this was done pretty well, but the Adrift parser was pretty frustrating (I used Adrift Runner 4.0).
This is a really big game, with some really big bugs.
I played this game for the first time a few weeks ago, and I never realized there was a fire in my room or that the door was supposed to be blocked. Instead, I wandered around the rest of the building for a while.
Following the walkthrough, this game does have some fun elements. The huge maze is not one of those fun elements, though.
Interesting when used with the walkthrough.
This game has you descend on a train to the depths of Erebus, where you have to find your way around in total darkness.
This game is centered on wordplay, involving letters (similar in a vague way to Threediopolis).
I don't want to spoil the main mechanic, but I also found it very hard to figure out the main mechanic. Lack of cluing seems to be one of the biggest issues here.
This game has an intro involving you escaping from and surviving a terrible disaster, separating you from your friends.
It then opens up to an open world where you have to gather money, clothing and weapons to survive the apocalypse.
One of the better Adrift games.
Anssi Raisanen has written several Alan games over the years with a certain sort of puzzly style, and I've grown to enjoy them.
This game has you escaping from a wine cellar in a castle, finding and helping a wizard, and rescuing a king.
Anssi's games have a very consistent style, so if you like one, you'll like them all. The Chasing is another good one.
This was an entertaining game from IFcomp 2002.
You explore your house, looking for your notes. As you find notes, you have a sort of flashback or dream of a greek mythological figure.
I enjoyed these vignettes more than the house filled with greek mythology-named cats.
The game was a bit underclued, though, and it was hard to get invested.
This game is extraordinarily hard to run. I ended up poking around in the code and reading past reviews to get an idea of this game.
You are in a future with a robot that is a copy of Floyd from Planetfall. You are investigating an office complex.
A huge part of the code is taken up by a long, involved fight, describing how you or your opponent kick each other's trash.
You've crashed your car in a small town, and you have to find your way out.
This game plays on a 3x3 city grid that is minimally described (more areas open up later).
Everything is minimally described. 'There is a swimming pool here. It sparkles' and stuff like that. I had a game-stopping bug early on in Gargoyle, but it looks like others found many bugs as well. Scenery is undersdescribed, and the ADRIFT parser makes playing harder than it should.
In this game, whose opening reminded me a bit of Infocom's Border Zone, you play a man who is in a train bathroom when terrorists take over.
The game has you do exciting things like climbing on trains and so on, but the puzzles are pretty nasty, almost impossible without hints. Even with hints, I found it fairly difficult, as a cumbersome inventory system led me to drop some things I later discovered I needed.
Overall, an interesting story, and worth playing for puzzle fiends.