This game from IFComp 2005 was a pleasant surprise. You play as a retired clown trying to find his kids on a circus island.
It's simple and innocent fun, with varied locations and an honestly unique setting. The only other circus game I know well is Ballyhoo, and this is quite different from Ballyhoo.
However, it suffers a bit from 'walkthrough-itis'. It's pretty clear that the author had some awesome actions scenes and clever puzzles in mind, but the game doesn't really clue you into the required actions all that well.
I still enjoyed this game quite a bit.
This game summarizes itself pretty well with this disambiguation text:
"Which do you mean, lymph nodes generally, the inguinal lymph nodes, the supraclavicular lymph nodes or the cervical lymph nodes?"
This is a game written by two medical students for the 2005 IFComp. They wanted to show exactly what it was like being a medical student, and they succeeded (as far as I know!) The game comes with both images and sound.
It's polished and descriptive, but there's no emotion and it's too confusing to be as interactive as I'd like. I played it quite some time ago, but for some reason I never reviewed it.
I played this game a year ago but somehow didn't review it.
This Parser Comp game has two facets: first, it's a space game where you wander an abandoned station. Second, unlike most such games, instead of amnesia you have access to many memories, most about unionized labor.
At the time this game was released, and the first time I played it, many people (including me) thought the puzzles were a bit fussy. But on this second playthrough, I found it pretty enjoyable. It does require a kind of relative positioning command that's not typical in parser games due to its complexity, but this is good for puzzle fiends, space buddies, or those concerned for social welfare and the plight of the masses.
This is the author's showpiece for a new language, Dialogue, that compiles to the Z-machine format.
Showpieces for new languages are a varied lot. Curses!, the showpiece for Inform, is one of the best games I've ever played: huge, puzzly, with deep connections to literature, religion, mythology and history. Ditch Day Drifter is sparser and smaller, but still pretty fun. Bronze and Floatpoint, showpieces for Inform 7, are both intensely detailed games.
This game takes a different tack. Instead of a massive adventure, it's a compact puzzle game in the snow. You play as a couple out climbing a snowy mountain, and must solve puzzles involving classic adventuring situations/items like darkness, ropes, and large pushable items.
I found the story in this compelling, as well as the puzzles. One of my favorite IFComp 2018 games.
This is a complex game, which makes sense as it is part of a thesis. Unlike many IFComp games, it's less of a short story and more of a novella that should be played slowly, perhaps overall multiple days. It's not as long as a full-length Choicescript game, but it's still very hefty.
Such longterm playing is facilitated by the excellent save feature, one of many advanced design features. This game has been heavily modified from baseline Choicescript.
The main conceit of the game is that you are asked at several points to evaluate the quality of writing, and the game looks deeply into the relationship between reader and writer. The first few short stories are takes on famous writers, and some of these are just fantastic (I especially enjoyed the riff on Metamorphosis).
It also includes science fiction elements and some post-modernism.
This was an excellent addition to the Fallen London mythology. I played it several months ago, but forgot to write the review at the time, so pardon me if there are errors.
I strongly remember the 'astrological signs' in this story. Of course Fallen London is under the ground in a giant cavern, so the existence of stars and astrological signs is a somewhat contentious subject.
The story takes you into a strange world with insects and caverns. Very fun.
This game is really breaking new ground. Among Twine games, it's remarkable for both using extensive beautiful graphics, animations, etc., but for also being long and puzzle-y.
You play as a rabbit in a warren of other rabbits, but something truly odd is happening. As you explore more, you uncover an entirely new setting.
A few of the puzzles seemed fussy, and I wasn't completely emotionally invested in the story, but this is a Twine game I can strongly recommend to those new to Twine and those experienced in IF.
I really enjoyed this game in Introcomp, and the finished version is even better.
This isn't a grandiose or intense game. This game is just like an Agatha Christie story, with great attention to psychology and detail.
It manages to have a lot of material you have to plow through without feeling too much like lawnmowering. The author has a lot of context-sensitive programming with inventory-based puzzles, and that's what gives this game a good 'choice feel', if that's even a phrase.
You are at a hectic Christmas Eve dinner and Grandma's ring turns up stolen. It's your job to track down the culprit before the police have to be called.
Overall, this was my favorite Spring Thing game. Well done.
I helped beta test this game.
This game is pretty simple. It's a series of locations (28, I think), many of which are connecting rooms like hallways. It has one NPC. The rooms are fairly plainly described. The puzzles are contrived a bit.
But it all works. The puzzles are supposed to be contrived; you are literally exploring a 'demo game' within the game that is unfinished, and you must take advantage of errors in the code to win (like IAG Alpha).
The puzzles are fun, including a modular arithmetic/Chinese remainder theorem type puzzle.
This is a game that fills its own niche of small puzzle-fest exactly well.
I love this game. I'm a big fan of mystery games in general, but they tend to have a common problem: how do you model the investigative process?
Some games have you collect physical evidence until you have enough to convict (the Infocom mysteries, for instance). Other games represent knowledge as individual clues that can be combined or traded (like some of my games and the excellent Erstwhile). Some games have you just guess who did it after you collect enough information (like Toby's Nose).
This game follows the latter path, and does it well. You're given quite a few cases (this is a big Twine game), and in each one, you read information about a monster causing trouble. You have a big encyclopedia listing different monsters' characteristics. Your job, as the player, is to read the encyclopedia, compare it to the monster's characteristics, and guess which monster it is, as well as its motivations.
This game wouldn't be nearly as good without its slick presentation. Beautiful intro, nice transitions and classy color use.
I beta tested this game, but it got a lot of work done after I did so. Very pleased with the outcome here.