This is an excellent gamebook style RPG centered around a dragon's lair. There are two real goals in the game: to maximize a treasure score, and to choose how you interpret the events of the game, by means of various moral choices. This leads to 15 possible endings.
The game gave me the feel of old Dnd modules, the kind where you don't realize that a sword is a cursed demon in weapon form, or where you don't know if trapdoor is safe to open.
I played several times. The game is polished and descriptive, and the interactivity was very effective. But I felt emotionally distant from the protagonist and their life.
Recommended for DND fans.
This game is reasonably well polished and descriptive. You play as a young woman in two worlds, one where she eagerly awaits her Grandfather's visit and one where she explores a forest and island filled with magical creatures.
This is a 30 minutes or less game with two real puzzles, each of which can be solved by gathering or constructing things or by guessing obscure verbs. The game did not draw me in or affect me emotionally.
This game combines an intricate alchemy system with technology aboard a sort of magical spacecraft. This isn't a rocket engine; it's a complex environment that uses magic to translocate in space.
Something has gone horribly wrong on your magical ship, leading to major disruptions in time and space.
You collect what may be hundreds of items in this game, perform dozens of rituals, and visit quite a few locations. In this sense, it ranks with other ultra big games like Mulldoon Legacy or Spellbreaker. However, this game has an advantage in that it simplifies things for you. Any ritual, once performed, can be done again with a single command. There are database type commands that allow you to recall all rooms, all items, all rituals, etc.
The setting is barren and mysterious, with the outside world leading to a variety of mysterious lands.
I couldn't put this game down. Very well done.
In this game, you play a computerized AI trying to head towards earth. There is a linear path to and away from earth, and a few branches along the way.
The main interesting feature of the game is the various choices that you can make. You are the AI of a ship that has been severely damaged, with all crew and colonists in cryosleep. You can choose to go straight home, or to try a variety of other things.
The game is funny, and well-written. At times I suspected it to be a parody of Hoist Sail for Heliopause and Home.
This game is short and enjoyable, and recommended for everyone. I gave 4 stars instead of 5 because I felt like the interactions available didn't really draw me into the world.
This game begins with a fun text-effect introduction, teaching you about the background of Winter Storm Draco.
You then begin to try to get home from the grocery store to your house. You will encounter a striking variety of puzzles, including classic-style puzzles, combat, and conversation.
Overall, the writing is amusing (although the game clearly states that it is a serious documentary, and not intended to amuse).
This is a short parser game, and I strongly recommend it.
In this game, you create a story by choosing from menus. This game has a time cave structure, where every chance branches widely into more choices.
This usually is not effective, but the branches are short, the game meant to be replayed often, and you have a general idea of what effect your choices will have.
Options include choosing a setting for your short story, choosing characters, choosing motivations or objects, and so on.
In this game, you play a sort of police officer in space. You interrogate a murder suspect, then investigate their house. Using the knowledge from each trip, you restart and try again with new 'insight'. Each trip is fairly short.
The mechanic was fun, but the game is difficult. I strongly recommend it for puzzler fans, and just recommend it for everyone else. Has a club floyd transcript.
This game is a short amusement that ties in a few elements from the author's different games. As far as I know, this is the author's only parser game.
It has a small command set, requiring only Examine, Look, and Interject. You are a bar owner around Christmas time when an irregular regular comes into the bar with a crazy project.
Overall, I recommend this game for fans of any of Bruno's games.
This is a mid-length Twine game with large illustrations on each page.
You play as a pony sailing an ocean, delivering mail everywhere you go. You meet a variety of NPCS, encounter environmental effects, and so on.
The first time I played, I visited many different locations, none repeated, and relatively quickly found an imaginative and fun battle involving kinds of mail
My second playthrough, I encountered a lot of repeated locales and content, and it took a while to find the battle.
I would rate my first experience as a 4-star experience, and my second playthrough as a 3-star experience. Averaging and rounding up gives 4.
This Sub-Q game is tightly focused and compact. You play as Fuwa Bansaku, a samurai based on a real-life Japanese swordsman. You are investigating an abandoned shrine that is rumored to be haunted.
This game uses a small number of directional commands and tightly-written poetry to achieve a compact and peaceful feel.
The story revolves around court drama and the story of the abandoned shrine.
An enjoyable, short piece.