This game has grammar and spelling trouble, illogical puzzles and a tendency to switch colors randomly while playing in parchment (including to all back).
This is a shame, because the story concept and writing are a lot of fun. After a brief opening scene or two, the game picks up and changes direction.
You might as well use the walkthrough, as the games puzzles don't make much sense without it. This is yet another early game that shows the need for tools like Twine that let people write interactive stories without worrying about implementing a lot of background or freedom.
This game was intended to recall Scott Adams' early adventured, which were spare due to space limitations. However, they also used evocative and unexpected descriptions given the space. This game just cuts down room descriptions, with no evocativeness.
The puzzles include getting a kitchen down from a tree and a large maze with no redeeming qualities.
Where this game shines is its implementation of the sliding 15 puzzles where you have tiles numbered 1-15 on a 4x4 board and must get them in the correct order. The puzzle is shuffled randomly each game, but the author let's you opt out.
This game was inspired by So Far, and written in 3-4 weeks in 1996.
You play a college student who travels to three different worlds. The game was originally intended to have deep psychological meaning, but the author ran out of time.
The highlight of the game is the descriptive writing and setting. The puzzles are more or less unmotivated and revolve around levers and dials. In addition, the author expects many actions that are not typically allowed in interactive fiction.
In this game built using the javascript-fueled Bloom engine, you play as a time traveller trying to stop an assassination using knowledge from several loops.
Like Axolotl Project or Hallowmoor, this is an exploration and inventory based game driven by links.
I found the engine to be polished on both mobile and PC, and the writing to be descriptive. But I felt distant from the narrator and overall, vaguely unsatisfied.
Recommended for time travel fans.
This placed below every other game in 2013's IFComp. Much of that was due to the fact that it was a web game that only worked on Internet explorer.
However, by inspecting the page source, it's easy to figure out how the game would go otherwise. After a brief introduction, this game leads to a sequence of 8 math and history questions. You type the answer in a box, and in Internet Explorer, you can check your answer and move on. In all other browsers, you can't.
Overall, the questions are interesting, and the commentary is descriptive, but overall I didn't feel that this was a compelling game.
The Lift is the first last-place IFComp game to be written in Twine. In this game, you are in underground bunker of sorts and have to choose from four weapons. You then have the choice to use pornography or not, then you choose from four rooms of monsters. If your weapon works out, you win! If not, you die.
So there are 16 possibilities, 3 of which are winning ones. Theres not really any rhyme or reason to which ones work, so its just bare experimentation. Also, the pornography just seems thrown in.
Overall, this game is somewhat memorable in a B-movie way, but doesn't take advantage of Twine's power.
This game feels like a slightly unfinished trailer for a very cool book. You wake up in a crypt, apparently resurrected, and have to find out what happened.
Doors and gates are very common in this game, apparently disambiguation by plurals. A room will have "a door" and "a doors". You travel by using "enter doors" and so on.
The game is story driven, but puzzle light. The puzzles that are there are made difficult by spotty implementation.
I found this game entertaining in its promise and concept. I found it not satisfying on its own.
This game came in last place the year it came in IFCOMP because the author revealed that it was incomplete.
However, as an incomplete game, it is better than quite a few completed games. You play as a researcher exploring an odd facility in space. A blast of energy transports them to an area with a time travel device.
The game is short, and the backstory is never developed. The time travel mechanic has confusing rules about where you appear, but overall, I enjoyed this game. The writing is descriptive. John Evans is known for writing great but unfinished games, so if you like this one, check out the others.
This game looks like a first game that was over ambitious and was entered unfinished into the IF competition.
It is a 30 or so room game with Zork inspired objects scattered about, sparse descriptions, grammar and programming errors, and some bugs that render the game unfinishable.
The game concept is just fine, and what's here isn't bad, it's just unfinished.
This is a semi-random maze, with a thin plot. The other reviews have touched on this game a lot, but it's safe to say that this is not the worst IF game of all time.
Apparently, the maze is small but solvable. The name of the winning item uses unicode, so you can't type it, but you can GET ALL.
Not as interesting as other "bad" if.