Like Adri's other Apollo 18 album game, this game is a cute story with some lurkier undertones.
You are sitting with your brother Sam eating brownies. He has just eaten a brownie and is asking him for the milk. You can give him the milk, or do anything else that comes to mind. Adri has coded quite a few responses which can be found in the Endings and Amusing sections.
Recommended.
This is the author's first Twine game. It uses no styling, and is based on goofy, crazy humor. These are usually signs for disaster, so I was skeptical when I saw it was highly rated.
But this game has a lot of thought and some actually pretty funny humor. You play a villager sent on a quest to find a magical item that can save your people from a tribe.
The narrator frequently talks with you, and the game discusses the balance between choices and story and free will and so on, but only in a goofy way.
I enjoyed this story, but I had low expectations. People expecting it to be great may be less impressed, but this is a long, funny Twine game.
In the Apollo 18 Tribute album, this is a one-move game about strange whispers.
Basically, if you listen, you can hear random quotes and sayings. The game keeps score of how many you hear. However, sometimes actions are necessary to hear all of the sounds. I did not hear all of them, only 2/3 of them all.
This is my favorite Apollo 18 one move game so far. It is very simple; someone is chasing you, and you have one chance to escape them. There is a correct solution, but all endings are interesting (I found 11 or so).
This game really shines in its writing and creativity. It affected me emotionally in a mild, pleasant way.
There is some mild profanity right at the beginning.
This is one of the one-move games from the Apollo 18 album.
You are dumped in a room with a huge number of complex counting and mathematical clues to give you the combination of a door. This is a beast of a game. I am a professional mathematician, but I ran fleeing from this game to the Club Floyd transcript, where I discovered this game was, in fact, incredibly hard.
The writing is top-notch Andrew Schultz style, and the game is polished.
This Apollo 18 Tribute game is incredibly short. You are told what to do, you do it, the end.
There's really not much else to say about it, except that the writing is good and the error messages are good.
For the Apollo 18 Tribute album, authors wrote 20 one-room games (and 18 larger games) based off the titles of tracks in the album.
The title of this track suggests something immediate to fans of parser fiction, and the author ran with it. They did a good job with the implementation; I imagine this was not easy to code.
Another Apollo 18 album game. In this game, you are going to bed in your PJ'S but something is wiggling underneath it.
Unlike most Apollo 18 games, this game wasn't much fun for me until I found the Amusing and Endings menus, after which it became fun just seeing what she had coded.
Certainly the most charming of the one move Apollo games, with a small sliver of the creepy or gruesome.
As a mathematician, I was excited by a one move game set in jail (a frequent location for logic puzzles) with a strong number theory puzzle.
I immediately pulled out my number theory techniques, trying to remember the difference in the tau function between powers of primes and other numbers.
Then I found the solution, and I was embarassed.
It was a fun ten minutes.
I hear the wind blows is definitely one of the better one-move games in the Apollo 18 Tribute Album.
It is a creepy, atmospheric game. You wake up in the dark, hearing the wind blow. The writing is crisp and teases at the truth.
It can be a bit difficult guessing what verbs to use, but like most one move games, it's more fun to stop without trying to plumb the depths. The HELP command allows you to read the whole backstory, but I found that this destroyed the effect of the game.
Great one move game.