In this game, a serial killer is on the loose, and you have to try and make it out alive.
The game is unpolished, with many unimplemented synonyms and some illogical responses at times.
The writing is somewhat descriptive, but most of the effort goes into making the narrator snarky and insulting towards the player.
This keeps the game from having a strong emotional impact, as it constantly tells you you are dumb or that you don't deserve easy solutions. Also, the final sequence of required actions is somewhat tasteless.
The puzzles are generally "guess what the author is thinking", and I don't plan on playing it again.
The author did put a lot of effort in this game, but I feel that an author that is antagonistic towards the player should reasonably expect negative feedback.
This game seems like it was written quickly, not beta tested, and by someone with not much inform experience at the time.
It is riddled with bugs and spotty implementation. (Spoiler - click to show)You can open a door if you are holding crowbar by typing OPEN DOOR, but not PRY DOOR or OPEN DOOR WITH CROWBAR. Exits don't match up. Doors don't open by themselves.
The writing is sparse and thin.
There is no real emotional connection to the game. Perhaps if it was better implemented, a lower class white life and its issues could take the stage.
The puzzles are not hinted at all. Sensible commands are frequently try ignored.
This game placed last or close to last in 1997's IFComp. Games like these lead to later movements for more beta testing.
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.