This is a game planned on an epic scale. Only 3 chapters were entered into the competition, and the author clearly promised greatness in those missing six chapters. There was to be an entire other complex (or multiple ones), many rooms, etc.
But even these chapters are unfinished in some ways. Many things are unimplemented. Trying to guess the right verbs can be hard even with the walkthrough.
It's also a bit offputting. Woman are all nude and described like meat. Murder is casual. I'm just not that into it.
This is another game that would be better off with extensive beta testing.
You have access to three time periods, and items in one period affect items in another, even in reverse form (so changing the future affects the past). There are no NPCs. This general effect can make an incredible game (look at Dual Transform by Plotkin), but this game doesn't help the player narrow down the solution space enough. There are so many actions that could be useful, but only a few are recognized.
Also, the game could be a bit more peppy. Many of the locations are the most generic thing possible in their timeframe.
This game's main features are a fancy window with directional compass, list of actions to take, items, etc.
I found it difficult to run. I got it part way there, but not quite. From the guides, though, it's clear to see that the game mostly revolves around attacking enemies to gain experience with a few puzzles thrown in.
Games like this show the great wisdom in creating virtual machines with backwards compatibility, like Inform or TADS. Inform games have remained playable for decades (except for those using graphics and sound), as have TADS games.
This game is like a mix between Kerkerkruip and Varicella without the balanced mechanics of the first or the interleaving puzzles of the latter. You are in what is essentially a battle royale with several other wizards. You have a spellbook. Killing a wizard gives you access to some of their spells. They also fight each other, so you can just wait around for a while then go loot corpses. There are some puzzles, most of which are fairly complex.
Due to the nature of the randomized combat in this game, and the unbalance of it all, it mostly devolves into an UNDO-fest. The hints even suggest this in certain scenarios. It was, though, shorter and more fun than expected. But the interactivity, polish, and replay value just weren't there for me.
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.