Twine games often fall into two traps: branching too much (so that playthroughs are short and miss almost all content) or branching too little (so that players feel frustrated, as if their choices don't matter). Games with strong writing can make up for this (like Myriad or Polish the Glass), but it's definitely a big problem for this system.
Pseudavid sidesteps this problem neatly by using a unique form of interaction. The player is put into a physical space and allowed to navigate while multiple storylines unfold simultaneously.
The game, then, becomes about being in the right place at the right time. It gives you a real sense of a bigger world, of life and vitality.
I suggest playing this game multiple times to see the different storylines.
The one thing that I had trouble with was, even when I knew exactly what I wanted to do and had some ideas about how to do it, I had trouble carrying it out.
(Note: I helped beta test this game.)
This was one of of my favorite games of the competition. It’s a smooth Twine game that plays well both on desktop and mobile.
You play as a ghost who died, or was murdered, during Thanksgiving. You have to simultaneously learn (as a player) about the neighborhood while gathering (as a ghost) mental clues to find out what happened.
The game is divided into two chunks: exploration and linking. Exploration has you looking through the thoughts of others to gain clues, and linking has you pick two related clues to produce a new one in a complex multi-layered system. I’ve seen mysteries use this technique (and written one), but this is the best implementation of the idea I’ve seen so far, and very satisfying. I got stuck near the end, but I feel like a puzzle game is perfect difficulty if I do well until the end and need a hint then.
Great for mystery fans, and fun for everyone.
This was one of the best and most-talked-about games form IFComp 2018.
I played through this one once during the comp and about 6 or 7 times afterwards.
This game has some of the greatest responsivity I've ever seen in a choice game. You make a choice between several different characters to inhabit 4 regions of a robot-child's body. Each area of the body has 3 choices.
Throughout the game, the character inside a given area will talk, and there are 3 variants every time this happens. In addition, there is a point where any two characters can talk to each other, which gives (I believe) around 90 combinations, some of which are merged but still very impressive. There are multiple pathways through everything.
Basically, this is a combinatorial explosion game, which are usually very short because it's impossible to make them long. This is a long game, though, so that means the author worked incredibly hard.
It also made me laugh a lot at different points, literally laughing out loud (for instance when (Spoiler - click to show)Charlie the robot is standing in the toilet flushing his feet over and over until mom comes in).
I'm giving it 4 stars just because I felt that, although my choices mattered a lot, it was hard for me to make and execute plans. I tried so many times just to get to Martin's house, even with the author's help, and I wish I could have known better how to do that. But this is an incredible achievement of a game.
This IFComp 2018 game features a professional thief protagonist who is exploring an old, haunted mansion with the intent of finding treasure.
The style is unique to the company, Intudia, with numerical choices listed in the text and buttons with numbers on them lined up below.
The game itself has an intricate backstory, with the mansion having many levels and many ghosts and villains.
There are numerous problems, however. The text is overly long at times, with scattered grammatical errors (like 'to' instead of 'too). The numbers on the bottom are often in a strange pattern with one number far to the side of the others. Instead of tracking state, it seems as if the game relies on you to remember what actions you took in the past.
Still, the story is compelling, and a fun read for fans of horror.
I helped to beta test this game.
This is a fairly big conversational game set in medieval Scotland. The player must converse with over a dozen characters to figure out who is planning a murder.
The ambitious game design makes this feel epic, and it's exciting to get tangled up in the web of deceit. However, the large number of characters and the many topics makes for a combinatorial explosion, and it becomes easy to get lost in a forest of information.
The author has an Introcomp game that is also set in medieval times that is worth checking out.
bitterkarella is known for making horror-themed games in Quest, both serious and humorous.
This game has more styling than most, with hand-chosen fonts and neon colors.
The storyline seems well thought-out, and the setting is evocative. It all feels like an intense and overwhelming dream, the kind you wake from gasping for air. It starts out light-hearted but gets more intense.
This game has the usual problems Quest does, which I think are inevitable given the platform. Of all bitterkarella's games, this is the one I'd most like to see polished up in Inform or TADS 3.
This game combines dating game-type choices with complex static storytelling to form a rich interactive game.
You go to a Halloween party, and a lot of people are there. A supernatural event puts the whole town in danger, and you have a group of 8 people you can interact with, including multiple romantic partners.
Most of the choices relate to how you treat people. It doesn't track perfectly, though...I picked constantly to have favorable interactions with one character (Zachary) and twice with another (Ione) and received romantic possibilities only with Ione.
Very impressive. The title and cover art led me to believe it would be a short and under-implemented parser game. Instead, it was a rich and polished novella.
The font was a light grey that was a bit difficult to read, as a warning to the visually impaired.
I received a review copy of this game, and played through a couple of games.
This is a single- or multi-player board game that goes through 6 rounds. In each of the six rounds, you are trying to increase your 7 stats. These stats allow you to pass challenges. In the end, you see if your stats will qualify you for a 'role', determining if you win or not. The roles have 2 hidden stat requirements which you must guess from their descriptions.
I've played many commercial IF games in the last couple of years, and I would put this one in the top tier in terms of polish. The music, graphics, animations, and overall presentation are professional and engaging.
Writing-wise, I was strongly reminded of Fallen London in its more humorous sidequests. You are playing as a cultist each time. A good amount of text was repeated on two playthroughs, more repetition than is typical for a pure text game, but less repetition than I'm used to in a board game. It allows for mods (several of which are already developed), which increases the replay value.
The game was charming and funny. I found myself excited by the game map with its bouncy art of classic locations like an old town hall, an asylum, a speakeasy, etc.
The interaction was a little fiddly. It took me two playthroughs and two readings of the tutorial to fully understand what was going on, and I'm not really convinced of the 'elder sign' mechanic. The game doesn't tell you how to pass certain tests, including the test to see if you win, but you can spend elder signs to see what tests include. Replay also helps you know what tests require.
However, I enjoyed both of my playthroughs. Because I hadn't paid for the game, I considered what price I'd pay for the game. I thought, "Is this $20 range like Sunless Skies? Because that would be pretty steep." When I saw it was $4.99, I thought, "That's more than fair for the price you're paying."
So if you're a fan of Lovecraftian references, gothic humor, Ruby Gloom-style art, or complex board games like Arkham Asylum, this is a good game for you.
This is a parser game written in C++. I played it on my own at first, but after I found it had trouble responding to several commands (and crashed after a few unexpected commands) I resorted to the walkthrough.
This game leans heavily on old text adventure cliches, especially making homages to Curses! and, perhaps, Scott Adams games.
Several scenes from Curses! are exactly reproduced, such as the delicately balanced key and the spade joke.
The worldbuilding was fairly well done, but I can't recommend this one due to the difficulties of the parser.
This is unique among IF; the closest thing to it I've seen is the current Spring Thing game Life in This Northern Town.
This is an anthology of five games: one inform game and four heavily modified Twine games.
I'll discuss each game in a minute. First, an overview: the folder from itch.io contains six images, one of each of the main protagonists together with a cover photo. The art is very well-done.
The general idea is that five heroes banded together, and then something occurred to them in the long run. The games focus on the beginning and the aftermath, skipping the traditional climax. It's contemplative.
Each game is named after a main character. Looking at the photos before playing is advised.
Alemayehu is the Inform game, and perhaps this should not be the game to start with when you're playing through. It is a constrained parser game, with a few actions primarily relating to other characters. It is a one-room game.that last a couple dozen actions or so.
Apollinariya is a textual labyrinth in Twine. The screen is split in two, with a table of contents on the left and text on the right. Your goal, if there can be said to be one, is to fill out the table of contents on the left, after which you can read the story as a whole. Links are unusual, as clicking on them reveals arrows going left or right, occasionally crossed out. To me, this was the weakest Twine game, as I ended up lawnmowering every link to get the last bits of story. But I enjoyed the final story.
Arzan is a heavily styled letter with a number of binary choices. in tone and styling it is reminiscent of First Draft of the Revolution. While the story is fairly linear, it offers some significant choices in terms of tone and emotion.
Cevahir was perhaps my favorite Twine subgame. Based on a taciturn character, it is minimalistic in writing but uses evocative visual imagery.
The final Twine game, Renatum An Amurum, uses retro styling, similar to text boxes in SNES RPG's. Similar to the Texture writing system, hovering over links provides additional context, but links are still clicked instead of dragged. This game requires replays to get the full story.
On the negative side, I found the new names and the obscure writing hard to get into at first, and I was surprised that the Twine and Inform games had been bundled up into applications.
I felt like I knew the characters by the end, which is a good sign.