This is a Zorkian game that has you travelling to Viking times to search for various items in order to join a society of time travellers.
The score is lower than the work going into the game deserves; but according to my system, it is fairly unpolished, the rooms aren't descriptive, it didn't inspire any strong emotions, and the interactivity was frustrating.
But in general, this is an inoffensive game, wandering around a large landscape looking for treasures. Includes a light puzzle.
This game is similar to Panks' epic Westfront game. It's a very simple basic adventure with a large map. The majority of the code is room descriptions and names of things. The rest of the code seems to be lock-and-key type things.
I found it somewhat frustrating with the insta-deaths and lack of normal verb shortcuts. However, it was generally non-offensive, and actually a fun atmosphere. It was disqualified from IFComp for incorporating Smurfs.
This game has the same sort of superhero tone as the Frenetic Five games. You are a superhero that isn't really that super.
The game had a fun tone, with some fairly silly humor. It's long though, and somewhat buggy. David Whyld's games tend to be fairly similar, so if you like one, you'll like them all-and vice versa.
This is a gory game set in a swamp. It's mostly empty rooms with little scenery (with exactly one or two of those in the whole map being something you need to search or look under). It's punctuated with instant-death combat unless you find items in the right order.
It has an interesting concept, but the execution needed a lot more work and a lot less mazes.
Baseball is the theme of this, Andrew Schultz's first IFComp game.
Unlike his later games, there is no wordplay here, and no abstract narrative about excelling at being smart.
Instead, there is a deeply implemented and simulated baseball game. There are all sorts of timers going on, and wardrobe changes, and so on.
It's so complicated that it's all a bit overwhelming.
This game has you going to Camelot to help Guinevere.
The plot is a bit and thin, and the ADRIFT parser is as weak as ever.
But the game is fairly detailed, and a lot of thought has gone into it.
The main weird thing is that wearing a ring is important to the story, but it always slips off your finger. Also, Hagrid makes an appearance in the game, talking about Dumbledore.
This is a large Adrift game, in which, after an extended prologue, you are cursed into a form of your choosing: rat, fox, or snake.
As an animal, it is your job to be restored to your original form and find your lost love, Princess Tevona.
Overall, this was done pretty well, but the Adrift parser was pretty frustrating (I used Adrift Runner 4.0).
This is a really big game, with some really big bugs.
I played this game for the first time a few weeks ago, and I never realized there was a fire in my room or that the door was supposed to be blocked. Instead, I wandered around the rest of the building for a while.
Following the walkthrough, this game does have some fun elements. The huge maze is not one of those fun elements, though.
Interesting when used with the walkthrough.
This game has you descend on a train to the depths of Erebus, where you have to find your way around in total darkness.
This game is centered on wordplay, involving letters (similar in a vague way to Threediopolis).
I don't want to spoil the main mechanic, but I also found it very hard to figure out the main mechanic. Lack of cluing seems to be one of the biggest issues here.
This game has an intro involving you escaping from and surviving a terrible disaster, separating you from your friends.
It then opens up to an open world where you have to gather money, clothing and weapons to survive the apocalypse.
One of the better Adrift games.