Andrew Schultz is known for his wordplay games, and has managed to make quite a good SpeedIF game puzzle here. Watch out for Full Nelson and Half Nelson as they chase you for your candy!
The game centers on a large graphical display representing various words. The goal of the puzzle is to figure out how to defeat your enemies based on information you gain in the chase.
It's just one puzzle, but it's a pretty good one. Recommended for puzzle fans.
This is a well-put together Speed IF about a mummy waking up in a modern laboratory after centuries of slumber. With your mummified cat friend, you need to pull a Wizard of Oz and get a heart, a brain, a stomach, etc.
The game is fairly descriptive for a speed-IF, but the puzzles are undervalued, most likely due to time constraints (it was written in 2 hours!).
The ending has a twist that introduces a very different tone into the piece that some found effective and some found off-putting.
Recommended for Speed-IF fans.
This game was entered in EctoComp 2015, the annual Halloween Speed IF, where it took first place.
The game is class Chandler Groover; a constrained set of interactions, non-standard parser directions, and a style that is rich like Devil's food cake.
The story is fairly gory, but in a surreal way. It is surreal and allegorical; Groover likes readers to develop their own interpretations, and their are many you can make here. The game is linear, running from start to end, with many surprises.
This game was nominated for an XYZZY for Best Setting. In it, you play an individual who is seeking enlightenment, and for a path between strength and wisdom.
The game map is relatively small, with descriptions reminiscent of The Moonlit Tower. The puzzles are fairly standard fair; a lot of searching will generally be rewarded, and a combat lesson tells you how to win battles.
Most of the game is about quiet contemplation, and the game is related to some legends about the development of TaiChi.
In this game, you play the leader of a platoon of Marines during WWII. In the pacific theatre, you are commanded to attack the island of Espirtu Santu, and you must decide how to do so.
The game focuses on both strategy and tactics. What weapon do you pick? Do you ambush or charge in? When do you stop? When do you go?
I played through to one ending, trying to play conservatively to reduce losses.
I felt this was an effective Choicescript game. It seems to be well-researched.
Recommended for Choicescript fans and military history buffs.
Star City has a nice, evocative beginning. It's no wonder it was nominated for an XYZZY for Best Setting. You end up exploring a vast, cylindrical space station, like a simplified version of the Starcross spaceship. Its origins and your means of getting there are highly, intensely original and fun.
The gameplay is a bit uneven, and the scoring as well. Some events are worth 5 points; one is worth 50; and you reach 100 before the hardest part of the game!
That hard part is a flight simulator. It requires some guesswork, some examination, and some knowledge of how airplanes work. Surprisingly difficult, given the rest of the game,
It might be worth it more to play just up until the simulator, then use the walkthrough.
This game was part of the Apollo 18 Tribute album, which featured a lot of Fingertip games, one-move games inspired by the short tracks of the They Might Be Giants album.
You are a lounge singer who secretly works for an eldritch horror in the bowels of the earth.
I played about 10 times, until I killed the game (not with a bug, but by different means). It was a fun, quick game.
This is a pretty minimalist game. A cube appears with writing on it. Deciphering the writing gives you a command to use. This gives you new writing.
There are about 6 commands to puzzle out. Then the game is over. Every puzzle is based off of (Spoiler - click to show)taking one letter from each word.
Not much of a game, but interesting to word puzzle fans.
Dutch Dapper IV is a false sequel; it's the first (and only, I think) Dutch Dapper game. It also has a nice walkthrough by David Welbourn.
This game is a lot like Star Wars or saturday morning cartoons. You have an intro in space which sets up your character and motivations.
After the intro, the game has two main parts and an epilogue. The first main part is in your house, which has a lot of red herrings (including a literal one). The second part is in a Mos Eisly-like alien town, with a casino, bar, pawn shop, etc. You can travel back and forth between these two parts.
The epilogue is exciting, like the prologue. The game promises a sequel, but in a way that seems to mimic the false prequels.
Overall, I recommend it.
I played this game because Adam Cadre cited it as one of his favorite games ever. You play as a time traveller who is investigating an old house.
Due to time travel limitations, you can only bring a limited amount of items with you. However, you need pretty much all of the items at one time or another to see the whole story. Thus, you have to replay it over and over to see more and more.
There's no real one big goal. It's a lot of fun to slowly unravel the story, though.
This game used some fancy window techniques, which didn't work for my game. So I just played without them.
I was discovering big, shocking things even on the fourth or fifth play through.
Excellent game.