Reviews by MathBrush

15-30 minutes

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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You May Not Escape!, by Charm Cochran
3 of 3 people found the following review helpful:
A procedurally generated maze with some symbolic elements, October 24, 2022
Related reviews: 15-30 minutes

I really enjoyed Charm Cochrans previous game, and I was surprised at how different this was compared to that. That one was a religious-themed Twine game with good graphics and lush descriptions. This is a stripped-down parser maze.

It's well-implemented and runs smoothly. You are met at the beginning by a man who introduces himself to you and explains the maze. You then go through it.

While it seems hideously complex at first, the vast majority of the maze rooms have only one entrance and one exit. If mapping, it's only really necessary to write down the rooms with three exits, which are rare.

There are several layers of meaning in the game, from the base Inform implementation level (with little meaning in itself), to the maze itself, to the objects in the maze (like the lizard you can follow or string you can leave behind you), to the messages from Everyman and the LED tickers, to clear political statements that are plain and not symbolic (especially (Spoiler - click to show)the gravestones describing people who died from being denied an abortion for a non-viable pregnancy or who died without anyone using their real chosen name).

Overall, I enjoy surreal games and well-implemented games. I thought that a lot of the messages were delivered well, and if it is designed as a way to feel the frustration of being a marginalized person in a white male cishet-dominated world, I think it demonstrates it very well (also the frustration of caring about the climate or similar issues and getting a lot of promises that don't get acted on). But the main gameplay loop was not one that I enjoyed; a frustration simulator is still frustrating; a frustration parody is still frustrating; a metaphor for imprisonment through frustration is still frustrating.

But given that the game seems designed to incur those feelings, I can only conclude that the author has succeeded. Given that they've so far made an excellent Twine game and an very well-coded parser game, I can only expect that his next game will be brilliant.

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Let Them Eat Cake, by Alicia Morote
2 of 2 people found the following review helpful:
A decadent and grimly humorous illustrated twine game about a terrible town, October 24, 2022
Related reviews: 15-30 minutes

This is a lavish Twine game that has you visit a town as an apprentice baker, set on making a cake for the town's Savings Day.

The real appeal of this game is the characters. You meet a variety of well-illustrated characters, each in a unique style that reminded me of Tim Burton or Ruby Gloom or the Haunted Mansion or even HxH's Palm. Each one has their own dark secrets to hide.

The game simultaneously has a lot of variety and very little. Every time, you must visit the same people to get the same things. But you do have a chance in how you treat them and what you discover. You even can choose from many endings, but all of the good endings have a lot of overlap.

There were some minor inconsistencies here and there (like the credits page softlocking the game by not offering a way out of it) that damped enjoyment, but this is one of my favorite games so far in terms of content, characters and art.

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Who Shot Gum E. Bear?, by Damon L. Wakes
5 of 5 people found the following review helpful:
A somewhat unpolished but creative candy murder mystery, October 23, 2022
Related reviews: 15-30 minutes

My dad use to run a video game company, and one idea he always had was to make an incredibly bloody and vicious fighting game with entrails and gore, etc. but with all characters made of chocolate, so that it would technically pass Nintendo rules.

He never got around to making it, but this game reminds me of that concept. It's a hardboiled detective story with candy version of murder, gore, hardcore pornography (alluded to only), a strip club, etc. All of it is bowdlerized through the candy medium.

The author of this game has made quite a few interesting and/or bizarre experimental Twine pieces (and one using an RPG making software, I think), so I associate him with creativity and innovation in a choice medium.

In this move to the parser medium, he's brought the creativity and the amusement. One thing I think is lacking though is dealing with 'bad' parser responses. Due to the parser medium allowing theoretically infinite possibilities, a large part of parser craft is nudging players gently (or not) towards commands that actually do something. So more custom parser responses, implementation of basically every noun in every description (or turning them into synonyms of other nouns), etc. This can often take up a huge part of programming time, but it also represents a huge part of player time, since often half or more of a player's commands will result in an error, as they try out whatever they think of in the moment.

That, coupled with some capitalization problems in room names, makes me feel like what this needs more than anything is some more time in the oven. I've found that the best way to get this part of the game nailed down is to have a bunch of testers send transcripts and then implement a response for everything they try (or redirect it to a pre-existing response).

Overall, a clever concept.

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Am I My Brother's Keeper?, by Nadine Rodriguez
A Texture game about a lost sister and your quest to find her, October 22, 2022
Related reviews: 15-30 minutes

This is a well-written texture game about a young woman who is desperate because her sister is missing.

Starting with a true crime-like opening, the game soon pivots in another direction.

This is written using Texture, which is an engine where actions are dragged onto nouns. As far as was apparent to me, this story is mostly linear, with choices either expanding some dialogue or moving the story along. It is possible there is some branching but I didn't find evidence of it.

I enjoyed the story and the characters. I felt it ended a bit abruptly (I had a successful ending), and would have liked to see more variety in interaction.

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Graveyard Strolls, by Adina Brodkin
2 of 3 people found the following review helpful:
A Texture story about several ghosts in a graveyard, October 20, 2022*
Related reviews: 15-30 minutes

I initially misinterpreted this game quite a bit. I found 2-3 bad endings early on and thought that was the whole game, and was pretty disappointed.

But it turns out it's actually a 'gauntlet' structure game, with multiple binary choices, one leading to death/failure, one leading to success.

If you find the right path, the game leads you through several different ghosts, each of which are very distinct from each other. The 'failure' text actually gives a lot of background you can't get from just succeeding; fortunately, the other coded in mini check points for these parts of the game.

I enjoyed this the most out of the texture games I tried during this competition. It had some interesting themes about grief and those who may or may not deserve it, as well as the fun cast of characters. It is polished and descriptive and has interesting interactivity, but I didn't feel a strong emotional connection for some reason or another. Worth checking out.

This was my former review:
This is a tiny game written in the Texture language, which involves dragging verbs onto nouns.

When I say tiny, I mean it's only 3 or 4 screens, with 1-3 possible actions per screen and a couple paragraphs per page.

Tiny isn't necessarily bad; I love the Twiny jam games, which had < 100 words each, and even made some of my own games inspired by them. But this game and story don't have any features that benefit from brevity, like branching or innovative twists.

What is here is entirely competent: nice artwork, interesting writing, some fun action design. It could be a fine story/game if expanded.

* This review was last edited on October 21, 2022
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The Hidden King's Tomb, by Joshua Fratis
1 of 1 people found the following review helpful:
A short, minimal parser game about a hidden tomb, October 20, 2022
Related reviews: 15-30 minutes

This is a short parser game with a premise similar to Infidel. In it, you explore an underground tomb and have to discover a way out, since your friend shoved you into the tomb so that he could take the treasure for himself.

The map is pretty simple, laid out mostly east to west with a couple of branching rooms. There are a lot of unimplemented objects and identical objects (like a large proliferation of candles).

There's only one real puzzle; the rest of the game is essentially a red herring. The descriptions do sound cool; seeing it depicted visually would be fun I imagine it would look a bit like the tombs in Moon Knight.

I struggled with the main puzzle because I didn't pay close attention to the room descriptions. Overall I think does the story pretty well and some technical details pretty well, but overall could use some work. I think the author has good potential if they get more practice and maybe more beta testers.

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An Alien's Mistaken Impressions of Humanity's Pockets, by Andrew Howe
A short Twine game with a few puzzles about aliens inspecting humans, October 20, 2022
Related reviews: 15-30 minutes

This is a brief Twine game that has some complex parts to it. You play as a alien technician or researcher working in a lab with a professor, going through a pile of human artifacts and trying to figure out what they're for. It's kind of like Little Mermaid, when Scuttle tries to guess what human artifacts are used for.


The game is a little unpolished; I found several typos and capitalization errors. It's pretty descriptive though, and it's funny when it shows the items it's been describing. The author does a pretty good job of thinking of objects from an alien point of view, but sometimes it's too on the nose (for instance, some human keys are described as possibly a physical form of an encryption key).

The puzzles can be pretty interesting (a color one threw me for a loop), but some segments that seem like they should be puzzles actually are taken care of as cut scenes.

Overall, I found it generally amusing, but didn't feel a strong desire to play again.

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Approaching Horde!, by CRAIG RUDDELL
4 of 4 people found the following review helpful:
A real-time resource management zombie Twine game, October 20, 2022
Related reviews: 15-30 minutes

In this game, you have a brief introduction explaining how zombies have caused an apocalypse, and then you become the commander of a base that needs to defend from zombies.

As commander, you have people you can assign to tasks. In the Easy Mode I played in, there were 6 roles (farmer, builder, etc.) each with several subtasks. It was overwhelming at first, especially when different bars started counting down in real time, but once I realized how slow it was I realized there was tons of time to make decisions.

Maybe too much time; the game got a little repetitive pretty quickly. I focused on farming and finding more survivors until those maxed out, then built a research base and focused on finding a cure.

Overall, the writing was goofy, but descriptive and vivid, and the simulation held together surprisingly well. I think it could have used a bit more variety though; I spent most of the game with the game in a side window just running, waiting for it to be done.

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A Walk Around the Neighborhood, by Leo Weinreb
2 of 2 people found the following review helpful:
A charming compact game about getting everything ready to go outside, October 20, 2022
Related reviews: 15-30 minutes

This one-room parser game has about 20 endings, of which I found 3 (one significantly more difficult to achieve than the others).

You are tired and hungover on the couch but need to get up and exercise by walking outside; it's explicitly set during this Covid-19 pandemic we're in, and I have the impression it's during a lockdown/quarantine.

I zig-zagged a lot with this game. My first thought when I started it was 'Oh man, that's a lot of unnecessary items in the first room.' This is what it said:

"The Living Room is standard-issue, complete with television, sofa, floor lamp, coffee table, side table, window, ceiling fan, rug, hardwood floor, and a thick layer of dust."

My second thought was, 'ha, if this is just a badly implemented game, I can just TAKE ALL and it will tell me what is important.' That seemed to work well, but then I started trying to explore and realized that this was actually a one-room game, and all those things were there not because this was a poorly scoped 'recreate my apartment' game, but because it was a single room with tons of detail.

The first puzzle was pretty hard for me because I wasn't exploring at first, just trying to reason things out. Once I worked out the game logic, I got better. I started using the hint mechanic in the game before I knew it was the hint mechanic (I felt less clever about solving all the puzzles I did once I found out I had technically been using all the hints).

Overall, it was clever how many puzzles were crammed into one room. I think that the descriptions could have used a bit of fleshing out; minimalism is a good style, but this didn't feel like aesthetically chosen minimalism, just quick and dry descriptions.

I think this game is fun, and can generally recommend it for puzzle fans.

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The Counsel in The Cave, by Joshua Fratis
1 of 1 people found the following review helpful:
A short surreal game about graduation and finding yourself, October 15, 2022
Related reviews: 15-30 minutes

This brief Ink game follows two teens, May and Jason, who are graduating soon and preparing to head off to college. They stroll through the woods and discuss their future.

Things start just slightly surreal and go further, but it never seems to shake the protagonists, just like how it is in a dream.

There might be some plot branching, but most of the choices feel like character determination to me, like role-playing, not even necessarily saved as game states.

There was some beautiful imagery in the game, young adults trying to find their place in the world literally represented as a journey through an allegorical world.

It felt a bit disjointed and brief, though. I worried I had skipped a whole chapter when I reached the end of the first act and clicked on a tiny, almost missable 'right arrow' and ended up in a very different place than the last chapter ended. But the table of contents seems to indicate I saw all 3 sections, so I guess the game itself is just a bit smaller than its story could allow.

Overall, a pleasant game to spend time with. According to my rubric, it's polished, descriptive, has good interactivity, and reminded me of pleasant times, but I wouldn't play it again.

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