This game is, it seems, written in Esperanto. I thought it was Portuguese at first, but the game itself corrected me.
You are Alice, and, I believe, you are headed to an Esperanto-speaking conference, where you meet someone who tells you about Esperanto. I learned that Esperanto has between 100,000 and 1,000,000 speakers. Given that the number of Twine fans is probably somewhere in that range, too, and the intersection is fairly low, I don't think many people will be able to complete this game.
I only got through the first third of the first chapter. Looking through the code, it seems like there is a compelling fantasy element in the middle.
This is an intriguing game, and a great amount of work.
This quest game has refreshingly original storybuilding. It includes a big pamphlet you can read which does a good job of displaying a 'descent into madness', although I think it could have done better if it left a bit more mystery in the last few pages.
The game has a layout (story-wise) similar to Karella's earlier Night House. You are alone in a building, and something is outside, and you have to figure out what it wants.
I was unable to complete this during Ectocomp. Afterwards, some people commented on intfiction with the solution.
Overall, this was a positive experience once I knew what to do.
This story is actually pretty fun, given how little this is done in IF.
It's a traditional ghost/creepy story with an old abandoned house to search through.
It has numerous bugs, and a huge number of 'guess the verb' problems, but I was glad I played it and enjoyed it overall. I used the walkthrough.
This has to be a troll game; Panks admitted before that some of his IFComp games are troll games (such as Ninja II). But if not...
You play as a weakened mythological god, except that that never gets mentioned after the first screen. You can find and kill Jesus. Most of the game is fighting DnD characters. There is a village with a tavern, like most Panks games.
It was interesting, but not his best offering.
This game attempts quite a bit. You are trying to get into a mysterious club. The game is full of puzzles and many, many red herrings.
There was obviously a lot of thought and effort put in, but it could have used more testing. Fun with a walkthrough.
I beta tested this game.
This game has a utilitarian interface, but don't let that fool you: this is a seriously great game.
Your magical witch house is broken, and you need to fix it. You have an inventory (even though it's web based), and you have the power to alter the elements of various inventory elements.
It has a cheerful backstory. Different items you carry interact with each other.
The various interactions are fiddly sometimes, and perhaps even unfair; but somehow everything gelled for me in a great way. Not everyone may feel the same.
I beta tested this game.
This game casts you as a translator of ancient languages in a fantasy world. It's split up into three acts: a tense moment on a boat, a fight in a town, and a climactic finale in an archaelogical dig.
The overall story, the characters, etc. are all well-drawn. But the game is so big that more needs to be filled-in; more responses to synonyms and commands, more conversational topics, more alternate puzzle solutions.
I could see myself picking this book up and reading it in the library. You play as an orphan who gets sucked into another world by a mysterious stranger.
This other world is an Oz-like fantasy world that is creatively engineered. A long story plays out.
There's not much interactivity to speak of, though there are options scattered throughout. But I liked this; it reminded me of 'pulpy' kids books that I read when I was a teenager, like Deltora quest.
Ojuel is a master of setting, and this is a great game. You play as an former dancer in 1958 in a communist Carribean country. You have to extricate something from a house party, but you don't know what it is.
The game has great storytelling, using flashbacks and conversation to good effect. I see it getting nominated for several XYZZYs.
There were several implementation difficulties, though, because it was sometimes hard to know what verbs to use. A post-comp release that implemented every command response contained in judges' reviews would not take much time, and would add the finishing touches to this already great game.
I beta tested this game.
Stephen Granade has written a wonderful game here about an old man coping with dementia.
It makes magnificent use of unreliable narrator to depict the disorientation that dementia causes.
It is a fairly long Twine game, but autosaves, and has a nice feature that tells you how long the game has been playing.
Highly recommended.