I really enjoyed this game in Introcomp, and the finished version is even better.
This isn't a grandiose or intense game. This game is just like an Agatha Christie story, with great attention to psychology and detail.
It manages to have a lot of material you have to plow through without feeling too much like lawnmowering. The author has a lot of context-sensitive programming with inventory-based puzzles, and that's what gives this game a good 'choice feel', if that's even a phrase.
You are at a hectic Christmas Eve dinner and Grandma's ring turns up stolen. It's your job to track down the culprit before the police have to be called.
Overall, this was my favorite Spring Thing game. Well done.
I helped beta test this game.
This game is pretty simple. It's a series of locations (28, I think), many of which are connecting rooms like hallways. It has one NPC. The rooms are fairly plainly described. The puzzles are contrived a bit.
But it all works. The puzzles are supposed to be contrived; you are literally exploring a 'demo game' within the game that is unfinished, and you must take advantage of errors in the code to win (like IAG Alpha).
The puzzles are fun, including a modular arithmetic/Chinese remainder theorem type puzzle.
This is a game that fills its own niche of small puzzle-fest exactly well.
This game is a fine addition to the long tradition of murder mystery interactive fiction games.
This is a one-room game. You, Celia Swift, are aiding Inspector Land in researching the mystery of an orchestra member's death.
There are two phases: a puzzle-based investigative phase, and a deduction phase.
The investigative phase requires patience, and the deduction phase doesn't give too much away if you guess wrong.
The one thing that mars this game is the large number of unhelpful responses. If a second edition were released, or a similar game released in the future, I would wish for more custom responses.
I love this game. I'm a big fan of mystery games in general, but they tend to have a common problem: how do you model the investigative process?
Some games have you collect physical evidence until you have enough to convict (the Infocom mysteries, for instance). Other games represent knowledge as individual clues that can be combined or traded (like some of my games and the excellent Erstwhile). Some games have you just guess who did it after you collect enough information (like Toby's Nose).
This game follows the latter path, and does it well. You're given quite a few cases (this is a big Twine game), and in each one, you read information about a monster causing trouble. You have a big encyclopedia listing different monsters' characteristics. Your job, as the player, is to read the encyclopedia, compare it to the monster's characteristics, and guess which monster it is, as well as its motivations.
This game wouldn't be nearly as good without its slick presentation. Beautiful intro, nice transitions and classy color use.
I beta tested this game, but it got a lot of work done after I did so. Very pleased with the outcome here.
This is an IFComp game that had some standout moments. Overall, it's a quirky game about death. A car you receive turns out to be haunted, and dealing with the issue requires you to think about your life and the life of the ghosts.
I enjoyed one particular moment of this game a lot, when it discussed how the human fondness for randomness is associated with us trying to prepare for the unfairness and randomness of death.
I had some weird formatting issues both times I played, even with full screen, and the story as a whole was a bit uneven. But for people trying to find quality Twine games I'd give this a go.
This is an interesting game; I had a ton of fun, but felt a bit deflated by my own ending (in hindsight, I should have saved!)
It's a homey game. You are on the run, but taken in by a sweet couple who run a tavern. They have odd chores for you...this game primarily consists of beating animate vegetables to death with a hammer. I found this very satisfying, and it even had an RPG-like element.
I got the ending faster than I thought I would, and I was specifically told I had picked the dullest ending, so I wish I had saved right before that or had an undo button.
Overall, it was an innovative concept and a game I enjoyed playing.
This is a well-done IFComp 2018 game.
It runs in ITCH and is primarily choice-based. The conceit is that the author wanted to develop a big, fun sci-fi fi puzzle game, but didn't succeed.
Instead, he leaves the frame of his unfinished game alone, and adds author commentary. As the game progresses, the protagonist has more and more power to affect the game itself.
The styling is excellent, with several beautiful images and switches between different interfaces. The music is lovely and appropriate.
This is a game made with love, and it shows.
This game uses the Desmos online educational software to make a game about leaving your humdrum job to take on a trucking gig in Canada. Each city has things you can buy and things you can sell.
There are several endings you can reach, including giving up and one really interesting one that takes you all over, which I never quite completed. A guide is included on the IFDB page.
I say it's a parody because the author called it that, but the parody element isn't too strong. It mostly seems like a serviceable trucking game.
Unfortunately, this game seems to no longer work in the current version of Scratch.
Scratch is a programming language originally designed to help children make simple games. Jared Jackson and his daughter used (or abused) the system to make a parser game with animations and puzzles.
This game is based off of conceptual, educational-style puzzles: manipulating amounts of water, moving around mazes, etc.
The overall storyline is brief but illustrated. It has a different feel than almost all other IF games out there, and I hope that one day it can be recreated in Scratch 3 or a stable language.
This game is a custom web parser built from UnityGl. It seems to work based on searching for one or more keywords in your text, ignoring extra words.
It's built around the trolley dilemma, which is an ethics puzzle: if you know someone is about to die (due to, say, a trolley crash) and you could stop it by having other people die, what would you do?
In this game, your choice on one trolley puzzle may lead to another and another and another. You have 51 possible outcomes to search for.
It was interesting, but hard to interact with.