This longish game has a pretty big map, after a bottlenecking first room. You explore a world where philosophical thought experiments are given life (Plato's cave, Zeno's paradox, etc.) Philosophers are also there: Marx, Plato, Rand, and others.
The game was generally fun, but before I get to the good, I had three bones to pick:
1. The game insults those who look for a walkthrough. To me, this implies that the authors strongly believe that their game is coded well enough that someone who knows the solution to a puzzle will be able to type in the correct answer without a problem. This brings me to the second point:
2. The implementation is spotty; you must (Spoiler - click to show)LIGHT LANTERN WITH LIGHTER, not LIGHT LANTERN, and this is typical of several other parts of the game. When poor implementation abounds, it is frequently necessary to seek help.
3. The game has a condescending tone. The player is an educated atheistic male. The game has some issues with 'male gaze' (although see the comment below by Sobol), includes female philosophers but has little interaction with them, and has the same tone towards religion as reddit's atheism board: "Aren't we so glad that we are superior to those silly peasants with their moral fables?" In fact, the game bashes on religion as much as it can.
I normally don't point out flaws in the works I play, but I can't stand this much smugness.
Outside of that, the game itself is enjoyable, and the puzzles are fun. Quite a few of the puzzles depend on examining things twice (once to see something interesting, then again to see what you need). The in-game help system was well-done, and the images and writing were imaginative.
Recommended for puzzle fiends and those interested in philosophy.
This short IFcomp 2015 game is, I think, the author's first game, though they are planning on future games. You play a king who has to face the day and his people, and needs to find his King and crown.
This game is notable in that the hidden content massively outnumbers the actual puzzles. The game can be beaten in less than 10 turns. However, the ending is very different, depending on your actions. There are magic words, background stories to find in the scenery, and a hidden part of a novel, as well as a ton of customized error messages and such.
Overall, I would like to see the author make a longer game with similar attention to detail. It would be difficult, but having that much hidden stuff, coupled with more puzzles and a longer plot arc, would make for a great and memorable game.
This is an IFComp 2015 game. You get hired to type for a disabled alien in a future where aliens are common.
The game has a short series of moral choices, some of which you can backtrack on, and few of which are clearcut. Although this was not clear to me at first, I later realized that the different endings are, in fact, very different, sometimes in ways not clearly connected to the choices you make.
Overall, it's not a very long game, and it has some interesting replay content. Recommended to those who find the blurb interesting, as I did.
Crossroads is an IFComp 2015 Twine game about choices and a witch. Unlike most IF games which have paths that temporarily branch then converge, Crossroads branches and stays branched. Some paths visit your past, some involve only mild fantasy, some involve sci fi, some let you type material in, etc.
All of the branches have the common theme of desperation. Well, I think they all do; I doubt anyone besides the author has found all of the branches.
Each branch is fairly short. This game becomes better and better the more you play it.
This IfComp 2015 game is mid-length, and is full of reversed compound nouns (so, for instance, you are Alec Smart, seeking out the Complex Messiah).
The big inspiration here is the Phantom Tollbooth. As in that book, the clever jokes are the focus, with story being out to the sidelines. Also like the book, you wander about the world, undertaking different quests and talking to interesting characters.
Much of the game is social commentary, specifically on 'smart people'; those who are socially awkward, those who are pretentious, those who are idolized, etc.
I beta tested this game, and it was interesting to see how much work the author put into revisions; many things in the game are vastly different from before, fortunately, the author allows you to tour sections of the game that were removed, which is a very nice bonus.
Recommended for fans of the Phantom Tollbooth, or those interested in games that comment on real-life issues.
This IFComp 2015 game is written using inklewriter. It contains a fairly large amount of text for an interactive fiction game, but it stops at the most interesting point of the story. To me, it felt like the first two chapters of a long novel.
The story is about time travel, and is complicated and intricate. It is clear that the author is excellent at worldbuilding; I read through this game twice, about two weeks apart, and the second time I appreciated the story much more. I was excited to read more, and I hope the author continues the story.
There are a couple of typos, but I think the author may be fixing them, as I remember there being more the first time I read it.
So this story is more of non-interactive fiction, but it is not bad for a sci-fi short story.
Border zone is stressful for me. Unlike most IF, you have to type very fast, as the clock keeps running and running. I had to type super fast on the iPad and I kept dying from typos, even using slow time and the walkthrough.
The story and puzzles are actually really fun. I enjoyed the game a lot, especially the first act (where you have to smuggle information out of a train) and the third act (where you are a double agent, and have to stop an assassination without people knowing you did it). The three acts can be started at any time, and each follows a different person.
Stressful, but rewarding.
I played this long (but purposely repetetive) IFComp 2015 Twine game twice, about two weeks apart.
Let's just say what it's about now; this is a game whose experience does not depend on spoilers.
You are enacting an ancient scottish ritual where you are trying to summon a demon by roasting cats alive over several days.
In the game, you repeatedly click on the same thing over and over again, with some procedural text generation changing some minor details.
The game changes over time, but it takes a long, long time to do so. In the mean time, you can, as I did the first time, just start letting cats go and give up on the whole ritual. In fact, it may be cathartic for some (including myself) to play again and just let all the cats ago.
You have to roast somewhere between (Spoiler - click to show)40-100 cats to reach the ending.
I did not listen with audio, as I never do, but many say it contributes to the experience, for good or for ill.
This was an IFComp 2015 entry. This is a mid-length Twine game with an interesting format: each page is written somewhat like a play, listing the location and people present, each in their own color. Then dialogue appears a line at a time, each in the color belonging to the person.
The game is set on a space station. You are a computer, and there has been a murder on the station.
I enjoyed the story, especially the 2nd and 3rd times I played it. Most of the interactivity is found in selecting the order of presentation. I am beginning to become a fan of dialogue-only games, like this and Birdland.
I've heard many people talk about Lime Ergot, but I had no idea what it was about. It was an EctoComp 2014 game, so it had to be written in 3 hours, although it has since been updated.
The main thrust of the game is that you are standing with a general near a city, trying to make a Green Skull drink. Everything is vague and surreal. You 'move' by examining things, then examining more and examining more.
I had trouble getting started, but once I got started, it got easier and easier.
Strongly recommended for its fun-to-time ratio.