This is my favorite Short game. This game is set in the future, when a colony from earth has developed gene-altering technology. The setting is not really important, however. What is important is the negotiation and the recording features.
Negotiation: The main purpose of the game is to work out what will happen between earth and the planet. Your job is to communicate this, but you have to understand the symbolism of the settlers. The bulk of the game is focused on figuring out what to say and how to say it.
Recording: This is actually not even necessary to the completion of the game, so some players have missed it. There are several recordings in the game which can be 'processed' to one of several different modes, such as a cartoon mode, a scientific mode, etc. It was hilariously fun, and unique among games I have played.
One of the great sci-fi games.
'Balances' is a short game based on Infocom's celebrated Enchanter series. In fact, the opening area is directly based on the sample walkthrough in the manual of the original Enchanter game.
This game demonstrates some of Inform's best abilities: indistinguishable objects, games involving large numbers, magical spells that interact with each other, a balance that weighs different objects, etc.
The game is relatively fun, but short and without a coherent plot. It can be a good introduction to the Enchanter series for those who aren't sure about Infocom games.
Graham Nelson wrote a longer game with similar elements: The meteor, the stone, and a long glass of sherbet. Those who like this game should definitely try the longer Meteor game.
If not for its recent creation and platform choice, this would probably be one of the most popular games on all of IFDB. It is part sim game and part thriller game. It reminds me of the best parts of "Attack of the Yeti Robot Zombies", "You will select a decision", "Jigsaw", and the hologram sequence in "Mulldoon Legacy".
You play a test subject under the supervision of the evil Dr. Sliss, a lizard-human. You begin in a mini-base that you explore non-linearly with no real puzzles to speak of, and continue on to a second half of the game that is completely linear and a real thrill ride.
I can't express how much I enjoyed this game. But everyone has a different sense of what they are looking for in a game. This game is for people who like memorable characters, heart-racing action scenes, romance, and over-the-top humor.
P.S. As Danielle noted, there is a completely unnecessary F-bomb.
Having recently downloaded a TADS interpreter for the first time, I decided to try out the most popular games. This was the highest on the list. In this game, you play as an amnesiac in a frozen underground base.
While this game had above-average plot, puzzles, and writing, it really shines in its pacing. From the very beginning, the game gave an impression of vast complexity (three bulkheads with three very different locks), but it always left you with a couple of new things to try. Every time, the couple of new things led to another part of the game, and so on. The game is, in fact, complex (look at the map!), but it's arranged so neatly that I never needed to use the map.
Very few games have the great feel that this gives you. I completed it in less than 2 hours.
This is a very large Twine game that starts out mostly linear, branches a little, and then branches a lot. It includes a large area with a variety of rooms, including a clever means of transportation (Spoiler - click to show)the curious door/button combo. The genre is subtle horror/mystery, and the writing is evocative and sticks with you.
The lack of a save feature is annoying; as a casual gamer, I can't finish the game in one sitting, and it's difficult to juggle tabs to keep the game open throughout the day. This is one game I would like to finish.
This game follows a small group of young adults as they investigate mysterious occurences for the school newspaper.
The hint system is supplied in the form of notes, assembled by a young man on behalf of the female narratot. I STRONGLY recommend reading as many of the hints as possible, as they pai t a fascinating picture of the young man, the narrator, and their environment.
There is a second, subtle hint system that soon becomes apparent to anyone getting stuck in the game.
I would recommend this to newcomers based on the two help systems and for experienced IF players based on the rich storyline (including the hidden scene detailed in the Author's notes).