This is a game with a brilliant premise; you are some sort of alien being charged with protecting a young girl.
You have visions of the future, showing you that seven enemies will come and attack her.
You can do various things to improve her chances of survival, with each thing you do providing you with a new vision.
This was very successful in general, but I found it fiddly in two areas. First, some things weren't implemented; for instance, the first thing you learn about Kayla is that she has pulled-back hair and a simple dress. But if you try to examine either one, there is an error.
Second, the game essentially becomes a hidden-object puzzle. You have to scour descriptions for nouns, examine each noun, and hope that you find the right thing. Some solutions that seem like they should work, don't; like finding alternate things for burning/clogging, etc.
But I still enjoyed this game a lot. It has a nice map.
I beta tested this game, and it was my personal choice for winner of IFComp 2017.
It is a grotesque game; you are a child granted a bottomless pit by a magical character in a fairy tale. You are imprisoned in a dungeon where countless other children have met gruesome deaths.
The game revolves completely around eating, with eating the only real action. Like DiBianca's Grandma Bethlinda's Variety Box, where USE was the only verb, the puzzles in this game revolves around timing and sequence.
I found this game satisfying, and have played it 6 or 7 times.
I had just played Fetter's Grim and Westfall (or Westport or whatever it is), as well as a few other Panks games.
This game has all the usual suspects: a village, a tavern, a cathedral on the west side of town with a nook to the north, jokes about the author being drunk or not being drunk, a hellhound that is in the first dark forest area south of town, etc. exactly what's in all the other games.
It doesn't understand 'X' or 'TAKE' even though other Panks games in the same year do. It's just bizarre.
This game casts you as The Packrat, and adventurer who is trying to fight their urges to take anything and everything they can get a hold of.
This is played up for laughs early on, but not so much later.
This game centers around 'guess the author's thoughts'-type puzzles, and as such is very difficult to finish unaided.
A ton of work went into this, but it could have used more polishing.
This is a small chapter book with a story about a cat.
It is well-written, with no typos that I saw. It incorporates animations that respond to screen touches and (I think) accelerometers. It also includes sound.
This type of augmented story is not something that has traditionally been entered into the IFComp, although I could see a day when things become more common. For me, though, I found it uncomplying emotionally, and the interactivity that was available was not exciting.
This game is strongly (by the author's admission) influenced by porpentine.
It mimics Porpentine's uses of multi-colored links and cycling back to one location, and background music, as well as visceral/gooey scenes and identity horror.
However, it lacks a great deal of porpentine's pacing. Frequently, new text is delayed for several seconds before appearing. There are no consistent 'rules' for how scenes proceed; many threads are introduced that are not resolved.
I found that the game was stronger the longer it went.
In this game, you use a remote control to interact with various tv shows. These include a game show, a survivor-like show, and one I'll leave unmentioned for surprises.
The concept is fun, but the execution combines under-implementation, heavy-handedness, and lampshaded 4th wall breaking that is never resolved as to why it should occur.
This game casts you as a werewolf agent for a large group of werewolves. You have to travel to a snow-covered Chinese village to investigate its destruction.
The story and setting are actually pretty good, and I liked this game. Where it falls down is in presenting information to the player; nowhere, even in the extensive menu system, are you told how to transform between human and wolf. Conversation topics have to be guessed to proceed with little in-game explanation.
Fun mid-length game to take for a spin. Nice use of different senses in descriptions.
This game feels just like all of the 60's scifi stories I read growing up, in a good way.
You play as a young child on a lonely outpost in the sea during a war between Earth and Mars. Alone for the day, you get to use your imagination around the island, until events take a sudden turn.
The multiple viewpoints reminded me favorably of Rover's Day Out and Delphina's House.
There were a few parts where the interactivity just didn't do it for me, which is why I deducted one star.
This game has numerous issues, and is best played with a walkthrough.
With a walkthrough, it can be pretty fun. It does include steps like waiting 19 times in a row, with each Z producing a text dump.
The reason it can be fun is that its story, which has early hints about employees not being all the way there and oddly intelligent robotic devices, is compelling in the large scale.
Worth trying if you like to skim read and don't mind walkthroughs.