Ratings and Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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TUNDRA, by PaperBlurt
1 of 1 people found the following review helpful:
Massive for a twine game; explore an arctic tundra, August 13, 2015*

TUNDRA was one of the first Twine games I had every played, months ago. As such, I didn't like it at all, being used to parser games. I also thought the game was unfinished, because I hadn't found an important plot tool.

Having played more twine games, now, I see that this is actually a well-crafted game. I just played it through all the way to the ending, and I like it quite a bit better now.

The game allows you to undo at any time, and there is a map to help you move around. You can pick up 5 or more items in your endeavors. I am told there are 3 endings, but I only reached one.

You are in the arctic tundra and must explore. I found the game very reminiscent of Babel.

* This review was last edited on July 13, 2020
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Well., by AnAwesomeHobbit
2 of 2 people found the following review helpful:
A short Twine game about going to work or not, August 12, 2015*

This is a short Twine game with short sentences and a large font. There are three endings, bad, neutral, and good. There are some pretty sad choices you can make, but they are not rewarded.

This game is just a simulation of going to work and coming back, with a complete play resulting in about 20 total lines of text. It's kind of like a Twine version of 9:05 without the more intense parts, and with a condensed text.

There are a few spelling errors (e.g. 'cublicle' instead of 'cubicle').

* This review was last edited on February 3, 2016
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Uncle Zebulon's Will, by Magnus Olsson
3 of 4 people found the following review helpful:
An early star with spotty implementation but ingenious puzzles, August 12, 2015*

This game was the cowinner of the first IF Comp with A Change in the Weather by Andrew Plotkin.

This game has some very ingenious puzzles. It focuses on alchemy, metals, and a bit of mythology. There was a puzzle with bottles that I thought at first might have been like Emily Short's later bottle puzzle in Savoir Faire, but then the solution was very different.

I didn't really enjoy the middle of the game. After exploring all the areas, including the tower, I was overwhelmed by the number of items and possibilities, and just felt like moving on to a different game. However, I've been wanting to finish games, in case there is better material at the end, and that was the case this time. Following the walkthrough, I accessed the end puzzles, which were really good; it almost made me wish I had just stuck it out and experimented more.

The story was not that great, but it's not a bad story; I feel like the very first and very last scenes got the most work, and the rest were pretty unmotivated. The rooms are sparse; there is an in-game reason for the emptiness of the house, but it felt forced.

Puzzle lovers will love it; story lovers should just use a walkthrough to catch the best bits.

* This review was last edited on February 3, 2016
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The King of Shreds and Patches, by Jimmy Maher
8 of 8 people found the following review helpful:
An extremely large Lovecraftian horror game with Shakespearean influence, August 11, 2015*
Related reviews: 2-10 hours

This ultra-long game will appeal to three kinds of people: Shakespeare fans, Lovecraft horror fans, and realistic simulation fans. The amount in which the game succeeds will vary depending on the audience.

As a fan of Shakespeare, this game was wonderful. I was skeptical of someone trying to write dialogue for Shakespeare, but this game succeeded fairly well. Shakespeare didn't necessarily talk in as flowered language as he writes, so it works out. The game contains several references to plays William is considering writing (a story about an island in the New World, a story about witches written, etc.). It contains numerous quotations, mainly from Hamlet, and your character (Spoiler - click to show)attends the premier of Hamlet. Other people involved in the game include Christopher Marlowe and John Dee. If you are a fan of Shakespeare or Elizabethean times, you will love this game.

As a Lovecraft game, this game must stand under the fierce gaze of its predecessors, including The Lurking Horror, Theatre, Lydia's Heart, and of course the almost-genre-killer Anchorhead. This game acknowledges its roots; at one point in the game, you can view scenes from many of these previous games, starting with Anchorhead. The King of Shreds and patches offers nothing much new in this area; it has a little bit more gore than some of the other games, but only in one or two scenes (the rest of the game is fairly clean). The main nemesis has more character than most Lovecraftian foes. The obligatory elements (cult, language, mist, visions, etc.) are well-crafted. The game does drag in the middle a bit, but it's huge. I think, overall, it is one of the best of its genre.

Finally, the game contains several simulations of Elizabethean technology. Fans of simulations (such as flying the Ghost Plane in Jigsaw) will really enjoy this game. Others can consult the numerous hints to bypass these segments.

Overall, I resorted to the hints 2 or 3 times, generally finding out that I had missed some text. I highly recommend this game.

* This review was last edited on January 1, 2025
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A Day for Fresh Sushi, by Emily Short
3 of 3 people found the following review helpful:
Great speed-IF, so-so among all IF. Sassy fish game., August 11, 2015*

A Day for Fresh Sushi is a one-room Speed IF game set in a strange futuristic setting. It is very short and fairly easy, but it provides a strong background to a small game, and hints at a larger world.

The main attraction of the game is the sassy fish that comments on everything you do. Only a master of conversation like Short could implement an NPC this much in such a short time. It has much of the charm of Violet or similar games.

It's worth playing due to its shortness and the good NPC. You can get everything that's good out of the game in a half hour or less, then move on.

* This review was last edited on February 3, 2016
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Dinner Bell, by Jenni Polodna
6 of 6 people found the following review helpful:
An amusing one-room food game, August 10, 2015
Related reviews: about 1 hour

In this short one-room game, you reverse the roles of Pavlov and his dogs by being the subject of experiments by dogs.

Your goal is to correctly find all of the food in the room. This requires varying amounts of ingenuity. Some of the puzzles are 'leap of intuition' puzzles.

As others have noted, the writing is the strongest point of the game. The strange mix of obedience and resentment makes for a funny game with a sad undertone.

The game has enough easy puzzles mixed in with the hard to let beginners get pretty far without consulting a guide.

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The Tiniest Room, by Erik108
0 of 1 people found the following review helpful:
Very complex Twiny Jam game, August 10, 2015
Related reviews: less than 15 minutes

Twiny Jam is a competition requiring entries to have 300 words or less in the code. Many of these games are pretty spare. This game is one of the richest and complex I've seen within this word limit. It is a one-room escape game with numerous puzzles.

As a non-Twiny Jam game, it is only a short bit of fun. But as an example of what you can do in a constrained format, it is excellent.

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Fail-Safe, by Jon Ingold
2 of 3 people found the following review helpful:
A clever game with a sci-fi setting, August 9, 2015
Related reviews: 15-30 minutes

Fail-Safe is my absolute favorite Jon Ingold game. The game has an unusual plot device which you discover quickly. I won't talk about it in this review, because the game is strong enough without it.

The game is set in a damaged spacecraft that must be explored. The difficulty and fun lies in trying to figure out how the spacecraft actually worked.

The game has some timed events (which are fun but hard) and some hard-to-find exits (which is annoying but fun if you can find them).

This game can be played enjoyably multiple times and has a several, interesting endings.

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Make It Good, by Jon Ingold
3 of 3 people found the following review helpful:
One of the most well-developed mystery games. A very strong style of writing., August 8, 2015*
Related reviews: 2-10 hours

This game has really grown on me. When I first played it, I found the atmosphere a bit depressing and the puzzles underclued. However, after revisiting it, I've realized that this game is a true classic. Especially when compared to other mystery games; this one really stands out.

The writing has a very strong style; for instance, we have the following:

"This room is long and thin, like a jailhouse corridor, from the doorway in the northeast corner to the large bay window opposite which stretches the length of the room, overlooking the street outside. The colours are your eyes on a Sunday; red like blood, red like the leather of the over-stuffed chair, which sits a cheap trophy by the main desk. A bookshelf fills the east wall."

The whole game is filled with a feeling of inevitable loss or failure; not of the game itself, but for life in general.

The puzzles are difficult to figure out. For more casual players like me, I recommend exploring until you feel you've seen everything; trying to solve every puzzle at least once; revisiting it after a day; then using a walkthrough. The ending surprised me twice, and even now, I don't really understand all of its implications. For me, this game only improves more and more with time.

* This review was last edited on February 3, 2016
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Colossal Cave Adventure, by William Crowther and Donald Woods
7 of 7 people found the following review helpful:
The original, and one of the best depending on your likes, August 8, 2015*
Related reviews: more than 10 hours

Adventure was the very first text adventure of all time. It inspired the genre and its name.

The point of the game is to gather a variety of treasures and bring them back to a small building. The game is pretty accurately based on the Mammoth Caves, which explains the mazes and the fact that exits and entrances sometimes don't match up exactly (i.e. going west and then east may not leave you where you started).

For me, the most enjoyable way to play this game was to keep it at a slow pace, going back to it time and again while playing other games. I kept a numbered list of every room with all of its exits to other rooms. This made the game much easier. After several weeks, I got to a point where I couldn't get any further for several days. I finally looked up a walkthrough for the last three or four puzzles.

Once you get all the treasures, there is an endgame that is surprisingly good; it seems more like a modern deconstruction of the game than the very first game of all.

I played the 350 point version, and I found the game incredibly enjoyable. I admit that I used the wicker cage bug (as mentioned in another review), where you can carry everything in the wicker cage. To get full points, you must remove the items from the cage outside of the building before placing them in there.

Every Interactive Fiction player should play this game because so many other games reference it heavily.

* This review was last edited on September 4, 2017
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