This is a small but polished game, one that feels like an intentionally compact micro-game. The system would be appropriate for a longer game, but there's not much room to fit more in the game besides having multiple matches.
You are a cyborg gladiator in a political climate that seems to be modeled on current transgender discourse. You get to choose how you treat your fellow cyborgs, and you also choose your body type and weapon.
Combat has a kind of paper-rock-scissors format, with unusual combinations pleasing the crowd.
The game uses strong profanity every few screens and has elaborate violence and (spoilers for certain paths) (Spoiler - click to show)some vaguely described sexual scenes.
I don't feel like the game lasted long enough for me to get a good grip on it emotionally, but it's polished and descriptive, and the interactivity was interesting and responsive.
This is a short Ink game. You are a doctor in a clinic that is almost empty. You have encounters with people and have to decide whether to spend your supplies on them.
The game is pretty short, almost like a demo for a larger game. Each major choice is an ethical one, and at the end the game thanks you for taking an examination (and starts with a similar comment), so I think it's intended for you to reflect on your morals.
Overall, it's a solid idea, but wasn't long enough to draw me in emotionally or to invite replay.
This is a great game concept that's well-executed. It's an Inform parser game with custom CSS to look like text messages. I've been interested in this concept for a while and had even made a draft once of the necessary JS/CSS, but my version looked bad and was buggy and deleted it. So seeing someone who achieved a complete and great-looking version of that concept is very nice!
You play as a random person who is getting texts from a friend. Your friend has broken into their ex's dorm room in an effort to get back a photo and to experience closure.
Technically, the game is very impressive. Besides the nice appearance, it also does some fun text stuff (like (Spoiler - click to show)drawing out the last letter of the name you inputted(Spoiler - click to show)).
Puzzle-wise, it's fairly light, focused on exploration without requiring you to use a ton of logic or calculation. I had to use one hint, as I had thought I investigated everything but missed a subobject I had seen early on.
Story-wise, I could identify with the themes of loss, snoopiness, and the realization that you didn't really know the other person.
The one caveat I had about the CSS/JS is that I sometimes had hiccups where I expected the texts to be done and started typing, not realizing there were more. There is a visual indicator (the flashing line), but it might have been nice to either add another indicator that more was coming (perhaps replacing the standard 'more' with '...') or just printing all texts at once, especially when using 'LOOK', which is the only place I had trouble.
Overall, I found the game was polished, descriptive, had interesting interactivity, was emotional resonant, and I might play it again.
This is a brief parser game where you play as a child's teddy bear who can walk around. Your goal is to defeat fears and gather friends.
The map is a bit complex in layout but small. Each friend requires a different method to find. A couple of the puzzles I found pretty clever; others were easy, and others I had to resort to a walkthrough for.
The implementation is a bit spotty; characters respond but they don't always make sense, and sometimes you might now the right action you need to do but not how to type it so the game understands it.
Overall, I think this was solid idea that needed more testing and polish. I didn't see any testers credited, which I think would have helped.
This is a pretty fancy-looking Twine game with options for play in Russian or English.
It features custom CSS styling with changing background colors and a cool mechanic where you can click on an item and then on any earlier highlighted link to use the item there, giving it more robust puzzles.
You play as one of two people in a vehicle speeding down a highway carrying precious cargo. It has kind of a Star Wars feel but on land instead of space. Some people start chasing you and you have to take control of the guns.
This is a fast-paced game and I felt nervous for my character a lot, thinking I'd mess up, but I got through okay. The storytelling and writing is good, and I enjoyed it.
+Polish: Very good looking game
+Descriptiveness: Vivid world building
+Interactivity: I liked the two-layer puzzles and the good hints the game gives you
+Emotional impact: I felt nervous for my characters
-Would I play again? This is a very good game, but it's a bit overwhelming at time, because there are just so many options.
This is a game about riding a Funicular (basically a tram that is rope-powered instead of track-powered) up a mountain that has several special properties. It has unusual crystals all over, it emits strange radiation, and every 20 years it puts off a beautiful aurora.
On the funicular with you are 4 strangers. Each has their own joys and desires and secrets, and most of them (maybe all??) are romantic options.
The game isn't too long, but it has a major twist and then another twist in the ending.
The game explores some serious issues (drug use, infidelity, pseudo-science) and offers a lot of romance for its size.
Here's my breakdown:
+Polish: The game felt very smooth
+Descriptiveness: Getting 4 perspectives was nice
+Interactivity: I felt like I could make real choices in my conversations.
Emotional impact: It was good but I wasn't really drawn into the characters. Each contact felt a bit rushed; a 2-minute romance doesn't feel as real as a longer exposure would have.
+Would I play again? Yeah, it was interesting.
This is a Squiffy game in a generic fantasy setting. Your town is raided by orcs that are mind controlled by white worms, and your brother and father are taken.
The rest of the story is mostly a bunch of standard fantasy sequences glued together and hurried over. For instance, you can go request aid from a king, visit an enemy city, make friends with a half-orc.
You generally have two choices at a time, sometimes more, but the branches converge again quickly. Sometimes the author forgot important information in one branch (like not telling you a beggar is following you).
There are major plot holes near the end. Overall, this story seems like if a very talented teenager spent a few weeks making a game in Squiffy, or someone older getting into writing IF for the first time. Either way, getting more practice will help and I expect future games would be significant improvements.
For now, though, my rating is:
-Polish
+Descriptiveness
-Interactivity
-Emotional impact
-Would I play again?
Andrew Schultz recently release Fivebyfiveia Delenda Est, a fun small game with chess puzzles that was one of his higher-rated games.
This is a larger game with chess puzzles that have a bit more complexity. There are a bunch of mini-kingdoms to invade and each has two 'tiers' to conquer. The game itself has 2 difficulty settings. I beat it on the first, and started the second, only to realize that it was very similar.
The puzzles involve setting up 2-3 pieces on the chessboard to trap the enemy king. Interestingly, sometimes you have to set up enemy pieces as well.
The storyline is fairly thin but understandable. The game sometimes holds your hand a bit more than I would have wanted. Specifically, beating one area sometimes automatically beats neighboring areas, even before you know what they do. If I had more idea before I left what each area was like, or was given the option to grey out such areas, I'd prefer that.
I was playing through all the IFComp games that are in inaccessible formats, and I thought I got them all. But then I saw this game and was surprised. This is a raw python file, and games like that almost never get reviews in the comps and tend to place lower down. As one of IFComp's most successful long term participants, Schultz would know it, which was my surprise.
But it's not always about crushing the competition, which is exactly the point of this game. You play as an adult who sees a kid playing tic tac toe. As a kid, you always had a 'draw' with other kids, and if they let you win, you got mad. But once, you won a game because the other player missed something, and you want to recreate that experience for the child.
I'll admit, I was mystified at first, and just played regular old tic tac toe games. It reminded me of Infinite Adventure in this comp, just repeating the same old interactions over and over (in this case, endless games of tic-tac-toe). But then I finally got it, and the game became a lot of fun. I first solved it the easiest way, and then I solved it the hardest way. I wasn't sure I had gotten everything, so I checked the walkthrough and saw I had done what was intended. I didn't go through and do all the other variations, because I felt satisfied.
This is a pretty small game, but:
+Polish: It was very polished
-Descriptive: There's some meaningful text trappings, but it's mostly a puzzle with some bare-bones story
+Interactivity: The puzzle was intriguing and thoughtful
+Emotional impact: I loved the motivation for the puzzle and enjoyed putting myself in the protagonist's shoes
+Would I play again? This was a very smooth experience.
This is a 2-player Twine game. Every time you make a decision, you are given a code, and asked for the code of your partner. This means you could play side by side or (as I did) messaging back and forth with people. I played once as each faction and am playing again with another person.
I never play IF with others, except at the Seattle IF Meetup, but I was able to find some great people on intfiction to message back and forth. It took a while to nail down transmitting codes but then proceeded pretty well. There are only about 10 or so choices so the game is pretty fast, although there is a lot of text per each early choice.
Story wise, it reminded me of the faux-historical games from Choice of Games (like The Eagle's Heir). You play either as the first (and last) newly-made dictator of an idealistic socialist republic or as the king's general who is coming to crush the rebellious city.
Choices definitely matter here, with different branches by one character giving different branches for another. They tend to share many features in common (so it's not a Time Cave wildly branching structure) but it includes different locations, choices for death and violence or peace, etc.
I found it fun and effective, and I didn't expect that to happen. There was one or two typos, but overall it's fairly polished.
I rate games on the following scale, which can give a high score even to relatively short games like this one:
+Polish
+Descriptiveness
+Interactivity
+Emotional Impact (I didn't get completely drawn in, but I did roleplay as my character and was able to be drawn into how they would react)
+Would I play again? I already have several times