Reviews by MathBrush

15-30 minutes

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A Single Ouroboros Scale, by Naomi Norbez
5 of 5 people found the following review helpful:
A complex meta-story about the struggle to exist and be seen in the IF world , April 17, 2022
Related reviews: 15-30 minutes

This game/narrative is one that references the IF world directly, something I'm always interested to see. I've played Bez's games since 2015 and been listening a lot on Twitter, so I was interested to see how things coalesce.

The result is a complex narrative similar in structure to last year's The Dead Account, but with very different content. Both games put you in the role of a moderator closing down the account of someone who's passed on, a kind of in-memoriam/Citizen Kane/Spoon River anthology review of someone's life and whether they are of worth.

What makes this game unusual is in its complex rewriting of reality and the IF world. It's a difficult feat to call out an entire community without calling out the individual people in it; to do so, Bez has created an entire false community replete with echoes of shadows of real people but which is so entirely different as to render it impossible to point fingers. This is a real feat; I feel like I've been embedded in the community under question here and played a role in many of these events but I couldn't point a finger at any person and say 'I know who that is!

For instance, the Jot Archive Volunteer Project is strongly reminiscent of both IFDB, the intfiction forums, twitter, and the old rec.arts.int-fiction forums and IFMUD. MrDear makes me thing of Ryan Veeder, Mr Patient/Sean Shore, Graham Nelson, etc.

The content of the game is several years worth of tweets or posts, describing a journey through games that is clearly (even mentioned as such in the author's note) Bez's own journey through the IF world, even if it doesn't always meet up one to one. Sometimes, the parallels are obvious (Bez's Queer in Public vs Algie's "Queer As F*** Because F*** You"), and other times its harder (there doesn't seem a clear parallel to the real 2020's Lore Distance Relationship, Bez's most popular game).

Points made about the community include:
-Twine is often overshadowed in big competitions by parser; even though there are clear outliers it remains the reality for most entrants
-Cis white males often have more success in IF with what seems to be less effort
-Due to the prominent position of some women in IF (which I'd assume would refer to both cis women like Emily Short and trans women like Porpentine), the marginalization of most people who aren't white cis men goes unnoticed

It's hard to disagree with those points.

Beyond that, there's some excellent quotes about writing games in general which I copied down:

"Making games is about giving somebody a hidey-hole to see my heart through if that makes sense? And nobody seems to really care about that imho."

I've often thought that IF and writing in general is a way of sharing a piece of your soul with someone. So I agree with that. But then he presents a new thought which hadn't occurred to me:

"But it is also only the version of me that was preserved at that time. AND does not mean you 100% know me or what I’m thinking. Unless I say it is all me in there, don’t assume that ffs."

I've never really thought about how media takes a snapshot of our current selves and saves it for the future, whether we want it to or not. I think that explains a lot of older authors wanting to remove things they wrote in the past that were objectionable or cringe.

And this is the last thing I copied down:
"I feel like my need for external approval is an ouroboros that will never EVER be fulfilled. Either I seek it and don't get it (often) or I seek it and do get the level I wanted (rare) but it ain't enough. My goal is so far away, and it keeps moving, so maybe I gotta lower my damn expectations—towards myself and in the IF world."

The end of the game concludes with Bez's current reality and deepest fears brought together to their possible end: the death of an author after a forgetting mind disease, followed by a second death when the community forgets him.

As a side note, I found it emotionally jarring when the game started with you helping an older IF figure to prune and delete people's old stuff, because that's what I'm actually doing in real life right now, working on a project where I close out people's old stuff that's no longer relevant. Fortunately, it's just bug reports, so no one's hard work or creative labor is being lost.

Assigning a rating to a game like this is behaving exactly like the narrative actors it contains, who judge and rank and sort and gatekeep. However, I am going to do so anyway:
+Polish: The game is thoroughly polished
+Descriptiveness: The writing is vivid and detailed.
+Emotional impact: clearly the game resonated with me
+Would I play again? I think so.
?Interacivity: On one hand, there's not much to do besides run through the list of things and then make a decision. On the other hand, the game itself talks about how stories don't have to be approached as systems first and stories later. On the other hand, I don't think I should give a high rating in a category just because the game calls it out. On the final hand, though, I wanted to rethink my decision at the end and spent a while reloading the page because there was no immediate reload, so it seems clear the interactivity worked for me at some level.

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Sweetpea, by Sophia de Augustine
4 of 4 people found the following review helpful:
Angelic intervention with a creepy father-like being, April 15, 2022*
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This was a game of big contrasts for me. There were parts of it that were phenomenal and parts I struggled with.

This is a story about a young girl alone at home whose father is outside, texting her to let him in. The problem is, though, that her father was in the study just a little while ago.

I loved the writing in this. Vivid and surreal images mixed together for a very creepy feel. It reminded me of some goosebumps stories when I was younger, like the one where the dad was a plant scientist.

I love horror and find this writing style to be very enjoyable, so I'd definitely like to see more games from this author.

* This review was last edited on July 1, 2024
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Thief of the Thousand Suns, by Dom Kaye
Shakespeare, twine, and time travel, April 15, 2022
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This fantasy twine game is modeled on Shakespeare's language and style of writing, and deals with bandits in search of a temple with a hidden treasure.

The story has some fascinating elements of time travel and Pictish culture, of which I learned many new things (one I didn't fully learn was the other name for Picts, and so I haven't used it here as I've forgot it).

There are some interesting mechanics, such as a variable amount of gold that you can bribe someone with, with varying results. The styling looks quite nice.

I didn't feel completely drawn into the game, for whatever reason. Partially it might be because some of the language was off, like using 'thy' as a subject or the '-st' suffix for the third person tense. I enjoy Shakespeare quite a bit too, and I feel it could have been a little closer.

Overall, though, the game feels quite polished and I expect that I would enjoy further works by this author.

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Tours Roust Torus, by Andrew Schultz
2 of 2 people found the following review helpful:
A pleasant and engaging anagram game, April 14, 2022
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Out of the many wordplay games Andrew Schultz has made, the anagram ones are perhaps my favorites (along with Threediopolis). I feel like coming up with anagrams is hard enough to be fun but easy enough not to be overwhelming or send me to hints or online solvers right away.

This is a compact game, set on a circle (or torus) with 7 different locations. Each one is solvable through an anagram.

After that, there is a motion puzzle that is a little tricky to solve. What is going on, exactly? Well, it seems like they want you to (strong spoilers without an explicit solution) (Spoiler - click to show)visit every square of the torus, never moving more than half its length at once, and varying your steps somewhat.

It took me quite a while to figure out what was wanted here, as I kept finding solutions deemed 'too easy'.

Overall, I'd say this is a fairly challenging game, and definitely one not to miss for fans of the first two, longer games.

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Wry, by Olaf Nowacki
3 of 3 people found the following review helpful:
A mildly raunchy comedy game about an insurance salesman, April 14, 2022
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This is a one-room parser game with a lot of little and big gags in it. You are an insurance salesman waiting for a noble Baroness to arrive to sell insurance too.

In the meantime, though, several mishaps occur, each more ridiculous than the last.

Like others, I found the ending abrupt and thought there might be more. Decompiling the source code, I could find no solution to (Spoiler - click to show)the burning curtains, while at least one other reviewer found that reaching the part of the game with more points gave an alternate ending.

Our male character has a sexual fixation with the baroness, and it crops up enough that I personally found it annoying, as I don't associate such material with positive feelings.

Overall, the comedic timing was well-done, and outside of the ending I found the puzzles not too hard and also engaging.

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The Prairie House, by Chris Hay (a.k.a. Eldritch Renaissance Cake)
4 of 4 people found the following review helpful:
A chilling and well-researched ghost story in Manitoba, April 7, 2022
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This is an Adventuron game set in the plains of Manitoba. It involves research about local plants and wildlife and about Ukrainians who emigrated to Canada.

It also contains a jumpscare, so fair warning! Scared me quite a bit. Just the one scare, though.

Overall, it's a well-done horror story that is elevated by the obvious research and care into the background details. It has 10 different achievements, of which I found 8.

Overall:
*Polish: I didn't run into any parser problems, the art is well-done and the prose is smooth.
*Descriptiveness: A lot of vivid imagery and attention to detail.
*Interactivity: I liked the open-endedness of the achievements but also always had something to do.
*Emotional impact: Pretty scary, although 80% of it was the jumpscare.
*Would I play again? Yeah, I think I could.

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There's a ghost in your room, by Anthony O.
A ghost story used to contemplate unhealthy relationships, March 31, 2022
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This is a thoughtful game, a mostly-linear ghost story about a roommate that haunts the place and about relationships and our dealings with the others.

I liked the writing in this, it's really about turning an inner eye on ourselves and seeing the bad habits and unhealthy relationships that we have let become so natural that we can't even see them anymore.

It also has an interesting take on ghosts, similar to but slightly different from most representations I've seen in media.

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a housecat knows when it's time, by Nadine Rodriguez
2 of 2 people found the following review helpful:
Amazing concept and potential but overall missing; horror story, March 17, 2022
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This a a very well-written but overall unstrusctured short, linear twine story about a funeral home late at night, and a cat.

It cites influences like House of Leaves, and has a bilingual protagonist, with the game including vivid details of a Hispanic family's life and culture. The protagonist is relatable and there's some great scene-by-scene writing.

This setup gave me huge expectations, but the story ends with a very quick infodump and sudden ending with nothing but a 'start over' link. It felt like it was missing a third of it; the ending could have worked with more middle exposition, or it could have worked with a longer denouement, but I was left feeling unsatisfied. But I would love to read more by this author, as I love the style.

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The Up Here, by Rose Behar
1 of 1 people found the following review helpful:
A deep dive into an erratic and selfish character (a squirrel), March 16, 2022
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This is a weird game.

It's a unity-based visual novel with some video title cards, jazz music (or maybe ragtime?) and static cut-outs of animals.

You play as what I can only describe as a deeply disturbed squirrel, one out of touch both with the thoughts and emotions of others but also with physical reality itself.

While the game isn't super long (about 5 or 6 vignettes), each explores a dark facet of the human existence. It feels like the 'depressing half' of Anna Karenina (the one centered on Anna, as opposed to Kitty and Levin).

But in the end, even a narcissistic and untethered-to-reality squirrel deserves to live and has some human worth, and is perhaps deserving of love (although this goes against the squirrels own desires, so maybe not).

All in all, I didn't expect the pieces of this game to fall together for me the way they did, but I think I'll end up contemplating this for a while.

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Working Stuck Inside, by Arthur Cavalcanti
1 of 1 people found the following review helpful:
Extremely relatable writer simulator, March 14, 2022
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This is a game from the recent 'Running out of Ink' itch anthology.

In this Twine story, you play as a tired author who just moved out of her parents' house and is trying to write a story over 3 days. Your choices during each of the three days affects the resulting story, which you can read at the end.

A lot of it is very relatable; trying to manage your creative output by procrastinating through playing games (something I've been doing myself except with writing reviews), writing for the 'wrong outlet' (where you are verbose) instead of the 'right one' (where you get stuck). I especially related to listening to podcasts while playing grindy games (I can highly recommend mixing the Magnus Archives podcast with Sunless Sea/Sunless Skies).

The character is depicted clearly and the variable story at the end is neat (the code for it is basically a time cave, with three possible first pages, 9 second, 27 third, etc. approximately).

My only caveats are that the game could be tidier. Paragraphs run together; I'd rather see each new paragraph indented or a full line left between them, like the finished story at the end. And there were a couple of noticeable typos (like 'to' for 'two') that could be caught by using Twine's text dump feature and running the result through Grammarly.

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