As of writing, this is tied with Esther for the most-reviewed game of IFComp 2022.
It's a fun short Ink game where you have the ability once per night per person to inject corporate slogans into people's brains.
The fun of the game is that you can use your powers to mind read 4 different 'tracks' all night (i.e. following each of the four main NPCs), jumping tracks at will, as well as watching the TV as a 5th track.
Your actions have a variety of drastic side-effects, and strategizing is fun, so I replayed several times. I do think it could have been fun to be a little longer, or have one more person, but overall I found it very impressive.
Katie Benson has made many games of varying length that are always well-polished, descriptive, and generally have simple, story-focused gameplay with a positive message (such as the Crumbs series), although sometimes things can get wild (like Off the Rails).
This game is a bit short but has a nice message. Each screen generally has two choices, one that expands the text and one that moves on.
The idea is that your life is spiraling out of control. Things are getting darker and sadder and you find yourself more and more isolated. But there is a glimmer, like the game name says.
I definitely appreciate seeing games from this author in competitions and hope to see more, always a positive spot.
This game is small and designed for children. It has some lovingly made illustrations of little mice and the girl who runs a cafe.
Story-wise, it's about two mice who want to get special food at the cafe but can't communicate. Mechanics-wise, it's almost like a language puzzle, and had surprising depth for such a small game (like the depth of a medium-sized game).
The writing is generally pleasant; it had some, but I wanted more, humorous incongruities of the type common in good kid's stories (may favorite was the (Spoiler - click to show)fall of the pudding at the end and everyone's reactions. The whole thing feels like it was designed with prudence and restraint, maintaining a small size and scope and polishing itself in that sphere.
The name of this game comes from the fact that you have 5 remaining hours and each big action or scene takes up one.
This is a short Twine game, but it seems like it has the worldbuilding for a much larger story. There is an ancient, near-immortal Shogun (named (Spoiler - click to show)Charlie????) that enslaves and tortures special people who have Curses.
A weird apparition gives you a weapon to fight the Shogun (from searching, the weapon may be inspired by Sword Art Online). You can have various fights, or just remember all the deaths in your life and give up, etc.
The game feels a bit rushed or unfinished, with lots of plot threads left hanging and some little bugs (an option near the end wouldn't let me click it, for instance).
Overall, I think this just needs more time in the oven. The slavery in the game doesn't really seem to serve a purpose besides being a shorthand for suffering.
This is one of the more polished Texture games in the IFComp 2022 competition. Texture is an engine for IF that involves dragging verbs onto nouns to make choices.
This game is primarily a phone menu system. There are a lot of options, many of them creative (like turning it all into Polish).
The overall feeling is a sense of futility or frustration. I tried out several endings, and all of them seemed to express the same sentiment.
Overall, the game is very polished and descriptive, and conveyed its sense of frustration to me. I wonder if the joke could have been extended a bit or if there could be more of a central narrative, or something else to extend this a bit. Unless of course I missed a big final ending! I've missed stuff like that before.
Almost any game can be polished up and made great. This game needs a lot of polishing.
This is a parser game that puts you in the middle of 9 rooms, 8 of which have the same description that includes a typo. None of the standard responses are changed, ABOUT, CREDITS, HELP, etc. have no response. There are only two items.
It seemed like there was absolutely nothing to do. I eventually decompiled the code and used it to finish the game; the following set of rules may serve as hints to others:
(Spoiler - click to show)When Floor 1 begins
After dropping colored egg when the location of the player is flod room and Floor 1 is happening
When Floor begins
After jumping when the location of the player is pled room and Floor 2 is happening
Every turn during Floor 2
When Floor 3 begins
After inserting something into something
When Floor 4 begins
After touching monkey during Floor 4
Every turn during Floor 4
After pushing when the noun is Ye Shiny Red Button and Floor 5 is happening and player has golden egg and player has golden seven and player has golden octagon and player has golden monkey
After pushing when the noun is Ye Shiny Red Button and Floor 5 is not happening
According to my rubric, this game is not polished, descriptive, has obscure interactivity, did not have an emotional impact, and I wouldn't play it again in its current state.
But I don't think the effort is wasted or the author is bad. Clearly there are some good ideas here; this just needs more stuff implemented. I would recommend the author to pick the source code of one of the games you find when you search IFDB with the tag "tag:I7 Source Available", and look around to see what kind of things authors can do to make games more polished.
This is a game intended for kids about a magic cup that comes to life, written with the Strand system, which is the system used for the Magnetic Scrolls memorial and several IFComp and ParserComp games since then.
A lot of stories intended for kids end up being too inspid for either kids or parents to enjoy. This game was 'corny', but it was a kind of corny I liked and an imaginative one as well, with its own internal logic and, to me, compelling arcs, even in its short playtime. I found the writing detailed and vivid.
You play as a tin mug that has the ability to affect the world around it, especially on today, its birthday.
Choices were usually binary, often with one clearly better choice, which would make sense when teaching a young child about how choice-based games work. I guess my only thought about possible drawbacks would be that the breaks between choices are fairly large and it would be difficult to hold a child's attention that long if they're excited about choices.
This game lets you explore Octavia, a city described in the book Invisible Cities (by Italo Calvino) as a spider-web city hung on a great web of ropes, pipes, etc.
You are offered three different items to take with you. When you arrive, you have time to explore and look around, seeing the wonders of the city.
But not very much time. After 20 turns, the game ends with a vague message. I unfortunately got that message on my first playthrough right when I was trying to click a moving link, so I thought that this was a 'failure message'. With no undo, I was out of luck.
But I think the intent here is that you explore for a short time but are unable to see it all in one playthrough. That's a beautiful idea, but I find the execution a bit wanting. There's no indication that that's what the ending signifies, and the other review on IFDB I read also seemed to consider it as a bug or problem of some sorts.
I'm giving 3 stars mostly because I like the conceit both of the spiderweb city but also because of the idea of the limited time, even if it came off a bit weird.
From the picture, blurb, and length on the IFComp page (which I swear used to say 2 hours, but I think I must have misread it because now it says 15), I expected this game to a big, polished Twine game with cool visuals, like Porpentine's Crystal Warrior Ke$ha.
Unfortunately, this is a very short Twine game with 1 major area, with simple links to rooms and back (each room being one passage). State doesn't seem be to be tracked at all. Almost all the endings are just vague statements that you slept with someone.
I think the author can do better. This kind of game can be written up in 30 minutes or an hour. That doesn't mean you can't make a great game in that time, but it's hard and needs good luck. I'd like to see more length and/or effort and/or cool new idea.
This is a Texture game, involving dragging commands onto nouns, one of several written in a writing group and entered into IFComp.
This one deals with grief; a loved one is gone, and a letter from her appears and follows you.
I played through twice, one being peaceful and accepting, one being hateful and destructive. I felt like it made a lot more sense the second way. This game has poetic and abstract style, and I didn't connect with it. By that, I mean I would often read a page and feel like I couldn't remember anything I read or anything I felt. The words felt slippery in brain.
Overall I liked the branching paths, but I didn't like how the text often lacked paragraph breaks and sometimes changed font size dramatically from one page to the next; I know that can be a stylistic effect but I couldn't the connection between the text and the font size.
Overall, I like surreal games and enjoyed the 'dark' ending of this. But the formatting and phrasing threw me for a loop.