This was a solidly coded and enjoyable game that I found just slightly under-clued.
In it, you play as someone who gets drawn into an interview to become the assistant to a word wizard, or semantagician. The interview is a locked room puzzle. You're locked in the room, and need to get out. But there's not even a door!
Your tools consist of a few objects you can find laying around in addition to a half-dozen or so implements that can alter words. Some of these are easy to figure out (like a 'sawing in half' table, although that one had a catch I didn't quite get at first), while others are pretty obtuse (like the chimera box).
Helping you along the way is a cute rabbit named Weldon who can answer your questions.
The puzzles here are fun and funny. I liked how there were a lot of animals in the game but, instead of implementing lots of details about animal sound and behavior, etc., there was a lot of discussion about how these aren't real but simulacra, and the strange implications that has philosophically.
I had a great time with the puzzles, but I did get lost pretty often. In a way, that became the puzzle. I did consult the walkthrough because I never thought of how to handle the robe. Opening it, I saw the solution to a couple of later things ahead of time.
I wonder if it could have used a little more guidance here and there. On the other hand, it's a small, constrained environment and not too long a game, so there's some wiggle room on how clear it needs to be. I guess it comes down to player preference. If you want a puzzle game and not have your hand held (but still have some hints in-game), this is great for you.
I like Penthesileia by the same author, so I was looking forward to this.
This is an intense love triangle (actually more like a incomplete love tetrahedron) in a fantasy story. You, a man, have heard about the return of your childhood crush who was called to be 'the hero'. But he and your sister also had a relationship, and it's hard to have your crush so close and see what's going on and not be part of it.
Later on, someone else is thrown into the mix, a fourth option that provides intense love but comes with immense, pretty awful baggage.
The fantasy story provides the framing and is essential to the nature of the fourth character, but all other aspects of this story could work in almost any setting. It's about essential aspects of human nature: love, obsession, hope, despair, jealousy.
There are some options that felt significant, but I only played once so I don't know if they have an effect on the overall story (it's okay if not, they were good for roleplaying).
The game had some strong profanity, which I muted with a filter. It is a queer love story and has drama but does not (I think?) contain homophobia. Someone else who has played can feel free to correct me, but I had the impression that the relationships were dangerous and felt illicit but not because of homophobia, but because someone else had loved them first. Still, all gay relationships are treated as secret so it's hard to say (I'm only including this part because I know some people have a preference in how the world setting treats gay relationships).
I like this author's writing style in general and look forward to future games.
This is an unfinished Twine game about you, a horse whisperer that now works for the mob. You have to talk to three horses and get them to finish a race in the order that the mob has told you to do.
You have about a week to do that, and can talk to one (or sometimes more) horses a day, then you race.
Each horse has its own dialogue tree. These aren't, in general, finished, and the end of the race screen I played had a broken else statement in Twine (which I reported as the game asked).
What text there is is mostly jokes about the wild lives the horses live and silly dialog options you are allowed to say. Some of the content might be described as crude but mostly harmless. I enjoyed some of the banter with the snobby horse.
Like a couple other games this competition, this game would have benefitted from more prep time, and especially if it had been finished before the competition began.
This game has a lot of interesting ideas (the phone dialing was especially interesting) but has deeply broken implementation.
It's a one room game but only the first time you look is everything described; after that, if you want to know what's in the room, you have to scroll back up to the first look you gave, at all other times it just gives a terse, unhelpful description. Parts of the room are implemented that aren't mentioned in descriptions. The floor is covered in 5 or 6 groups of things called 'objects' but if you 'x objects' the first thing that it defaults to are objects that aren't supposed to exist until later in the game and are described as missing and not visible even then. The help system asks you to type in keywords, but 90% of the time if you do it asks you to be more specific but doesn't give you a hint on how to do so. At one point you gain an object that let you unlock something, but UNLOCK doesn't work, you just have to OPEN the thing while holding the object. There is dirty underwear whose printed name is dirty socks but in messages its called dirty unmentionables, and if you TAKE it it describes you taking it but it spawns back into the hamper it came from.
So the clear issue here is practice with Inform. These kind of issues can be ironed out over time. I like to spend about equal amounts coding and testing/beta testing, because it takes a long time to figure this stuff out.
A lot of the actual material in the game is pretty good. The setting is creative and the numbers you can dial on the phone have some fun and unexpected responses. So all this needs is some more 'time in the oven'.
This game uses the Decker system, which has a nice integration of graphics and interaction, similar to bitsy or binksy but with more complexity (I think it came first).
In it, you order a cartridge for essentially lost media online and wait for it to get delivered, which takes an hour of real-life time.
Once you get it running, it turns out to be bland and harmless, a simple game in a playground. The game breaks down as you play, forcing you to hurry to finish it on a timer. Opening the cartridge up afterwards reveals a physical limiter that hides part of the game. By breaking the plastic, we can remove that limiter, but each time we do it takes a minute or two in real life to be able to play again, then we have another fast session where a timer counts down, then charge up again.
Each time we do this, it opens a new level of the game we can go 'down' to, in a symbolic quest like Dante's Inferno or My Father's Long Long Legs. The further we go, the more strange or upsetting things we see (or rather, read about in text), including bizarre birthing videos, characters that blame us for our actions, horrible violence, etc.
The ending was unanticipated and surprising. We're left to contemplate what happened.
I had a visceral reaction to this game and wrote down my thoughts on it, but I'll keep this IFDB review to the game itself for future generations. The three stars reflects a combination of my personal enjoyment, personal reaction, and my belief of how others would feel about this game in the future. I'd give it a 5 but the timed nature is a severe deterrent to many IF players, like busy parents or those with limited sight.
This game depends on the author's api AI key, which is currently non-functioning, making this game unplayable. I'll update this review if it becomes functionable again in the future.
Someone in my life dislikes cheese, pickles, and mustard.
If I spent a long time making a beautiful cheese-filled pickle dipped in mustard and presented it to him, what would be the desired reaction?
This game is a kind of Mystery Science Theatre 3000 version of a Zork knock-off. On the left side, it has text resembling a parser game. On the right side, it has running commentary by two people playing the game. The only way to control it is through a bar of commands at the bottom.
The game also seems to have taken a wide slew of complaints about interactive fiction games and put them into a game to make it as irritating as possible. And I do mean intentionally; the author is quite aware of the frustration involved, from the name 'moon logic' to in-game comments.
The game uses timed text, a famously hated IF concept, and uses it in a way that doesn't contribute to the game meaningfully. It has a 'fast' text setting which is still fairly slow. The pseudo-parser text is not scrollable and doesn't have a back button. It later on adds shaky text effects, zooming in and out effects and rotating effects. These can be turned off.
The menu is intentionally obfuscated and basically turns the whole game into a giant tower of hanoi problem, reiterating smaller solutions in the same order over and over to recreate even basic tasks. Only 4 or so commands appear at once but disappear as you use them, so to get to important commands you have to repeat a ritual of examining, looking, and inventory. There is no choice on where to go, only a 'go' option, so you have to limit yourself by closing exits and such to move around. You can only take and drop items in a very specific order.
I felt my left eyelid twitching by the time I was done (I was also playing Violent Delights at the same time, a game that asks you to wait for a long time while playing).
So, this is a game where I recognize the craftmanship and creativity but did not experience joy through play, much like Targhairm. It is clear that great talent and work went into it, and the puzzle logic is quite complex and parts of figuring out what to do next was enjoyable, but the apparent goal of frustrating and bedeviling the player was also achieved.
Edit:
I should mention that it looks like I missed some features in Moon Logic like screen reader support which helps ameliorate some of the more frustrating aspects and lets you pick between the 'frustration' version and a version that lets you focus more on the clever puzzles. I did eventually figure out the UI features at one point but I recommend trying the screen reader support both on and off to see what you prefer. 
This game is an Adventuron game, which was fun to see (haven't been very many this year).
It's in three major parts after a brief introduction. You play as someone investing eels and their migration habits. In the opening scene, you pick your name and answer a question which I didn't quite understand: "How do you reason two locations?". It doesn't matter how you answer that, though, as the game continues to the main parts.
In the first part, you are locked out of a colleague's house due to a scheduling mishap. There are only two locations you can visit, and at first I thought I was stuck. But investigating more closely brings you to more areas and an NPC. This part was fun, and even when I didn't know what to do it was so constrained in scope that I could just try everything. The ending of this section was strange and fantastical but doesn't seem connected to later sections.
The middle section has you getting a nautical map and setting sail. It was fun interacting with the boat and sea. I didn't quite understand the directions on where to navigate the ship, so I used the guide.
The last section has you combing a beach looking for sand and water samples while dealing with some tourists. This part has some good nature descriptions.
The game mentions AI assets being used, but they aren't in-game, they're only visible on the itch page for the game as additional feelies.
It says it was based on one of the earliest nature books, of the same name as the game, written by Rachel Carson in the 40s. Wikipedia said it was very poetic, and I pulled up a copy online of it and it was actually great. I got some of that love for nature in this game. But this game has a lot of random pieces that are hard for me to piece together into a story, so it's a mixed success in my book.
I heard a lot of people praise this game before I played it, and I can see why. It's a nice-looking Twine game with multiple graphics that set a creepy mood, different-colored links to distinguish between 'informative' options, cycling options that affect the branching of the game, and 'next page' type links.
The story is unsettling and branches a lot. You play as a girl who, together with her friend, visits some local 'witch girls' to try to get boyfriends. When you're rejected, you have to cook up a boyfriend on your own.
The different branches play out very dissimilarly, so it's worth replaying at least a few endings. There is a flowchart after playing through once (around 20-30 minutes for me) that lets you see exactly where branch points happen and let you hop to them, which is a nice feature. In all, this is probably one of the most player-friendly games I've seen, and makes me feel like the author put a lot of care into this.
I liked the ending line of all the endings, and the way it tied it all together.
This game had extensive strong profanity, so I ran it on a backup browser I have with a filter rather than skip it altogether.
This game is choice-based and has a recurring inventory mechanic where you can put different objects into your backpack. Your backpack has a grid with a fixed number of spaces and you can try to fit different objects into those spaces. Some are huge, others are tiny.
In the story, you are a rage-filled fast food worker who gets fired. Everyone hates you and makes you feel like a loser, which you might be, depending on your choices. You get taken through a portal to a new world, though, with a new chance to start over. You have a couple of chances to bring things back and forth.
The characterizations in the game are clear and strong, and the writing does a good job of conveying a constant sense of your life being on the verge of collapse. There is a married character that hits on you (as a (Spoiler - click to show)proxy) which was appropriately disturbing and weird, fitting the setting.
Then, it kind of ends mid-story beat, promising possible future sequels right when we are about to get answers.
So, it would be fun to see what happens next. I liked the backpack system.