This feels kind of like a game for the author to experiment with and/or learn ADL.
It's a .exe file that leads to a simple game with < 10 rooms. Most rooms have 1 item. There are several characters you interact with using TALK CHARACTER. Instead of GIVING items, you PUT items in different places. The game ends right when you get the final point, closing down instantly without waiting to display the end text.
The writing is minimal, there isn't a strong connecting narrative. The puzzles are logical, though. If this was a trial run for the author to check out the language, it succeeded. I'm very glad there was a tutorial, as most games written in .exe parser are hard to navigate, so that's a definite plus here!
This is a short anthology of 7 poems.
Each poem consists of a few lines, each of which has cycling text.
You can either read the poem straight through and then cycle each line, or cycle through one line at a time. Or anything else you like! So it essentially is a collection of two-dimensional poems, which I like.
The poems are all about aliens, and saucers, and changes, and doubt. With its combination of obscure meanings and occasional goofy lines it reminded me a bit of Subterranean Homesick Alien or Decks Dark by Radiohead.
I appreciated this anthology intellectually, especially its polish and design, but didn't feel emotionally engaged for some reason or another.
This is a short parser game set in space. It has neat little pixelart graphics at the top.
Like another reviewer, I had a bit of trouble realizing I had to hit enter to start the game (might be worth adding a 'hit enter to continue' text on the title screen).
The game has you floating in space. There's not much to do besides cry, it seems at first, but fortunately the game has implemented a lot of little actions to add character. But then the real puzzles start (for me, I started by (Spoiler - click to show)examining my suit, if anyone's stuck).
Besides being longer, the best thing the game could do is get more transcripts from players and responding to even more actions than are in the game (for instance, I think TURN ME should give a different response).
It also might be worth splitting up some of the complex actions into more parts; I typed in one command and the game had a big, complex scenario where I tried things over and over again until I figured it out. It might have been more fun to do that myself instead of having it described to me.
This game has plenty of potential but is still in the early stages.
Right now, it's a completely linear intro with some nice music and some placeholder images with a charming feel. You are a young witch ready to profess your love, but when you arrive at your sweetheart's door, she's gone, and only a fragment of a spell is left to give evidence.
And that's it. Would play the full thing, when it comes out.
This is a visually very nice game, and funny, too.
It's a short twine game where you play as a crow with an attitude and intentionally bad spelling (basically 'no u' times 100). Your attitude, is, in fact, measured, and you 'win' by getting the highest attitude.
We played this in the Seattle If Meetup and I played it after, as well.
It's fairly brief, and amusing. It seems to have some kind of randomization or procedural generation, as you can get different events on different playthroughs.
There's some mild profanity. Overall, it's not too long so if the above sounds appealing, try it out.
This is an interesting experiment, reminicscent of Heaven's Vault or Short's First Draft of the Revolution, but I think it falls a bit short from both.
You plays as a translator, given glyphs in the ancient language of Asemia. Clicking on glyphs gives you other glyphs. After you go to the next page or two, a translation appears.
Asemia was a place of hard things, where people died and soldiers destroyed. The music and the extra-translatory dialogue also deals with this.
To me, the biggest difficulty I had was in the obfuscatory interactivity. What does clicking do? The same glyphs and stories came up multiple times, sometimes with different translations, and sometimes with the same. Do my actions, cycling through glyphs, change the output, or do you automatically get different results each time?
And it just doesn't make sense from a translation viewpoint. The glyphs you cycle through are very distinct from each other, so it's not like you are trying to guess what different words are in the language. It would make more sense to cycle through the translation of a fixed glyph, like Heaven's Vault does.
I'm sure there could be a deeper meaning to everything, but I didn't find it. Lovely visuals and graphics, though, and the writing is solid.
This is a compact twine game where you attempt to go about your day despite a minor annoyance.
The bulk of the game is a long loop about dealing with the annoyance.
Quite a bit of it reminds me of my friends with sensory processing disorders including certain forms of autism, where they have to go to other rooms to avoid noise or where head-cancelling headphones.
Some of it, though, seems more directly tied to OCD, like repetitive hand-washing behaviors.
Its overall message about how to deal with these things isn't something I can personally vouch for; however, the techniques described do seem related to those I've used to manage depression, so I could see them being valid in this situation.
Overall, I think the structure is interesting, but I feel like it could have been developed a bit more, hit home more.
This game's tone reads like a game parody of Neil deGrasse Tyson's 'well, actually' twitter posts (like when he pointed out that leap day isn't the earth actually leaping). The tone is very heavy-handed and smug, with the game literally telling you 'you made a wrong choice, make better choices in the future'.
I'm sure it's a parody, but a well-made simulation of an annoying thing is still an annoying thing.
Otherwise the writing is sharp and word choices and images are clever.
Message-wise, I think the concept of humanity eating bugs is just fine; I love shrimp, and shrimp is more revolting-looking than other insects. But it helps that I was fed shrimp at an early age; I got used to it, and I'm not used to bugs.
Overall interesting, but, to me, too successful at imitating an annoying person.
This is a short, one-move game from the author of the iterative Locked Door series.
You are alone with a hideous monster on a planet, alone and marooned. Most actions end the game immediately, with some kind of effect, while others give you more info.
A lot of work went into this. Decompiling this, there are a ton of verbs being implemented here.
Many of the results are similar to each other, but at least they're coherent. I got a Sisyphan vibe from the game (maybe projecting; I like Sisyphan things).
I can say I found it pretty funny when I realized what the general theme was. Worth trying out due to its short, easy-to-try length.
Whew! This game brought back a lot of memories.
It's a game that doesn't take too long to play. You are a person with an abusive significant other, Alex (I read the protagonist as coded female and the antagonist as coded male, but the game is purposely ambiguous and uses they/them pronouns for Alex).
Alex does things that are expressed as being for your best interest, but really they are for their own selfish interest. Keeping your away from your friends and family on social media , moving to be closer to their family but away from your friends and family, constantly worried that you will cheat (yep), shaming you for interests they're not into. All of which I've experienced in real life.
Actually, contemplating this game made me zone out for about an hour, thinking about things, and I wrote a big personal essay about it and realized I never finished this review. I guess I'll have to give this game points for emotional impact, that's sure. I found the choice structure not as compelling, but I can't think of any recommendations for it. It has real interactivity and limited options, but I feel it could be somehow pushed a little more. Overall, a game that has unsettled me to my core.