Ratings and Reviews by MathBrush

View this member's profile

Show reviews only | ratings only
View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
Previous | 411–420 of 3617 | Next | Show All


A Very Strong Gland, by Arthur DiBianca
4 of 4 people found the following review helpful:
Minimalist parser game about alien machines on a spacecraft, September 2, 2024*
Related reviews: about 2 hours

What a fun little game!

This is a single-stroke parser game, a genre which I've seen a few of in the last year or two and not many more before then. So a single keypress becomes an entire command. It was disconcerting at times (especially trying to repeat past commands by hitting the up arrow, which maps to NORTH) but I eventually got the hold of it.

The idea is that you're kidnapped by aliens who submit you to nonsensical tests, until disaster strikes. Now they rely on you for help!

Gameplay is limited to only two action: eXamine and Touch. A few other commands like LOOK and WAIT also work. This may not seem like a lot to work with, but it's like the Library of Babel. That library is a conceptual idea where every possible 410-page book is in a library, containing essentially any novel that is ever written. Someone once pointed out that it's not as weird as you might think, as you could make your own 'library of babel' with two books that only have one page each (one with a 0 in it and one with a 1 in it); by reading them in the right order, you could reproduce any possible text.

So it's the same idea here. The simple two commands are made more complex by having cycling environmental elements, like buttons that do different things every time you touch them, or timers you can set off, or additional attributes you can acquire and then remove (which behave like extra verbs). So the limited command set is just a blind.

This is really hard to come up with puzzles for; I wrote a giant game last year with different areas, and one I specifically wanted to mimic Arthur DiBianca's style. It was by far the hardest to code, the most buggy, and the hardest to figure out, trying to wrassle tons of moving scenes and machine parts.

The puzzles in this game are similar to math research, where you just try to find patterns or loopholes and bang your head against a wall until you solve it. I got stuck in the middle, and was typing up a question to ask for help, but as I typed I figured it out. The final puzzle stymied me too; I had the right idea, but my timing was off.

The story is sparse but has funny parts. Everything familiar has a goofy name and everything goofy has a familiar name. Objects are clearly chosen so that they start with distinct letters of the alphabet (like 'yo-yo'). Overall the aliens reminded me of those in the movie Home.

I had fun with this. Several of the puzzles were very frustrating before I solved them and fun after.

* This review was last edited on October 16, 2024
You can log in to rate this review, mute this user, or add a comment.

Bureau of Strange Happenings, by Phil Riley
3 of 3 people found the following review helpful:
X-Files-style low-budget bureaucracy with supernatural shenanigans, September 2, 2024*
Related reviews: 2-10 hours

**The Bureau of Strange Happenings** by Phil Riley

This is a long, polished parser game that took me around 4 hours even using copious hints.

You play as an agent with they/them pronouns in the Bureau of Strange Happenings, a government agency that has recently been defunded due to political shenanigans. You end up in a small town strip mall and, even worse, all your devices have to be turned in and replaced.

Unfortunately, your phone has been locked inside your new desk. Getting it out is, in many ways, the big puzzle of the game.

I was excited to see a game about supernatural happenings, but I was kind of bummed because for the first 30-50 minutes I was met with a series of mundane challenges and events--trying to get into a laundromat, using a pawn shop, etc.

Using hints to get past that, I realized that it went so long without supernatural shenanigans because it was the prologue for a much bigger game. I remember after a couple hours of play landing in a large suburban town with over a dozen locations and thinking, 'okay, I'm going to bed, I'll handle this in the morning'. There's a lot of content, and it's super-polished; I didn't encounter any bugs.

I do think the entrance point for the supernatural was perhaps too obscure; I had to find one of many rooms, and in that room which had many objects examine something that was only briefly mentioned, and then go to a specific location to use it. I don't think I would have ever figured it out without either using hints or careful examination (which, to be fair, is true for a lot of parser games).

I enjoyed the unusual directions in this game. I also enjoyed several slow realizations about what is going on; this game really includes a lot of 'delayed punchline' or Chekhov's gun moments.

The difficulty level is high, and I relied very heavily on hints. There is a large proliferation of keys, knicknacks, red herrings, books, and so on.

Story-wise, it's heavy on atmosphere and world-building over pure plot. The game makes use of (Spoiler - click to show)lizard people as the main enemy; while some have used this concept as anti-semitic conspiracy in the past, that doesn't seem to be the case at all in this game, which has a much more X-Files feel.

To me, the roughest part of the game was frequently not knowing what to do. The best parts of the game were the innovative directions and compass system and the big suburban puzzle.

* This review was last edited on October 16, 2024
You can log in to rate this review, mute this user, or add a comment.

Hildy, by J. Michael
5 of 5 people found the following review helpful:
A Zorkian polished puzzle game about exploring an abandoned structure, September 2, 2024*
Related reviews: 2-10 hours

Whew! This was a long game! I used hints a lot but I tried to do as much as I can on my own; I think I solved around 40% of the puzzles without assistance.

This is a Zorkian game, both in style and in setting; many characters from the Zork universe appear and you use its magic system.

The game has a long, linear opening that sets the stage followed by a long open puzzle segment and concluding with an endgame and epilogue.

Storywise, you are essentially a young college student named Hildegard (or, Hildy) who is on the rocks with the superiors. After unwinding, your advisor suggests you go out and clear your head, but that leads you to a long-deserted location where many mysteries await.

The author has made some solid games in the past (Diddlebucker, For the Moon Never Beams), but I think this is the best yet. The early segment is fair and the vast majority of puzzles feel well-clued and logical.

The difficulty is pretty high, though. It's like Infocom games where sometimes the struggle is knowing that a certain verb or action is even possible. You also have to pay close attention to detail; things can get mentioned early on and then never mentioned again.

Twice I was stymied by not noticing exits, including once very early on ((Spoiler - click to show)I didn't realize my bedroom extended to the north).

There are some 'old chestnut' puzzles, mainly a logic puzzle involving squares. I didn't mind it, but I could see others doing so.

I used a walkthrough for much of the game, and I have always done that with large parser games; it's one reason I've completed so many. Without a walkthrough, this game could last many hours, maybe being good for playing over a week or two. Without any hints at all, some things would be very hard to guess, so that would make play take even longer.

So I'd recommend this to two groups of people: those who enjoy the Zorkian setting (who could use a walkthrough or not), and those who want a polished, longer parser game (where I'd recommend not using it).

Very much enjoyed this game.

* This review was last edited on October 11, 2025
You can log in to rate this review, mute this user, or add a comment.

The Master's Lair, by Stefan Hoffmann
3 of 3 people found the following review helpful:
A long parser/choice hybrid with magical objects and a castle, September 1, 2024*
Related reviews: 2-10 hours

I’m not finished with this game, but have played more than 2 hours. I’d be happy to finish it later, though!

I’ve seen this game before in the German Grand Prix. I had a goal to beat every game, but when I saw this very large puzzle fest with many complex German words I was overcome by the difficulty and gave up on the Grand Prix.

So it was nice to see an English translation! It also seems to have been updated with new puzzles and more points (2000 vs 810).

You play as a magician seeking a mystical jewel of life hidden in a master magician’s lair. Once you find it, though, you realize that getting out is a whole different problem.

The game has a humorous tone and a wide variety of puzzles. It leans a bit to the risque side, as the master has pornography and is known for seeking after young women.

Gameplay can vary between traditional parser and choice-based, depending on your settings. In choice-based mode, nouns have a drop-down menu with actions, some of which involve other nouns. There are many possibilities, which is good and bad; good because you have to think and can’t just lawnmower through all choices, but bad because it can be hard to find the right option.

I found the puzzles very interesting, especially those involving the stuffed animals. My biggest difficulties were with objects where you need to USE one object WITH another, but if you get the order wrong it doesn’t work (so, for instance, using a key with a door might work but not a door with a key).

There are some minor errors here and there that can be confusing. I had a problem with a snake that I messaged the author about but which I think might be soon fixed, so I’ll update once I get past that part. There is a very helpful hint system with three levels of hints, although occasionally some things don’t have hints or the hints aren’t a complete solution.

I think the only drawback some people may not like is the sheer number of options, with many rooms having many objects which have many interactions. Playing it as a parser game can help, but some objects don't respond to their in-game names (like 'left shelf' must be referred to as 'leftmost shelf', I think). I think the people who will like this most are people who like Steve Meretzky’s games (I feel like the tone and puzzles are similar) and are patient with working through puzzles involving a lot of careful examination.

* This review was last edited on October 16, 2024
You can log in to rate this review, mute this user, or add a comment.

The Curse, by Rob
1 of 1 people found the following review helpful:
Custom parser windows game with excellent graphics and desert setting, September 1, 2024*
Related reviews: about 1 hour

This is a windows executable game in a custom system. It runs in the command line but also has pop-up windows with html-style formatting for things like hints and pictures.

It describes itself as an old-school 80’s type game with minimal story and mostly puzzles, several of them timed.

The idea is that you are on a mission to help rescue a kidnapped girl but your plane crashes near a pyramid and you find out the kidnapper, a shaman, died and the girl has disappeared.

The game is ultra-minimalistic in text. For instance, the description of the first room is:

You are in the desert.
So from here I can go north south or east.

I see the plane.

Wandering around, there are several interesting things, like a foggy area called 'Perdition" and a strange altar.

I had some trouble with the parser. Early on, I was trying to answer the phone, and I had the following exchange:

I see the plane
Incoming video call…
What now Me?
> answer call
Ok.
Incoming video call…
What now Me?
> i
You Own:
a mobile phone
Incoming video call…
What now Me?
> x phone
Let’s see…
Incoming call 0331785692
What now Me?
> push answer
But… the cell phone isn’t ringing
What now Me?

My character’s name was Me because the way the game asked for my name was:

Are you the chosen one?
Who knocks at this door?

and I answered ‘Me’.

Sometimes when I got an error in the game, no matter what my next move was, the error would repeat. For instance:

> x mantle
MANTLE ? It’s not relevant now.
What now Brian?
> go in house
MANTLE ? It’s not relevant now.
What now Brian?
>

There is a help system, that first gives your a kind of riddle hint and then an explicit action. In many places, the only hint is a picture of a mummified hand and the phrase “Do you want a hand? Not now…;-)”. In others it’s more explicit. The hints often refer to things that aren’t in the room description, like walls.

I was able to get into a house with drawings in it, and the hints include a picture with a reversed message, but at that point I got stuck. I’d be happy to try again with a full walkthrough, or if anyone else can get past that point.

The best parts of this game were the cool audio messages and the very nice drawings; very nice additions for a custom command line parser!

While I am giving a 1-star vote at this time, I don't think the game is horrible. It's just that my criteria are:
polish (where the game could use some more commands it understands),
interactivity (where I was lost on what to do a lot),
descriptiveness (the game uses a minimalist style),
emotional impact (which I do think is good and is worth a star with the cool pictures), and
would I play again? (and right now I do not feel that way).

I'd be happy to bump it up one star if the author requests it, but right now those are my feelings.

* This review was last edited on October 16, 2024
You can log in to rate this review, mute this user, or add a comment.

Anatomical Lessons with Dr.Avner!, by Breezy
2 of 2 people found the following review helpful:
Torture/gore game with a mild twist, August 28, 2024
Related reviews: less than 15 minutes

A while ago I wrote on intfiction talking about a trend of games that followed a similar pattern:

"The text is usually a variant of ‘Oh yes, I am the bonecrusher, and I love crushing bones! The sound my victims make when they squeal is delightful’

and then choices are like:
-BREAK MORE BONES
-DELIGHT IN BONEBREAKING
-LICK THE MARROW"

People were questioning whether such games even exist, but this is another one in that category, almost exactly what's described above (down to being excited about removing body parts) even if (Spoiler - click to show)we find out some of it was an act later on.

The majority of the game is a person who livestreams vivisecting and torturing a criminal while describing how much they enjoy inflicting pain and hurting them. It has some illustrations, but they are very 'clean' and more like an anatomy book and not very realistic (thank heavens!)

This genre continues to be popular among those making games, so I assume it has an audience somewhere who loves it, and I hope they find this game. For me, I don't think I'll ever see the appeal.

The ending twist doesn't make much sense because (Spoiler - click to show)removing someone's liver is already a death sentence measured in hours, there's no reason someone capable of removing a liver and a stomach during a vivisection wouldn't know that. So why react so differently to murder when you've already murdered?

You can log in to rate this review, mute this user, or add a comment.

A Brief History of Divine Instruments, Vol. 1, by St. Byleth
1 of 1 people found the following review helpful:
A story about a man and his weapon, August 26, 2024
Related reviews: less than 15 minutes

This story is the first in a series about a world where soldiers craft living weapons that take the appearance of humans.

In this story, a man and his male-looking weapon are travelling in a deep snowy region. They love each other, and are searching for something that even they don't know everything about.

The writing and worldbuilding were solid. This is part of the single choice jam, so it wasn't amazingly interactive, but my only choice felt real and led to some pretty different results.

I would definitely play more games in the series.

You can log in to rate this review, mute this user, or add a comment.

Akusekijima (ES), by echo river
A story about a god of an island , August 24, 2024
Related reviews: less than 15 minutes

This is part of the Single Choice Jam, and is inspired by a short Japanese film called Boze.

In it, you are a weakened and forgetful god who is disturbed by the approach of a visitor. Fearful, the visitor has to select between ritual items, each of which reveals more about him and about you.

It's a short game, but handles the 'forgetful god' concept well, and made me interested in looking up its inspirations.

You can log in to rate this review, mute this user, or add a comment.

The Thread, by More Teeth, Please
A brief game about fate and a witch, August 24, 2024
Related reviews: less than 15 minutes

This is a short game that depicts a scenario that is all too human but phrased in fantastical terms: deciding whether to remain home with uncomfortable comforts or to strike out into the unknown and frightening outer world.

More specifically, you a young woman who has run into the woods in the hopes of finding a witch and leaving home behind. But that may be harder than you thought.

The writing is, to my taste, overwrought. This is subjective and not objective, but I think that the elaborate analogies and similes can get confusing. For instance your heartbeat is described as:

Your heart thuds in your chest, the reverberation of an ancient drum that has beat and beat and beat since the beginning of time. It echoes with the cries of a hundred anguished souls, tied by the same thread that follows you from home, stretching across acres of flat, empty land before it becomes a tangled mess in the trees that shield you from view.

I wasn't aware until after I had played and until I was writing this that (Spoiler - click to show)the thread mentioned here is 'real'-ish and story-important, while the ancient drum is not.

Similarly, we meet someone described thus:
(Spoiler - click to show)She smiles and the rows of her sharp teeth—thousands upon thousands of them, lining her palette and receding into her throat—shine and gleam in the total darkness.

Thousands is a lot! I looked up (Spoiler - click to show)how many teeth sharks have, since that's an animal with a lot of teeth, and they only have around 100 or 200, but the whale shark has thousands, and to fit them all in they're really, really tiny.

So I think that for my personal feelings the writing could be toned down a bit, but I did enjoy the setup and the choice, it was one of the better choices I've seen in this jam (the Single Choice Jam).

You can log in to rate this review, mute this user, or add a comment.

In Wake of Betrayal, by IchorOfRuin
Blood and despair: a snippet of a shattered life, August 24, 2024
Related reviews: less than 15 minutes

This is a brief story entered into the Single Choice jam.

It is the climax of a story with no buildup: a queen is in full rage and despair, throwing things and overall suffering because her husband, the king, has caused the death of her brother. She then has a choice on how to react.

As part of a longer work, this would work really well, but for me, in its snippet form, it had less of an effect. It's like seeing a car crash on the side of the road with ambulances; it can be sobering and make you think, but you won't remember it much a day or two later. But for the family of the person involved, it can be traumatic and life changing.

So here, I felt like an event of massive importance was happening, but it wasn't one I had established a connection to yet. The author did use a variety of emotions and offered several paths, and the writing is overall solid.

You can log in to rate this review, mute this user, or add a comment.


Previous | 411–420 of 3617 | Next | Show All