This Spanish Ectocomp game uses the Kunludi engine, which (at least in this game) means there are in-game links as well as a menu of options on the bottom, some of which have other options. There are rooms and an inventory as well.
In this game, you are exploring an Addams-family-like mansion on a dare from some friends. You have to find something shocking to show them.
The game is pretty linear; if you explore everything you will eventually progress. It's fairly quirky, like Addam's family, and has some pretty mild sexual content and gore.
Overall, the writing was pretty good, but the interactivity could have been more complex.
This adventuron game, written in < 4 hours, has a couple of nice pixel art images thrown in, which I suspect was hard to do in the time frame.
It also has a neat mechanic. You are in a river of blood, and objects float by, headed downstream. You have to chase them to check them out. Meanwhile, death, or Charon, or a similar figure is hunting you down.
It was tricky sometimes to deal with the moving objects (and I think (Spoiler - click to show)the dinghy will float away even if (Spoiler - click to show)you are in it, causing some weird disambiguation issues). Overall, a fun little treat, with what must be the most blood of any game in the competition.
This is a complex story written in Inform. You play as a man who recently experienced a haunting tragedy. Driven to solitude, you take work at a national park working in a lookout.
But things aren't okay out here. Something strange is happening to animals and hikers, and there's little you can do to stop it.
The game is story-driven; puzzles are minimal, and the borders of your little world are enforced strictly, while the game takes most actions for you. I felt like pacing was slightly off, where a little more guidance in some parts and a little less in others could have worked better, but it's hard to put my finger on anything.
I think the story mixed together the threads of isolation, terror, and loss pretty well, and I found to be one of the better short games I've played this year.
This game is set in 1500's France. You are a student, with a group of other students, and there are rumours of a witch in the city.
This is a short game made for a speed competition in Choicescript. Despite that, it manages to build up some fun tension in a short time. The main objects of interest are interacting with your fellow witch hunters and trying to decide whether you are really doing what's right or not.
As a caution, this game contains (moderate spoilers) (Spoiler - click to show)extreme violence to animals.
I found the ending a bit abrupt, but overall I liked the tension in the game. This was one of the more enjoyable Ectocomp 2021 games for me!
This is a Petite Morte Ectocomp 2021 game, written in 4 hours or less and featuring the custom parser system used in the author's game The Libonotus Cup.
Visually, the game looks good in terms of font and color.
The story and gameplay are that you are going to the bathroom when suddenly you appear as a ghost in front of a tower. There are 8 locations around the tower, arranged in a circle. Unfortunately, you don't have hands that can pick up anything.
So you have to visit different locations and gain different powers. One location had a riddle which was based on a pun, which could be hard for non-native English speakers.
The setting is interesting, and the descriptions are well-developed for a 4-hour game, but the whole thing is somewhat disjointed and nonsensical. It's just a fun, short puzzly game, and there's nothing wrong with that.
This game is an overflow for ideas that didn't fit into the author's previous Pig Latin-themed game, Under They Thunder.
Like the majority of Andrew Schultz games, this is a world with names based on some linguistic trick (here, Pig Latin) that is surreal and focuses a lot on overcoming bullies using self-confidence.
It's a speed-IF with a small map, and due to the constraints almost all objects are undescribd.
The main gameplay element is that you walk around, but the map is blocked, but occasionally you get an item when you're walking that helps you pass them.
There's a little more to it than that, but I confess that I couldn't grasp the main puzzle at the end without glancing at the walkthrough.
This is a wordplay game centered around the idea of repeated sequences of letters (like how the title, 'psyops, yo' consists of 'psyo' repeated twice).
This is smaller than most Andrew Schultz games, which makes sense for an ectocomp entry. It has 4 puzzles you need to solve.
I found two of them with a little thinking and felt good about it. The other two stumped me; I used an online word solver to figure it out, and both surprised me as I felt they could be hinted a little more.
Overall, a fun concept.
This game is fabulous plot-wise: you encounter a mysterious deer beast in the forest and track it back to a farm. There you discover a strange series of events in the past through the use of journal entries.
Getting that story, though, can be a real pain. Many commands go unrecognized. Here is an example from early on in the game:
(Spoiler - click to show)> x door
A solid front door made of heavy wood. The green paint has all but peeled away. You see a tarnished door knocker in the shape of a Fleur de Lis.
> knock
I don't understand your command.
> knock door
I better use the knocker to do that.
> knock knocker
You can't knock it.
> x knocker
A tarnished door knocker in the shape of a Fleur de Lis.
> use knocker
You use the door knocker and knock loudly... Nothing happens. Looks like no one is home.
(You unlocked an Achievement.)
A lot of the wording is confusing or misspelled (like 'Knock arrow' instead of 'nock arrow'). Overall, the game could've used less time in making its huge map and more time in polishing a smaller segment of the gameplay.
I really like the story, though, which is why I'm giving it a rating of 3 (for descriptiveness, emotional impact and the fact that I'd play again).
This is an entry in Ectocomp 2021, in the Grand Guignol section.
You play as a young person who is able to see ghosts, or at least a specific ghost named Jack. Jack urges you to solve his murder and stop another which is about to occur.
The map is pretty large, extending over three different main locations, each with 8-20 rooms.
Interaction consists of classic parser gameplay (one puzzle (Spoiler - click to show)is familiar for fans of older games, although with an unusual twist) as well as topic based conversation.
The game has an interesting premise and excels most at setting and scenery.
The implementation could be more thorough. Many synonyms are not implemented (for instance, in the final scene, (Spoiler - click to show)the service box only works if you UNLOCK BOX WITH KEY, and not if you TURN ON BOX, RAISE LIFT, go UP, etc.) Many key items are not implemented, and some verbs that are directly suggested in the text do not work. An important PC's name isn't capitalized in responses.
I think this game could benefit from being ported to Adventuron. Adding some nice pixel art would improve the overall appeal, and the (large) Adventuron audience is generally less concerned about small details of implementation and appreciates the classic gameplay and interesting maps of games like this.
This game, entered in Ectocomp 2021, is a brief Twine game in which you recreate the Chaucer story The Pardoner's Tale as one of the main characters.
For most of the game you have two choices: follow the story, or go off the rails. Going off the rails generally results in your death. There is no undo, so you'll have to replay, which can be mildly slow due to some timed text but not too bad.
There are three main endings: death, the traditional Chaucer ending, and, the game insinuates, a victorious ending, which I eventually found.
I think the Chaucer original is neat. The gauntlet story structure here was a bit rough, since you saw the same text over and over again and the extra deaths didn't really add much value. It was essentially a 'do you want to continue the story or start over from the beginning?' button.
The layout was a bit hard to read, with some paragraphs being centered and the lower paragraphs being left-justified. Also, the author used a serifed font on a pure-black background, both of which made it harder to read.
There were many stats displayed but they were a bit confusing. At one point I think I had -3 money.
Overall, the strongest points here are the interesting story and the characters.