This is a shortish game mostly involving complicated puzzles (like the lights puzzle where pushing off one light turns on all those around it, or counting to 255 in quaternary).
Some of the puzzles are gross or a bit mean-spirited, and it could all use some more cluing. Beyond that, it's pretty competently programmed.
Mostly interesting for fans of convoluted puzzles.
This is a creative horror game, focused on ghoulish/crypt horror and exploring some tombs/labs.
The game is creative, with various NPCs that are active. But the implementation is no good, with even the walkthrough's commands being unrecognized at times.
Still, it is interesting for fans of non-Lovecraftian horror.
This game was really talked about a lot in the 2016 IFComp. It is unusual; it consists of many (< 500) short stories about apocalypses, many of them grim or with body horror, but with good writing. The player was invited to add to the total number of apocalypses.
I found a lot of the apocalypses very enjoyable. The format was hard for me to navigate, though; I couldn't find new stories at the pace that I wanted to. They are linked by keywords, sometimes, and sometimes not (i.e. there are dead-end links).
I enjoyed it.
Well, I guess marketing works. After seeing months of promotional materials for Strayed, I decided to try it while it was on sale out of curiosity.
This is a longish hyperlink game. Although the ads seemed to show graphics for the pc version, the android version was, as advertised, pure text.
The game has a strong central horror narrative, with several detours allowed on the way, with many of the choices being flavor choices.
Just before this game, I had played Abyss, which is a similar game (twinelike without stats, on the play store). This game has better writing, less typos, and is more mature than Abyss, but is of comparable size. Those differences, though, make the difference for me between a free game (Abyss) and a commercial game (Strayed).
On replaying Strayed, I found quite a few new areas I had not previously explored, and the grand finale was different in a way that ties into the nature of the horror.
However, I did not find the horror gripping. It reminded me the most of some creepy pasta stories, where some reactions of the participants don't reflect reality (an example not from the game: "You see an airplane that morphs into a fluttering leaf. You shrug it off.")
I guess I was hoping more for emotional investment (like Hana Feels) or persistent consequences of actions (like Choice of Games), both of which the authors had written for. But $1-$2 is an appropriate amount for this game.
Edit: I added another star when I found out the underlined text showed you what your choices had affected; I really like this in a game.
You are a blind woman kidnapped by a sort of serial killer. The writing is pulp-y.
The big idea here is that you FEEL, SMELL, and LISTEN instead of LOOKING.
This concept is actually implemented pretty well, but the puzzles themselves are mostly of the search-everything and perform-uncued-action variety, which makes the game less exciting.
It took me 209 choices to complete this game on my third playthrough.
This game took third in IfComp 2016, but as of this writing, it has the highest rating and number of ratings on IFDB.
In this game, you arrive at and explore a mysterious old motel with a supernatural flair. The game uses two main types of links: mostly-static location-based links for movement, and then conversation/emotion links for small scenes that play out as you move.
The two kinds of links are very consistent, making for some great gameplay. The styling is also good, with some nice animations and fonts and colors.
In this game, you face a series of combat challenges, one after another.
Each challenge is in one location, and you use a variety of methods to attack your opponents.
Before Superluminal Vagrant Twin, this was probably Pacian's best known game. It has some violent and suggestive elements. It features a romance and several friendships, often with the people you are battling. The setting is rich and evocative.
This was my favorite game of the comp, on the strength of its writing and its use of kinetic links.
In this game, you play a fake psychic who discovers their true powers after being roped into a murder investigation.
The gameplay resolves around big chunks of text with little choices that change some flavor text. I usually don't like this style, but the concept of a psychic\detective trying to prove himself is great for this style; it makes you hunt the text for clues, trying to figure out what angle to approach a person, to guess what item to use next. It reminds me of Arthur Conan Doyle's stories, with a strong attention to gathering clues from clothing, appearance, and clues.
The styling is gorgeous, the machinery runs smooth, the graphics are good. Does this mean Parser is dead? No, it just means that there's twice as many games to enjoy.
This game has over 280,000 words, and is written in the 'time cave' style, where different choices lead to wildly different stories (80 different endings, in fact). Most time caves end up having each branch be fairly weak and underdeveloped, but this game does a great job on each branch.
The action is fast paced, and takes you through spy thrillers and possibly hell.
The feel is that of an old-time CYOA book, with sudden changes in genre and situation.
Recommended for fans of fast paced twine.
This game from IFComp 2015 is, in my opinion, one of the best Twine games of all time, and certainly the best outside of the well-developed horror/darkness segment.
In this game, gameplay is split up between a summer camp with a slice-of-life scenario and dreams with an absurdist take on talking birds. As the game progresses, the two halves become more related.
The game takes a stats-based approach, with a twist. You develop statistics at night during your dreams; in the day, it affects what options you have for various activities. At first, I felt like the stats didn't matter, because scene follows scene in the same order regardless of your actions. However, on replay, I found that some of the best material is contained in stats-enabled actions.
This story is long and has several surprising turns. It's split into several days, each of which can be accessed independently in case you can't finish in one sitting. Because stats seem to be reset each night, I don't think you lose anything just skipping ahead.
The game includes some mild summer-camp-normal sexual references near the beginning, and one branch of one scene contains strong profanity.
Recommended for everyone.
Edit: When I played through again, I counted the distinct pages I viewed, and I took 234 choices/pages to complete the game.