This is the third game in the Crumbs series by Katie Benson, all of which deal with a struggling foodbank and the effects of Brexit. All games in the series are speed-IFs.
In this one, your foodbank is one of many across the UK which are being pressured into closing by HappyHealth, a government-backed private company taking over health care in the nation.
You can call three people to discuss the foodbank, deciding what to share with them, what to ask them about. Then you make the final decision.
Each person seemed real, and the text was interesting. I felt like I had some interesting choices. However, there was a bug where I talked to Trudka and then Mom, but the game thought I had talked to Mika instead, so it looped me in talking to Mom over and over. I solved it by talking to Trudka, then Mika, then mom.
(Edit: In the latest version, this bug has been fixed).
For several years now, Ryan Veeder has entered a game with a variation on th name Tales from Castle Balderstone. Previously, these games were parser games that contained many 'mini games' with a framing story that you were being guided around a castle that was holding a contest or reading of short horror stories, with each story being one game. The narrator of the framing story speaks to you directly as a guest, and is usually Ryan Veeder himself.
This game spoofs that general idea, but instead of parser games, it uses Ink, Twine, and Choicescript (possibly more). In an interesting twist, this year's real Castle Balderstone game also blends platforms by using both Twine and parser.
This game uses the same framing device, except now there are more Ryan Veeders; in fact, everyone is a Ryan Veeder.
The overall switching between systems is impressive, but the game has numerous errors, such as doubled periods in the Twine system and a game-crashing mis-defined variable 'raven' in the Choicescript section. My game ended abruptly after the Choicescript section with a screen that I could only see when not in full screen but couldn't click on, so I assume that was the ending.
Overall, the game has funny elements (such as the stats screen of the Choicescript section). I feel, though, that it misses the mark a bit. Castle Balderstone is already a humor/parody series, so making a parody of it is like making a copy of a copy, kind of how Scary Movie made fun of Scream which made fun of earlier horror stories. Part of what makes Castle Balderstone games work so well is that, within the framing, the stories can be seen as completely earnest and actually work quite well as sincerely creepy or heartfelt stories; the games also serve as a combination dumping ground/testing ground for interesting game concepts, many of which are completely new or at least relatively uncommon in the parser scene. This game has a touch of that (with blending Ink, Twine, and Choicescript), but in the end I was left a bit disappointed.
-Polish: I found several bugs, including game-crashing
-Descriptiveness: The game is pretty vague
+Interactivity: I liked the switching systems and some of the mechanics
-Emotional impact: Like I said above, it didn't really grab me.
+Would I play again? Yes, especially if the bugs were fixed!
This is a Petite Mort game, meaning it was created in 4 hours or less.
The author has chosen two lovely Emily Dickinson poems focused on death and the afterlife. The author has turned them into a parser game as minimally as possible, so that looking or some other simple action is all that is needed to get the next action.
Most adaptations fail when they go 'off the rails', since people's writing is rarely as good as the original they're adapting, so choosing to be faithful to the original was a great choice.
Of course a game written in 4 hours tends not to be super polished, but I like the imagination here and the concept is done well.
This is a fairly short horror story set in space.
You wake up in a food storage area of a ship with all the food running out. You have to exit and explore your ship. The general feel is uncertainty, terror, and wistfulness.
It's a small game, only 4 locations. The writing has a nice creepiness.
Overall, it felt a little spare, a little far in the direction of minimalism, especially the final room.
I took a lot of ballroom dance classes in college, and I remember one of the biggest problems a pair could have is noodle arms. If the arms are rigid, the two dancers can communicate effectively, but if they're lose, dancers tend to step on and run into each other.
This game has some good ideas but has so little feedback. I had no idea what was going on until I peaked at the code.
Gameplay-wise, you wake up and have 3-4 areas you can take care of by watering, removing trash, etc. (Spoilers for ending and mechanic)(Spoiler - click to show)This lasts for 7 days, and, each day, the river grows bigger, removing gameplay areas unless you shore it up enough the day before.
For me, it was difficult to see any effect of my actions, besides the immediate ones of watering and such. (Spoiler - click to show)The effect of the river was indicated by the absence of old text, not the presence of new, and as I was shoring up a lot from the beginning, I saw few changes. This, for me, made the game more or less a tedium simulator. Even once I knew what was going on, I had no real reason to care for either out come, because I was nobody in a nobody land. I can see the thought experiment, but it just didn't pan out for me.
This brief Twine game has you exploring a forest after you accidentally (Spoiler - click to show)lose your gender. Lookin around, you try to understand and search for gender identity through metaphor.
There are only 4 or 5 choices in the game, but there is meaningful choice. The game invites you to understand what is meant by gender roles and identity.
In the end, the choice isn't all yours; regardless of your choices, the game will not (Spoiler - click to show)allow you to choose your old identity.
I found the game to be polished and descriptive, despite its brevity, and was in some ways emotionally moving, although I don't think I'll revisit it.
In this game you explore a small cave with different fantasy creatures and gems and such in it.
This game is part of a small genre of games best described as 'quirky twine game based in a cave/dungeon that riffs on the silly parts of fantasy games but also has feels and is generally a simple branching structure with little state tracking'.
Other entries in the genre include Just Get the Treasure v0.9.1, Girth Loinhammer and the Quest for the Unsee Elixir (a more complex example), TOMBs of Reschette, The Cave (a less humorous example), The Thing About Dungeons, etc.
This game is definitely on the zanier end. My son first got into Twine with games like this when he was 5, like Escape from the Crazy Place, because it's fun to do silly things like (in this cave) refusing to enter the cave from the get go. For me, as an adult, I still think it can be fun at times.
For some reason one of the passages didn't work at all for me on PC chrome, but it did when I loaded it up in the Twinery app (the one all in cyan that's on time delays).
Overall, I think that this game has some entertainment value, but I think it didn't offer very much new.
There is a long history of using surreal, abstract worlds to describe relationships in interactive fiction, with Plotkin's game So Far coming to mind as an early example.
This game pushes that trend to its logical extreme. You are with a woman, walking through an abstract maze that is navigated by identifying three-dimensional solids (except (Spoiler - click to show)they're aren't really any of the options, making it guess and check) or picking out numbers in a pattern. The maze has a negative effect on those who guess wrong, (Spoiler - click to show)turning them into geometric solids.
Pseudavid is an accomplished Twine writer with an extensive back catalogue (I particularly recommend Master of the Land and The Good People). This game contains hints of those earlier games, but has reached such a level of abstraction that I honestly had trouble piecing out what was going on or making connections or 'aha' moments. In other words, this game was over my head.
+Polish: The game was very smooth
-Descriptiveness: It was quite vague. The writing is good when zoomed in but when zoomed out seems to lack content:
(Spoiler - click to show)Oh, still salty about it, aren't we? Of course you wouldn't forget it. So, what's the final tally? Very, very good! But not perfect. How should I take it?'
-Interactivity. The game is meant to be played once, but has pass/fail mechanics and inscrutable choices. I suppose winning may not be the point, but as its set up it seems to be a frustration simulator.
-Emotional impact: I bounced off hard
+Would I play again? The game suggests not to, so I won't, but naturally I'd be interested in seeing other paths.
I recently played through a game that used pedophilia for its shock factor, to show you just how bad the villains were. I mentioned in a review there how I dislike playing games that heavily feature pedophilia, regardless of the overlying message.
This game is similar, in that it uses something morally wrong (in this case, flagrant racism) to tell a a story. There are effective stories you can tell about racism, but this game uses unchallenged racist terms and ideas, leaving the player to make their own conclusions at the end.
I do believe the author intends this piece to have an overall anti-racist message. (spoiler for ending) (Spoiler - click to show)Your character turns out to be the true monster, and what seemed hideous monsters attacking him, saying things he couldn't understand, were soldiers of the race he hated. But that's only after we spent the rest of the game with characters saying things like (Spoiler - click to show)'all Asian women are ugly', 'mongoloids', 'sub-human'. It's like when an acquaintance repeatedly insults you but says 'just joking!', or back-handed compliments like 'I completely disagree with all your friends who say that you look like a hideous pile of cow pies'. It felt over the line, for me.
Overall, the game was polished. The only interactivity is choosing which memories to remember, and you don't have time to remember them all. I did experience an emotional reaction to the game.
When I play games, I immerse myself in the protagonist. And this is a protagonist I do not wish to identify with.
My 3 stars represents my overall rubric: polish, descriptiveness, and emotional impact.
This game is intended to run in a DOS emulator such as DOSBOX. It has a nice aesthetic; there was a guy a few years ago who would constantly crank out BASIC games that ran in DOS and their best feature was the cool ascii art and overall look and style, and this game has that.
The parser may be a heavily modified Inform, but is more likely some kind of custom parser, since it doesn't understand standard Inform verbs like VERBOSE or PULL ME.
Gameplay is procedurally generated. You are in a maze of a house with NESW directions and one item or less per room. One of the items is a 'goal' (in my 11 playthroughs, I saw a wet elf, hungry goblin, pedestal with inscription, chest, etc.) and one of the other items is meant to be picked up and put in the goal.
I had always wanted to write a game like this as a meta-commentary on generic adventures, a game that would have random aesthetics and map but always be about gathering 'something' to put in a trophy-case analogue. But I never got around to it, and this game is a better implementation of my vision, so I'm glad to play this and see a better version of my own dreams.
In the end, of course, the game is very slight. It itches my 'play an adventure' desire, just like Nick Montfort's Amazing Quest last year, but that's it.
Mild spoiler if you haven't looked through other comp games: (Spoiler - click to show)This game seems to be part of a pair, since BJ Best has a game called "And Then You Come to a House Not Unlike the Previous One" that appears to have you play a pair of kids who are playing this very game, with the same text and same credits.
(Spoiler - click to show)There may be something hidden in the game, perhaps a secret that must be communicated between BJ Bests games, of which there are three (I saw on adventuron discord that he entered an adventuron game as well). I'll change my rating if I see anything new from those games.