I generally enjoy games by Andrew Schultz, and this was no exception.
It's a small game on a 5x5 chess square with a few short chess puzzles. Using knight moves, you must move around the board to achieve your goals.
+Polish: The game was very smooth. I kept trying to type SUMMON instead of CALL but that's entirely on me.
+Descriptive: I actually like the writing in this more than almost all other Schultz games. It goes in a different direction and I like it.
+Interactivity: The puzzles appealed to me.
+Emotional impact: Genuine enjoyment counts as an emotion, right?
+Would I play it again? Yes, I found it satisfying.
I don't everyone would like this all the time, but I think some people would like this some of the time. If you'd like a brief logic-based brainteaser that wraps itself up nicely, try it out.
I remembered this game when I played it during the competition, but I couldn't remember where. Was I a beta tester? No, I wasn't in the credits.
Then I remembered that this was entered into Introcomp! The author has certainly improved the game since then. Back then, it only had the opening and then an empty crater.
This game has you play as a colonist arriving on a planet. The opening sequence is pretty brilliant, similar to the Ian Finley game Gris et Jaune. Unfortunately for both games, they get a little buggy later.
This game has few big bugs in it, like if you type REMOVE [something] it gives an error message with a space missing.
The game is ambitious, though; even though it's not super long, it has changing time, major modifications to locations, an autonomous NPC, and a (Spoiler - click to show)change in perspective.
If the bugs were fixed, I would give this game a 4 or 5, and I think the author didn't something great and should continue coding.
Danny Dipstick is a compact, polished puzzle game where you play as an uncharismatic man who is desperate to get a girl's phone number.
This game is based off on an older game by a different author. Much of my reaction to this game is based on my feelings about this variant of date culture in general, and may not reflect the author's own attitudes.
In my opinion, the central tenets of this game (that being able to easily persuade women to date you is desirable, that the barriers between you and 'random woman you just met' are all superficial things like appearance that can be easily corrected, etc.) do not hold up. In the past, almost all people met their partners through mutual friends, and now according to modern research the internet is even more common. For me, Danny's story didn't seem authentic and didn't resonate with me.
Like someone else mentioned, the depiction of the store clerk seemed inauthentic as well. He's described as scrawny, undernourished, with an almost unintelligible accent. According to statistics, the median Indian household is much wealthier than the median white household, and English is a first language for many in India. This corresponds with my own experience; in Texas, where I live, a huge chunk of my everyday coworkers and friends are Indian, and almost half of my wealthy tutoring clients are Indian. I'm sure scrawny, undernourished, unintelligible Indian people exist, but they're certainly outliers.
Mechanically, I was really pleased with the compact puzzles and their unity of purpose. The puzzles were simple but it contributed to the overall feel of the game.
This game is, I believe, a late entry to the recent parser competition that was for 2-word introductory games for kids. It's a simple Adrift game that is generally very polished, with a tutorial available, music, a few pictures, and some text effects.
Here's my rating:
+Polished: The game is very smooth and well-done.
+Descriptive: The game is sparse and, as part of the competition, can only put a couple of lines in each description, but the author manages to make each room interesting and to serve many purposes. It could have been easy to throw in a bunch of empty rooms to fill up space, but every is nice and compact.
+Interactivity: The puzzles were generally fair and interesting. I set the game down for about an hour in the middle, and forgot an important clue and had to look at the pdf, but if I hadn't wandered off I would have remembered.
-Emotional impact: While the game is generally charming, it never garnered a strong emotional response from me.
+Would I play again? Maybe I'd show it to my son.
This is an unpolished but complex and amusing parser game made by a kid.
It's strongly based on different Nickolodeon series, starting with the Loud House.
Here's my rating:
-Polish: For a kid making a parser game, it's great. Otherwise, it has numerous problems, most of which could be solved by time and practice.
-Descriptiveness: Most of the details are left out, relying on your knowledge of the shows or of classic tropes to fill in the details.
+Emotional impact: I thought it was fun and funny, especially the slime's riddle solutions
+Interactivity: It was straightforward but manage to cook up a lot of surprises. Some bugs but intfiction hints helped me out.
+Would I play again? With my kid, yeah
This game is part of the list of great twine/ink games on itch that I found here.
This game has a setup that is partly a personality test and partly an intro to a supernatural-themed version of the SCP foundation (complete with the motto 'Observe, Learn, Protect'). You are handled a big sheaf of background world-building and given a test to see 'what kind of agent are you?'
Then there is a narrative section about you returning to your hometown, which the player quickly realizes is very anomalous.
The game cuts out quickly after that. Everything up to this point is great; the trouble is that the 'core gameplay' hasn't really been shown yet, which means that we haven't really seen how romance, combat, or investigation will work. In my experience, this makes such games more difficult to complete, so I wish the author all the best. Either way, I'd definitely play more games by this author.
This game is complex and rich for a small game written for a jam. You are a djinn and have the power to APPRAISE objects to see what they're made of, then to SWAP similar objects.
John Evans used to write games with similar powers a couple decades ago, and those games didn't have many restrictions on what you could swap or summon or create, so it often ended up buggy and a mess.
This game gets around that problem by putting very tight restrictions on what you can and can't swap. In fact, there was only a single pair of objects I found in the entire game that I could swap, although I'm sure there are more out there. Overall, I found the game well-implemented and fun.
This game takes the basic premise of the PunyInform jam (starting in a pub with a knife through a note in the wall) and take it in some fun directions. I enjoyed seeing the author's backstory developed for the main character.
The puzzles generally aren't too hard once you know what you need to do, although, like most of the games in the jam, it would benefit the most from more beta testing.
The main idea of this game is that you are a sort of revenant or mummy that can be resurrected over and over by use of a mystic knife. You have to speak with an inspector to help solve crimes. It's mostly a prologue of a longer story idea.
This game has you exploring an abandoned town after exiting the broom closet of a pub.
Most locations are described in little detail. Puzzles are fairly dependent on searching, but past that the puzzles involve some tricky wordplay/intelligence test-style thinking.
The game has some good moments but overall felt a bit frustrating. It was not polished, but was fairly descriptive. The interactivity didn't work well for me, and I don't intend on playing it again. However, some parts were satisfying to figure out/complete.
Having now played several punyinform games in a row, I now realize that many design features I thought were poor choices are actually 'baked in' to punyinform: specifically no UNDO and pedantic phrasing for disambiguation.
It also seems that most games in this PunyInform jam were written by newish players who aren't part of a culture of intense beta testing or familiarity with recent parser games.
So that puts a lot of things in perspective. Given this background, this game isn't that bad. I had to look at the itch page for some hints on how to proceed from time to time, but besides that it's fairly straightforward. You have a few chores to complete before your boss arrives, and much of the difficulty is figuring out the right commands to fulfill the actions required.
The one thing that elevated this game for me was an excellent puzzle involving cigarettes. I've never seen a puzzle quite like this and I think I might nominate it for an award next year, if I remember.