This PunyInform game was made by a parent-child team, and it's pretty complex for a game made that way, but not as complex as most finished games made for competitions are.
Your pub has been cursed by a ghost until you make a drink for them. Each component of the drink is found by solving a different puzzle.
The number one thing the game could use is more feedback from testers, who could have caught things like undescribed objects, exits not listed in the room description, variations for trying to figure out what to do with the shaker, etc.
I tend to be very positive in reviewing but almost every interaction I had with this game was troubling.
Leaving the first room puts you immediately in a losing position, where you have to answer a question or die. I only figured out what to do by googling, hoping that it was an obscure reference, and I found out that it was (I read the books years ago and loved them, but I didn't form a strong memory of this particular creature).
After the first room, most reasonable directional commands don't work, requiring the use of 'ENTER ---' instead. An object that is essential to the game is undescribed and can't be interacted with most verbs (that describes several objects). The main way of gaining points is a verb that is nowhere indicated in the game. And the final puzzle of ending the game requires an exact, non-idiomatic three-word phrase ((Spoiler - click to show)BOARD SHIP REALLY).
Fortunately for the author, all of this is avoidable in the future by having more testers. If this had been tested by a few people who could give good feedback, it would be just fine, and so it casts no aspersions on the author's skill.
Edit: Also, UNDO is disabled, despite having insta-deaths without warning.
This game pulls off a difficult feat: there are 3 characters you can play as and you can swap between them at will. That's fairly difficult to pull off, but the game does well.
Puzzles are reasonable, as intended for a 'tutorial'-type game. The story is kind of random, but the characters are well-defined, have distinct personalities and see and interact with the world in different ways.
Your friend ends up locked in a strange compound after a tour and needs help escaping. You have to go and save him!
Overall, I didn't feel a real emotional investment in this game, but it was pleasant, one of the smoothest to play out of this game jam.
I beta tested this game.
In this vorple/inform game with illustrations of plants, you play as a young creature eager to eat every magical plant you can get your hands on.
As per the text adventure literacy jam rules, you are expected to only use 2-word inputs and have simple language.
Caleb is a great author, and this game shares features with his earlier work, Starry Seeksorrow. It is intended for kids, but I enjoyed the puzzles, and I especially appreciated that solving them all is not necessary for winning. When I beta tested, I missed a couple the first time around.
Somewhere between the time I tested and the time it got put up on itch, the vorple framework seemed to get weird (maybe from itch interactions?), so that each image only shows up halfway until more text appears underneath it (such as when hitting enter).
It's a simple game, but I'm giving it a 5 as I found it polished, descriptive, enjoyed the interactivity, felt an enjoyable emotional impact, and would play again (and did play again!)
I found this at first to be one of the best games in the Text Adventure Literacy Jam, and one of the better games released this year, but I got a bit worn out by the end.
The game handles the narrator/pc split of parser games well by having you, the player, command a robot. The robot goes around measuring scientific things like light levels and oxygen percentages, and collecting specimens which are hid all over.
The graphics are great, the puzzles are interesting, I really like this game. But I got a bit overwhelmed. There are so many different specimens to find, I got kind of worn out by the end. Perhaps if I had approached this over a longer period of time and played with another, it would have been perfect.
This game has a cute theme: you wake up with a strange cat on your chest and must deal with it.
The name of the game changes: it starts with 'don't wake the cat' and goes on to other names, each hinting at the required action.
There aren't pictures, but I found the puzzles fun, as I had to think outside of the box a few times. Unfortunately, there were a few times I knew the solution but didn't know how to word it (especially with the front door). Overall, love the idea but could use a few tweaks here and there. If you like cute pet games, though, definitely check it out.
Someone's been talking on the IF forums recently about games that don't have involved puzzles or deep narratives, and I think this is a good example of how to make a successful game without worrying too much about these things.
This is a small adventuron game with a compact, 3x3 map. There is pleasant music, pixel art with lots of abstract triangular textures, reactive NPCs, a variety in types of interaction, and some fun responses to player actions.
It's a simple game, designed for the text adventure literacy project, and I think it's done really way. I don't think it has much in the way of replay value, but other than that it is a rewarding and fun short game.
This was part of the Text Adventure Literacy Jam. It starts off in a creepy, horror-type room, then moves into more fantasy or abstraction.
Each room has generally forgiving puzzles, and overall I generally enjoyed the atmosphere. However, there was no real connection between anything, and there were a few odd bugs (for instance, a door in one room affected passage between two other rooms in what seems like a buggy way).
I don't think a game has to have a coherent narrative to be fun, and a game doesn't have to have clever puzzles to be fun, but I feel like this game could use something more than it has now before it is entirely enjoyable.
This is a game for the text adventure literacy project. It has some nice art and is written in adventuron.
I struggled a lot with this one. To begin with, LOOK doesn't work, but only LOOK AROUND does. Since LOOK usually works with adventuron, I can only assume the author intentionally disabled it.
There is a strict inventory limit of four items, although almost all items in the game are pretty small.
Many commands that should work are not recognized. The game has a helpful tutorial mode, but many of its suggestions do not work. There is a walkthrough provided on the game page, but much of the walkthrough is incorrect.
At one point, following the walkthrough, I forgot something, so I tried to get back to the office, but locked myself out of victory with all items inside the castle. I was frustrated, but replayed to the end.
There is a second day available, but the first story was complete, and as the second day has less bugfixes, I'd rather not play it until it's more tuned-up.
The game does, though, have some fun art.
This game is part of the Text Adventure Literacy Jam.
You are tasked with finding 5 reflections of yourself. There is a helpful tutorial that's optional.
There are about 10 locations, and the game has some graphics that add quite a bit to the charm of the game, and to its utility, with the map.
The puzzles are fairly simple but hard enough to be rewarding.
I had a few hiccups here and there. The game wouldn't recognize commands like X RED, only X RED CRYSTAL. Overall, I found the game charming and with a few fun surprises.