Reviews by MathBrush

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Sheep Crossing, by Andrew Geng
1 of 1 people found the following review helpful:
A parser implementation of a classic puzzle, December 1, 2020
Related reviews: less than 15 minutes

This game is based on the famous puzzle of trying to bring a carnivore, an herbivore and some plant across a river where you only have enough room for one at a time.

It isn’t the first time this classic puzzle has been entered in IFComp. In 2007 Chris Conroy entered an Inform implementation called Fox, Fowl and Feed. That game featured several surprises when you tried to implement the classic solution.

This game plays it straight, albeit with some funny messages (like picking up the bear, which is also something you can do in the 1970’s game ADVENTURE). There is one small puzzle beyond the main one, I should add.

My guess is the author wanted to make a game and decided to code it up and enter. And they succeeded in that. The question is, what’s next?

+Polish: The game is generally well-implemented for what's in it.
-Descriptiveness: The descriptions are very plain.
+Interactivity: I was able to carry out my desired solution pretty quickly.
-Emotional impact: I wasn't invested in the game.
-Would I play again? Once was enough.

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Move On, by Serhii Mozhaiskyi
3 of 3 people found the following review helpful:
An interesting experiment with single-action puzzles in Twine, December 1, 2020
Related reviews: less than 15 minutes

This was actually pretty fun, but only because somebody gave me a clue about (Spoiler - click to show)looking at the icon at the top of the screen.

This is a short game consisting of around 10 choices, but the choice is always the same: Move On. In a way, this makes it like the single-action games in the parser world like Lime Ergot, Take, or Eat Me.

But how do you do puzzles in Twine with just a single option? The answer is ingenious: (Spoiler - click to show)there is a moving motorcycle on the top. Clicking before it reaches the end gives you one action, while waiting until it stops gives another. And that's all there is. I love it.

+Polish: The game is smooth and works well.
-Descriptiveness: The text was pretty generic.
+Interactivity: I had fun with the mechanic.
+Emotional impact: I felt excitement.
-Would I play again? I don't think this mechanic would provide a second replay as fun as the first.

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Standing on the Shoulders of Giants, by Kenneth Pedersen (as Ilmur Eggert)
3 of 3 people found the following review helpful:
A short linear Inform game about physicists and time travel, December 1, 2020
Related reviews: less than 15 minutes

So this is an interesting game. Basically, it’s a time travel plot involving two of the great physicists in history.

The implementation generally worked well, although it seemed to kind of push me around a lot, especially when entering or leaving the cottage, almost like no direction I went mattered, the game would send me where it wanted.

The writing goes back and forth between very plain and more elaborate. The story is full of grand ideas, but I think it could have used a little more spacing between big reveals.

Overall, though, it was a quick and simple parser game with an interesting concept. At first, I was skeptical that things would have played out the way suggested in the game, but the more I think about it, the more I realize that we don’t really know how great discoveries and scientific innovation are pushed forward, and it’s difficult to understand why there has been such an acceleration in technical innovation in the last few hundred years.

+Polish: I didn't find any real bugs.
-Descriptivenss: The game was plain in some parts, especially the library.
+Interactivity: While I felt like I was being pushed around, it ended up working out smoothly.
-Emotional impact: I don't think the big reveals 'landed' for me.
+Would I play again? Maybe; it's interesting to see the past tense and third person, and to consider the way it pushes you forward.

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The Pinecone, by Joseph Pentangelo
2 of 2 people found the following review helpful:
A very brief game about an odd encounter with a pinecone and a goat, December 1, 2020
Related reviews: less than 15 minutes

Like many have said, this is quite similar to The Turnip. It's by the same author, they're both the same length, have the same styling, have the same setup. They also feature large and puzzling agricultural specimens and kindness to animals.

Is there some kind of meta puzzle here? I don't think so, judging by opening up the code and peeking at a few of the boxes. In any case, this is fun writing, and slightly more interactive than the other piece. It reminds me of Sub-Q Magazine's pieces before they stopped printing, albeit a little shorter. I'm glad to have it in the comp; it's not the kind of thing that I'd seek out normally, but it's so short and well-done that I happy to see it.

+Polish: Very polished.
+Descriptiveness: I think the writing is very well-done here.
+Interactivity: There's not much, but it's interesting and a little puzzle.
+Emotional impact: I liked it.
-Would I play it again? I think once is enough.

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The Turnip, by Joseph Pentangelo
1 of 1 people found the following review helpful:
A short, poetic story in Twine format, December 1, 2020
Related reviews: less than 15 minutes

I suppose this game achieves exactly what it wanted to achieve. It took a fairly funny story (in the way that Kafka would write a comedy if the mood ever struck him), added some interactivity and a lot of polish, and turned it into a short game.

The writing is good, the game is short, and there’s not much to do but read it and contemplate. What does it mean? Besides my Kafka comparison, it also reminds me of Regina Spektor’s song lyrics.

+Polish: Impeccably polished.
+Descriptiveness: Some of the better writing of the last few years.
-Interactivity: It wasn't trying to achieve it, and it failed successfully.
+Emotional impact: It was thoughtful.
-Would I play again? Not unless I forget it.

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SOUND, by CynthiaP
1 of 1 people found the following review helpful:
A short Twine game about communication, December 1, 2020
Related reviews: less than 15 minutes

This is a short, mostly linear Twine game with some interesting text effects and, to me, an inscrutable story.

You seem to be some sort of supervisor in an authoritarian system. You are monitoring a woman named Orange who describes the different job placements she has had. She has a stutter.

The story seems almost dreamlike (I think another reviewer mentioned that?) and the very ending used simple twine macros to produce an unusual text effect that provides never-ending interaction.

+Polish: It seems completely polished.
-Descriptiveness: Everything was very vague.
+Interactivity: Although there weren't many real choices, I felt intrigued by the ending.
-Emotional impact: I wasn't able to reach any deeper meaning.
-Would I play again? I don't intend to at this time.

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Congee, by Becci
2 of 2 people found the following review helpful:
A short and sweet story about home, December 1, 2020
Related reviews: less than 15 minutes

This is a truly lovely game. It’s written in Twine, and is basically a heartwarming short story told with interactivity, animation and sound.

You play as someone raised in Hong Kong now living in the UK. You are sick and wish more than anything you could have some congee.

The choices are more about roleplaying than about strategy, and that works well for me. Visually, the game is gorgeous, with animated line drawings, animated color scenes, and beautiful faux text messages.

I identified with the message of the game as well, even though I’ve never experienced it to that degree. I lived in Manhattan’s Chinatown and the Bronx in New York for 2 years after growing up in suburban Utah, and it was a real culture shock. Even now, I live in Texas without anyone nearby, as a single dad. And probably the thing I miss the most was our Sunday Roasts lol. I even cooked one for myself last week in the crockpot and ate the leftovers the whole week.

So, very lovely. It might not place in top 10 due to its short length,but I’d be happy to nominate it for an XYZZY or two next year.

+Polish: Incredibly well-polished.
+Descriptiveness: I could almost smell the food.
+Interactivity: It gives either choice or the illusion of choice, and both are good.
+Emotional impact: A lot, for me
+Would I play again: Definitely, if I ever get down.

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Minor Arcana, by Jack Sanderson Thwaite
2 of 2 people found the following review helpful:
A short branching Twine game about the Tarot, December 1, 2020
Related reviews: less than 15 minutes

My only real experience with the Tarot deck is from the Deck of Many Things in AD&D and also Stardust Crusaders, so games featuring Tarot symbology significantly always mystify me somewhat.

In this game, you play as a deck of Tarot cards brought to life. You help design your own life story, then make several predictions for others.

There’s a lot of metafiction here about how we construct our own narratives. It reminds me of the 2015 game A Figure Met in a Shaded Wood as well as SCP-3939, both of which make the shape of the story an integral part of the narrative.

The graphics here look good. The writing is interesting. I felt it hard to either strategize with choices or roleplay as a character, which are my usual two ways of interacting with a game. This game definitely shows a lot of craft, though, and I respect the one who wrote it!

+Polish: It looks and plays great.
+Descriptiveness: The writing is vivid.
-Emotional impact: I wasn't invested in the character, perhaps due to my unfamiliarity with the tarot
+Interactivity: Despite my struggles, the self-referential nature of the game validated my actions.
-Would I play again? Not at this time.

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The Shadow In The Snow, by Andrew Brown
4 of 4 people found the following review helpful:
A promising Twine game about a stranded motorist, December 1, 2020
Related reviews: less than 15 minutes

I taught a summer camp in Twine a few months ago. We spent about a week going over adding multimedia, setting variables, beta testing, etc. They liked it and kept working on games even after the camp, some which were pretty cool and impressive.

This game reminds me of that, the game of someone who has recently learned twine and puts in 10-20 hours of work making a fairly complex game. It has a soundtrack, custom styling, and non-linear puzzles.

It reaches for a few things without quite making it. I vividly remember when I entered my first IFComp game, one of the most famous people in IF made a comment about my game:

"I found *Ether* least effective when it explicitly went for pathos in the writing, because it was asking me to empathize[...]and it hadn’t put in the time to build up that empathy."

I was hurt by that at the time, but it's true, and it's true about this game, too. The violence and the blood in the snow aren't as frightening because there wasn't enough buildup. The game is asking us to be afraid or to be disturbed by the death of others, but we know nothing about them.

It wouldn't take a lot to fix that. The difference between an okay story and an awesome story is usually just a few tweaks. In my experience, the best thing to do is just try something, see how people react, and change it if it doesn't work, then repeat. That's why I usually have 10+ beta testers, it lets me work out all the questionable parts of a story before I release it. In this case, if I had to suggest anything specific, I'd give our character some more personality: maybe this is their first cross-country road trip as an adult and they're a little lost and terrified of how dark it is. Maybe they run out of the room at the first sight of blood. If you say something is scary, the reader isn't usually scared. If you say the character is scared, though, then a lot of times the reader will empathize with them.

The puzzle parts of this game weren't too bad. There are a lot of unfair deaths you can't undo, but the game is short enough that you can try over and over again. I still would have liked a few more hints at what works and what doesn't, and maybe expand the story and game a little longer. Overall, I definitely think the author should keep writing; I'll keep an eye out for any future games.

+Polish: I didn't notice any bugs, and the multimedia aspects worked well.
-Descriptiveness: Like I mentioned above, I think the story could use some work.
-Emotional impact: Same as above.
+Interactivity: The puzzle structure wasn't too bad.
-Would I play again? Not at this time, but I would play another game by this author!

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Captain Graybeard's Plunder, by Julian Mortimer Smith
1 of 1 people found the following review helpful:
A fun short game about pirate literature, December 1, 2020
Related reviews: less than 15 minutes

I was surprised to see this game has no relation to the classic Captain Verdeterre's Plunder, but it's a good name style so it makes sense it would come up more than once.

This is a short Twine game with one big idea and it does it well. You are a pirate captain who has been forced to retire to his library. You have only one plan left: (Spoiler - click to show)to reconstruct a pirate crew and ship from the texts of classic books.

It's a nice concept and the books involved are fun to learn about or to remember. The game is over very quickly, so it's worth playing through while the comp is running just to enjoy some of the fun. This review is brief because there's not much to say that doesn't spoil it.

+Polish: The game looks great and plays well.
+Descriptiveness: Yes; some from the source texts and some from the author.
+Interactivity: It's short but has several interesting options.
-Emotional impact: It was interesting but I didn't really feel invested.
-Would I play again? It's a good game, but I think I've seen enough of it.

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