So I’ll just say that this is a great ‘first attempt at an IF story’, as the author put it. I’ve developed theories over the years on what parser games do well during the comp, and they’ve worked pretty good, but recently I’ve been coming up with theories on what makes choice-based games successful. One of the biggest things, in my theory, is allowing a great deal of freedom, either freedom of characterization of the PC or freedom of movement, as well as allowing the player to come up with and execute plans. Having a rhythm or pattern to the game can help too, where similar events repeat with a buildup to something big (like the days in Birdland or the memory episodes in Will Not Let Me GO).
This game has a lot of that freedom and it has that rhythm. You are a cave man, basically an ape, naked in the forest. There’s a small ±shaped map that you explore over the course of the game, gathering brown mushrooms. Each time you find one, you ‘level up’, which increases the verbosity of descriptions, the kind of tasks you can complete, and the mini-puzzles (of which there are three) that you can access.
The mini puzzles are well-done, and Mancala looks fun to play in real-life.
I’m pretty skeptical of the hypothesis of the game (sounds like Lamarckian evolution) but this game is definitely presented as fun and not as an evolutionary biology text.
The two things that hold it back from greatness, in my opinion, are the relatively small scope (although a shorter game is nice during such a big comp!) and the fact that you can only work on one task at a time, lowering the difficulty and making it feel railroaded. But outside of that, I think this is a very strong first game and would love to see more from this author.
+Polish: Mancala and tick tack toe were really cool.
+Descriptiveness: The several layers of intelligence in the writing works great.
+Interactivity: The gated structure doesn't work for me, but the games and combat work well for me.
-Emotional impact: I don't know why, but although I enjoyed the game, it didn't impact me on an emotional level. Not sure what the reason was.
+Would I play again? Yes, I think I would, taking notes.
In Contrast to much of Chandler Groover’s earlier work, this game is written in unity, with Tom Lento providing art and programming.
As someone who’s been working on a Chandler Groover-themed amusement park parser game for years, my initial thought was ‘Where do I fit this in?’ (maybe the food truck?)
Beyond that, though, this game definitely fits into the pattern for Groover’s recent IFComp entries, which tend to be much more experimental and less formulaic.
In this case, we have a complicated UI system that involves dragging and dropping tiles while a Clippy-like goldfish provides helpful tips in the corner. Doing so unlocks additional tiles with additional features, which raise and lower stats by various amounts, with the goal of reaching an arbitrary number for three of those stats.
Having played through most of the comp by now, my mind brought up umprompted comparisons to other games. The drag and drop visual system reminded me of Saint Simon’s Saw and its unity card system, also involving dragging rectangles into rectangles. The complex mechanics and arbitrary number goals reminded me favorably of Ascension of Limbs. The fishy religion reminded me of Call of Innsmouth. And the overall elaborate strategy guide and overly helpful fish reminded me of the controversy surrounding Amazing Quest.
So maybe this game lies at the core of the whole comp in a weird sense that oddly ties in with the game’s own themes. The main idea here is some kind of bio-mechanical-theological construct that is malfunctioning and emitting brine, and which you must patch up through various rituals which have an unintended transformative gestalt effect (just throwing random words together here and hoping they mean something).
Is it a good game? Is this complex combination of art, interactivity, words and design actually fun?
Well, it really annoys me how the top 2 boxes are almost the same color, and that on the little save disks the colors are switched. I finally realized that I could hover something over the middle box and if it looked ‘transparent’ due to the colors matching then it matched. I’m not sure the little disk’s middle color was the exact same shade as the big stack’s top color or not.
I don’t know, you can throw together all sorts of things and little UI decisions can matter more than all your careful preparation. But after I got over that hump, and once I realized that brining could be good, I enjoyed the game and actually quite enjoyed the ending. I was assigned a specific ending style (dominant), but since there’s no guide to endings and I’m not sure how I could play differently (except maybe brining myself to death or completing the rituals in a different order?) I think I’ll leave it right now. This isn’t my favorite Chandler Groover game if, for nothing else, the fact that I admire quick text games that can be resized in any window and allow blindingly-fast play (some of my reasons for preferring parser and non-timed Twine games), and this game doesn’t have those things. I don’t view moving from text to unity as a positive progression for my own personal interests, but I can 100% say that this is the best use of Unity I’ve seen for telling a narrative.
+Polish: Eminently polished
+Descriptiveness: Many, varied and unusual micro-stories
+Interactivity: By the end I liked it
-Emotional impact: Not really; the game structure and UI mechanizes the gameplay and alienates the player from the story, I believe intentionally.
+Would I play again? Not till I'm done with the other games, but I want to see if there are more endings.
This is a parser game with several grand ideas but rusty implementation in creating them.
It’s a sequel to Two-Braids Girl, a game I had never tried before today but decided to check out. That game was a creepypasta game similar to No End House or The Holders series, but with poor grammar.
This game is a direct sequel to that by another author. It starts right where the last one ends off, then moves through, as others have said, a Shade homage, then wraps things up with a simple puzzle in the end.
There’s nothing wrong with a Shade homage. When I wrote my game Color the Truth, my original idea was to have 4 mini games during the police investigation with each mini-game borrowing from a famous IF game, and one of those mini-games was going to be a Shade homage.
But I took it out because I eventually came up with my own ideas after testing and playing.
And that’s what this game needs; testing and replaying. There are a lot of things to criticize, like linearity, but the truth is that random sequences of events in a linear fashion with only a thin plot to connect them can still do well as long as its really tested. Sorry for talking about my own games a lot, but that’s what I did with Swigian. It placed 22nd, but it was just a random string of linear events held together by one idea.
I think that this game could do at least that well if only it were tested. Tested early, tested often. The best way to test a parser game is to have someone try it and every time the game says ‘you can’t do that’, go back and make it so you can do that. And get rid of bugs. It takes a long time, but it’s worth it.
-Polish: Lots of bugs.
+Descriptiveness: This is probably its best trait.
-Interactivity: I struggled a lot, had to use other people's transcripts
-Emotional impact: Too distracted by the other issues.
-Would I play again? Not right now.
I think this game is too hard.
It's a combination energy management simulator and basic electrical engineering quiz game.
You are a young single adult who is living in a solar-powered van trying to make a living. Earning a living and being happy require electricity, but use too much and you die.
I started this game on the easiest mode possible. Each day I made choices to get money or be happy as it required. When you use electricity, the game quizzes you on how much electricity it will use through simple voltage/power/wattage/etc. calculations.
I'm a math teacher, but always struggled with engineering, and I didn't find the calculations part enjoyable or edifying. I think in the long run you're supposed to get good at estimating, so I guess if I stuck further? But after a few days, I didn't estimate right and died from too much electrical use.
The game suggested restarting and paying more attention to my panels. "My panels?" I thought, not knowing what it meant. I looked all over and couldn't find them.
Then today I tried again, and noticed a small arrow on the left-hand side that opened up to an enormous amount of choices, incredibly specific ones, which detail every single part of the solar panel system.
I was overwhelmed. I just decided to buy the most expensive of everything. Confident, I started the game. On my first choice, with 100% battery and fully upgraded system, I decided to use my laptop for 8 hours.
I died on the first choice, and I gave up.
The graphics are cool, the interactivity is cool, the platform is interesting. But this is too hard for me.
+Polish: This game is very polished.
+Descriptiveness: The game is fairly bare in its descriptions, except for the electrical components: that is incredibly detailed.
-Interactivity: I found this game too challenging for me to handle.
-Emotional impact: This game didn't compel me emotionally.
-Would I play again? I'm too afraid to.
This game reminds me a lot of the games the teenagers made in my interactive fiction summer camps.
It’s got a broad, wide open map with generally one item of interest in each room or less. The puzzles are simple and represent broad tropes: find a key, talk to an NPC, kill a monster, buy an item. There are direct references to both Animal Crossing and Minecraft. The writing is spare and simple.
There are several typos in the game (like ‘Mine if I’ instead of ‘Mind if I’); in the future, you can type CTRL+G in the Inform IDE to do spellcheck (although some always slips through!)
Implementation is spare as well. I see that the author posted their draft of the game on the forums in May, and got some responses, but I think that the game could definitely use some more thorough beta testing (although that effort definitely did happen).
Honestly? This is simple and clean. The maze wasn’t my favorite (it looks like it was created by drawing a 9 by 9 grid and connecting rooms with a big squiggly path, and has no special features to distinguish it from other mazes). But I’d much rather play a simple game where everything works than a game full of complex systems that fail miserably. This game, though, could do a lot more to distinguish itself.
-Polish: The game had several typos.
-Descriptiveness: The writing was bare and relied on tropes for your imagination rather than its own ideas.
+Interactivity: The maze wasn't the worst thing ever and I like playing through clean simple games.
+Emotional impact: The game was fairly flat, but at least I had some fun.
-Would I play again? I think I've seen enough.
**You Will Thank Me as Fast as You Thank a Werewolf by BJ Best**
I beta tested this game.
In regards to the scenery and trimmings of this game, it's polished and nice-looking in the Chapbook format or lookalike (I remember I asked about the format while testing but can't find my correspondence anywhere). It has good music and flows naturally.
Writing-wise, this is GPT-2 (a procedural generation/ai tool). I usually really dislike GTP-2 because it just regurgitates whatever's put into it. Most popular uses of GPT-2 involves scraping other people's content without attribution and then spitting it out, with most of the 'best results' being word-for-word copies of the original input.
But in this case, the person using GPT-2 is the person who made the original content, so that makes it more interesting. I guess, then, that this is like a procedurally generated mirror. It lets the author see themself, and it lets us see that vicariously.
There are fun parts in the writing (the line 'You count the days until Christmas. I count the days when we didn’t know each other’s last names.' reminds me of Arcade Fire lyrics). Overall, it's an interesting experiment, and reveals a lot about the author.
+Polish: The game is smooth.
-Descriptiveness: It's made of interesting chunks, but they don't flow together in larger picture.
+Interactivity: It gives the sense of interaction, a weird sense of pseudo-agency. The footnotes help.
+Emotional impact: For me it was curiosity about the author themself.
-Would I play again? No, one run through seems enough for me.
This game gave me all sorts of different reactions.
First of all, it has nice visuals and sounds chosen from a variety of operas and symphonies.
The text is slow during musical portions, but the game overall is relatively short.
This game is a retelling of the Phantom of the Opera, where you can customize it in 6 different ways depending on the time period and the way you perceive the story of the Phantom.
However, on replay, choosing entirely different options, I found myself with almost the exact same story. I checked the code of the game, and all the stats affect at most one or two paragraphs each.
The writing is interesting and makes for a good retelling, with narrative twists. I felt that the characterization of Christine as seductress was surprising to me and didn't really gel with my version of the character, and then later events further differed, but I suppose that's the variety in retelling a story.
So I honestly don't know. This is in no way what I would consider a bad game, but it has a lot of unusual choices that I need to sit and unpack for a while.
+Polish: Everything worked well from the get-go.
+Descriptiveness: The characters and locations were vivid to me.
+Interactivity: Despite the small effects of choices, I felt like it was interactive, especially the first time.
+Emotional impact: I'm a Phantom of the Opera fan, so it was fun to play it in Twine form.
+Would I play it again? I don't plan on revisiting this.
In Adventures in the Tomb of the Ilfane you play as an adventurer who is running from Nazi scientist Doktor Chirlu while you break into the tomb of Ilfane, ancient Autarch of the Teresten people. You have access to a beautiful mural of Teresten history, a Dais that represents the planets, and a sarcophagus covered in strange runes.
Below is a spoiler that may help those who didn't see the blurbs and cover art in IFComp 2020:
(Spoiler - click to show)Check out
"Incident! Aliens on the Teresten!" by Tarquin Segundo and
"Terror in the Immortal's Atelier" by Gevelle Formicore
and return here if you get stuck after that.
Below is more spoilers for people who've seen the first spoiler.
(Spoiler - click to show)I'm clumping these three games together because they have remarkably similar presentations. The titles all use quotations, their cover art has similar themes, and they all contain the phrase:
"Remember, no knot unties itself. You may need to seek aid from an unusual place."
in their blurb, in addition to using the same names for different characters in their blurb.
In case it's not clear, these games are part of a set, and in particular, they are all parts of the same game.
I've seen some people speculate about this on the forums. This is strongly reminiscent of the Hat Puzzle (see the second-to-last section of https://intfiction.org/t/what-makes-a-best-puzzle/46852).
The large amounts of worldbuilding and lore in each game can be overwhelming. It's descriptive and interesting, but I wonder if we could have gotten by with more names like 'the Knot' and less like 'Willershin Rill', not because they're bad but because it can be difficult to parser, especially since the first game contains several many-page books.
Fortunately, the author(s) foresaw that and put anything that you need to know in flashing lights with the words 'you need to know this' and puts them in an ordered list.
As you can guess from the similarities, the games are all the same game. Once you know that, the puzzles become easy: search everything you can for a password. Find out which game it belongs to and input it there, getting the next password. The final puzzle has the credits.
Overall, I'm pleased with these. I definitely think this works better than the infamous Hat puzzle which was not discovered without hints. The styling (especially on the runes and star chart) is nice while I usually despise slow text, it went quickly and much of it is skippable on replay.
+Polish: This game is definitely polished in appearance and effects.
-Descriptivenes: The proper names were a lot to deal with, and I couldn't picture things vividly.
+Interactivity: Great puzzles. Love it. Maybe XYZZY Individual Puzzle nom?
+Emotional impact: I felt excitement upon solving the tomb and the fade-to-white almost gave me chills.
+Would I play again? I'll check it out again in the future.
In Incident! Aliens on the Teresten! you play as a member of the starship Teresten which was attacked by an evil horde called the Ilfane after your scientist Chirlu experimented on The Knot. You have a computer that can unlock the knot if you can chart a correct course on a grid, as well as a dictionary for alien runes and a beautiful planetary logo to look at on the wall.
Below is a spoiler that may help those who didn't see the blurbs and cover art in IFComp 2020:
(Spoiler - click to show)Check out
"Adventures in the Tomb of Ilfane" by Willershin Rill
"Terror in the Immortal's Atelier" by Gevelle Formicore
and see my review of 'Adventures' for more detail.
+Polish: This game is definitely polished in appearance and effects.
-Descriptivenes: The proper names were a lot to deal with, and I couldn't picture things vividly.
+Interactivity: Great puzzles. Love it. Maybe XYZZY Individual Puzzle nom?
+Emotional impact: I felt excitement upon solving the star chart and the fade-to-white almost gave me chills.
+Would I play again? I'll check it out again in the future.
Terror in the Immortal's Atelier has you fleeing an evil sorceror named Chirlu, Autarch of Telestren, who has stolen the Knot and placed it in the container called the Ilfane, which you have to open. You have 4 books telling you about magical creatures, and a huge table full of reagents you can mix and match in any order.
Below is a spoiler that may help those who didn't see the blurbs and cover art in IFComp 2020:
(Spoiler - click to show)Check out
"Adventures in the Tomb of Ilfane" by Willershin Rill
"Incident! Aliens on the Teresten!" by Tarquin Segundo and
and see my review for Adventures for more detail.
+Polish: This game is definitely polished in appearance and effects.
-Descriptivenes: The proper names were a lot to deal with, and I couldn't picture things vividly.
+Interactivity: Great puzzles. Love it. Maybe XYZZY Individual Puzzle nom?
+Emotional impact: The evil version of 'The Giving Tree' was honestly pretty great.
+Would I play again? I'll check it out again in the future.