I tested this game.
Pseudavid has really turned out to be a Twine master in the last few comps, placing in the top 10 each time and making technically proficient games.
This game is more understated than the other games, but still complex and thoughtful. You, a night guard at a soon-to-be-abandoned housing complex, gets into a fast and stormy relationship with a remarkable woman.
The story takes place over three days simultaneously, with your choices in each day affecting the others (so a choice in the future can be a flashback with affects the choice in the past).
The effects in this game aren't as obvious as in Pseudavid's other games, but the ending I got was very nice. If this game has faults, they lie in it being somewhat opaque or dense, leaving the player to sort through several narrative threads at the same time. But taking that away would fundamentally change the nature of the game, so I'm not sure it's a bad thing.
+Polish: This is what Pseudavid is known for. At least to me.
+Descriptiveness: The characters were so vivid it hurt a little.
-Interactivity: It was hard to figure out what's going on at times. I was a tester, so I had a leg up, but still it was a bit rough for me. Like I said, I wouldn't recommend changing that.
+Emotional impact: I felt very invested in the character I was playing as.
+Would I play again? I'd like to explore other paths.
This game had a ton of buzz on Twitter and received a lot of early reviews, so I was interested in playing it.
It turns out to be really good. Raban seems to have a firm grasp of storywriting and interactivity. This is a perfectly well-crafted game, limited only by its relatively small size. I imagine, though, that many judges will be happy to find a quick and enjoyable game with excellent handicraft.
In this game, you are texting with your mother. You come from a family of immigrants, and your mother decides to try and teach you Tagalog over the phone. She quizzes you on your life and choices while trying to introduce you to various grammatical rules which, of course, you could never absorb in a single sitting, but which she seems determined to impart.
This game uses slow text to good effect, which is really rare. I think the keys are having a very short game with well-defined parameters. Here, we know we're in a text message conversation which can't last too long, and the game is advertised as short. The delays are realistic and not too long.
I think the best part of the game is showing the tension between a mother (especially a southeast asian mother), her desires for her American-raised children and the children's own personality and feelings. I think this is great.
+Polish: Very polished.
+Descriptive: The characters really came alive.
+Interactivity: I felt like my choices really mattered.
+Emotional impact: Felt some tension. Worried I'd say the wrong things.
+Would I play again? Sure!
This is a fairly short game, and the author’s first game. Because they mentioned trying to learn things, I’ll keep that in mind.
This is a multimedia-heavy game, and it encourages you to use headphones while you play and uses timed text, sometimes fast and sometimes slow.
The game is translated from Spanish, but I didn’t notice for a while because it’s a fairly good translation. But it needs some more work; when running around the room, for instance, one of the links was ‘pedizquierda’.
The story is about being creeped out and attacked by a demon at night. Interaction-wise, you have a sort of maze (that’s not really a maze), a couple of ‘guess the right option’ things and some battles.
Knowing your audience is important. A couple of things to keep in mind about IFComp are:
1.The winning games are often very polished, having been worked on for dozens or hundreds of hours. Not every game does this, but
2. Having your games tested is a plus. Having it tested by people who’ve done IFComp before is an even bigger plus. Having it tested by a lot of experience people, responding to their feedback, and improving your game over months is best.
3.Making fun of the player isn’t as popular as it once was. For instance, if you choose the wrong thing, the game has the demon say:
I think you’re too stupid for me to feel like playing with you.It was the worst decision you have ever made, but thanks for being so stupid.
As a player, that’s not super fun to read. It’s not horribly bad, and I know it’s about the person in the game, but it was my decision, and saying I’m stupid is kind of frustrating.
4. Multimedia and timed text can make a game look a lot cooler, but if you think about, why are people even interested in a text competition? Some people like it because the games are easy to make. Others are blind and use text to speech readers. Some (like me) like having games you can play as fast or as slow as you want, take breaks, play without sound while taking a break at work or at home. So having a lot of your game dependent on keeping up with the text or having to listen intently to the sounds can be hard. That’s why games like Limerick Quest that have timed text have options to turn it off.
Overall, I think this game shows cool programming and a fun writing voice. It’s okay that it has some faults, because it’s your first game. Nothing would be more depressing than having your first game be your best game, because it’s all downhill from there. I think of Victor Ojuel and Ruber Eaglenest who both entered IFComp for the first time with games that were heavily criticized. They listened to the feedback, tried again and both placed in the top 10 with excellent games (and Victor has a job as a narrative designer now).
+Polish: There are bugs and typos, but the sound effects and art are fancy.
+Descriptiveness: The game makes its world come alive.
-Interactivity: I was frustrated by having to choose exactly the right option.
-Emotional impact: This game didn't really impact me.
-Would I play again? As it currently is no.
Nick Montfort wrote Ad Verbum, a great wordplay game that predates both Andrew Schultz and Emily Short’s wordplay games (but not Nord nor Bert), and has since then done a lot with the intersection between text and software.
I had heard a lot about this game, mostly consternation and mystery.
I’m happy to take this game at face-value. Without digging deeper, this reminds me of ASCII and the Argonauts, but slightly less complex.
In this game, you are presented with yes/no options on what kind of interactions to have with a scrambled group of towns. It seems that there is a pattern on what to do (and I was able to be right more than half of the time, so either there is a pattern or the game is good at making you feel there is a pattern, which there’s not really much of a difference there).
I’ve always had a fondness for little games done well. I came up with my current star-rating system on IFDB just so I could feel consistent giving the tiny micro-game ‘Creak, Creak’ and ‘Counterfeit Monkey’ both 5/5.
So, yeah, this is cool. Not what I expected from Nick Montfort, but then again I didn’t know what to expect, and this definitely fits his recent work. If more about the game is uncovered, that’s fine, but I kind of like its meditative simplicity.
+Polish: It does exactly what it sets out to do.
+Descriptiveness: I found that it packed in meaning in small chunks.
+Interactivity: I liked discovering the pattern.
+Emotional impact: I'm still pondering on sacrificing to Gods of a dusty planet.
+Would I play again? Yeah, I think I'll take another look at it.
This unity game is more of a reimagining of a tarot deck than anything else, like the text describes.
It’s a 3d game with responsive physics. You can pick up a card, place it in the correct spot (or just slop it around), flip it over, flip it over part way.
Cards can be placed in four different positions, and then the game will register the full reading for you.
It’s an impressive use of the 3d engine and the art is great. As a purely narrative game, I didn’t feel a strong emotional connection to the cards or the readings. But this will almost certainly be the most technically impressive game I play in this comp
+Polish: Immensely polished.
-Descriptive: I found the card meanings and descriptions fairly vague.
+Interactivity: Smooth and nice 3d interactions.
-Emotional Impact: I felt distanced from the messages of the cards.
-Would I play again? I'm not sure what I could find in it more than I have. Although to be fair I was always leery of Tarot, which this resembles.
When I clicked on Neil Aitken’s website, I saw that he is an accomplished poet, with testimonials by other poets including some state Poet Laureates.
So I was interested to see how the game panned out. Games by static fiction authors are often different from games by programmers-turned authors. (Edit: apparently he was also a programmer before too, which explains the smoothness of the game!)
So this game is a cyclical kind of twine game where you wander around a maze of rooms (different on both of my playthroughs, with about half the rooms the same and the other half different). It’s a cave and it’s influenced by standard fatnasy tropes (treasure, magic runes, lizard people, magic pools, etc.) and you can gather various items and use them as well as gathering things like ‘incomprehensible wisdom’ which I thought was a nice touch.
Visually, the game uses neon-style text for important nouns, kind of like the neon in Cactus Blue Motel. I found it visually appealing.
This game was polished: no bugs, no typos that I found. Usually first-time game creators tend to have a few unfinished ends here and there (blank passages, macros typed incorrectly), so that was pleasing.
Overall, I would say that the line by line writing was excellent. I’ve found over time in the comp that a lot of people who try to create poetry in IF fail to inspire me, but I was genuinely into the writing here. As an overall story and as a series of interactions, it didn’t excel to me; it was competent, but I feel it could have been more ambitious. The same could absolutely be said about my own game in this competition. I would definitely consider this a game for the author to be proud of.
+Polish: The color highlighting around important words is nice, and this game had no bugs or typos that I found.
+Descriptiveness: Lovely writing, very nice.
+Interactivity: The overall structure didn't stand out to me, but the variation and the many ways the inventory can be used was fun.
+Would I play again? Definitely.
+Emotional impact: Yes, a kind of meditative, chill emotion.
Equal-Librium is a short, replayable Twine game about how our daily choices affect our lives in deep ways, and interesting topic that I had actually been reading about before the comp began.
The game uses complicated styling, like shaking text and some timed delivery (which didn't really annoy me here as it was fairly fast and the game was short). It emulates e-mail systems.
The story is about being a CEO of a company and receiving a bribe offer with ecological consequences. There are several endings with a suggestion to replay.
I found some typos and a broken macro, but the story was interesting.
-Polish: The effects were fancy, but there were too many typos and errors for my liking.
+Descriptiveness: I found the writing vivid and interesting.
+Interactivity: Branches a lot but is short enough to make replaying feasible.
-Emotional Impact: I got where it was coming from, but for some reason or another the message didn't sink in.
+Would I play again? Wouldn't mind giving it another spin to find more endings (already found 2).
Like most of B-minus's work, this is a shortish surreal Twine game with haunting descriptions and poetic use of choices.
In particular, this game features several choices in a row, on one page, where for each one you can pick RED, FAST, or BENT.
I originally was going to give this 3 stars, but the layout and format are so nice looking, especially for a game made in 4 hours or less.
I wasn't big on B-minus when I first read their work, but Chandler Groover has always expressed a lot of appreciation and interest in B-minus games, and it made me look at them with more appreciation. I wonder how much of my own reviewing is tangled up in my own experiences and history that I bring to the game. Earlier today I gave a higher rating to an Among Us-based IF game and rated it higher because I liked Among Us. It's weird to think about.
Anyway, I thought this was pretty good.
At first, I thought this game was just a link to BBC (which for some reason didn't work for me when I clicked on it but worked when I manually entered it into the search bar).
Then it turned out I could scroll down. It's a multimedia page and it has some interesting features (for instance, you can either scroll down to read more text or click links instead, with some interaction between the two).
The non-working initial link and the abrupt, buggy-looking ending put me off the game a little bit. The writing is vivid and imaginative, though, and the visuals are compelling.
I debated back and forth on what score to give this game, so I'm going to break it down by points.
This is a short choicescript game where you have to defeat an evil spirit in a test involving an ever-shortening candle.
It has a cool yellow bar representing the candle, and its structure allows for quick replay.
When I saw the timer, I felt nervous, so the game was able to impact me emotionally. I played through to two different endings.
Very impressive for four hours. I know its silly, but I think the yellow bar is what bumped it up from 3 stars to 4 for me, it's just cool to me as a Choicescript author.