Reviews by MathBrush

15-30 minutes

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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Social Lycanthropy Disorder, by Emery Joyce
4 of 4 people found the following review helpful:
A well-designed, timed Twine game about social anxiety and more, November 9, 2020
Related reviews: 15-30 minutes

This game in the Grand Guignol part of Ectocomp 2020 was pleasant to play and looked good. It's written in Twine (I assume), but it's been heavily styled with colors and background graphics.

The design is tight and there are real choices with long-lasting effects. You have a specific deadline and a lot of options.

In this game, you're a werewolf that is at a college-type party trying to fit in, have fun and leave before you transform in an hour and a half.

The lycanthropy can easily be read as anxiety (especially given the name of the piece), and I've had the feeling many times of being at a party and trying to stay just long enough to feel comfortable leaving.

The one thing that keeps this from being amazing for me is the signalling of choices. My favorite choice-based games allow either deep characterization of the protagonist or strategizing, and it was hard for me to do either one here. I feel like having more hints about the possible effects of choices could fix that, but it may just be a personal design choice and not something that needs to be 'fixed'. I had fun either way, and played through three or four times.

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La noche en la ciudad, by Juan Antonio Paz Salgado
2 of 2 people found the following review helpful:
A speed game about contemplating your sins, November 4, 2020
Related reviews: 15-30 minutes

This was an odd game for me. It's very possible that it being in Spanish affected my interpretation of it, because I found it difficult to read due its large number of obscure words (you're essentially a grisly warrior fighting heretics in a fantasy world).

This is a short parser game, probably a speed-IF. You're in a room with a few clothes and some empty containers, and...that's it. There's a door, but it's locked. If you look close enough, you find that key. But the door has no keyhole! But again, that's all there is, right?

I looked at the source (very happy the author provided it!) and it seems that progression through the game involves doing specific actions several times, including (Spoiler - click to show)dropping the key and some actions that I've never really done in an IF (like (Spoiler - click to show)peeing in a jar).

So for me, I liked the descriptiveness and it felt spooky, but the interactivity and polish felt lacking. If this was a speed-IF or first game, it's actually pretty good! But it doesn't measure up to longer parser games.

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Speed Demons, by Pleroma
4 of 4 people found the following review helpful:
A short and poignant game about breaking the speed of light, September 18, 2020
Related reviews: 15-30 minutes

This game was nominated for the XYZZY awards, and was one of 2 commercial games I hadn't heard of.

This game is based off of the lyrics to the song "Pushing the Speed of Light", which I looked up after playing. I think they add to the gameplay.

This game branches into 3 paths and each of those paths has a success and two failures, I believe (one for too slow, one for too fast). The three paths you choose between give you different backstories and goals.

I thought the writing was well-done, and my opinion of it improved as I replayed. I especially like the 'singing' path. It reminds me of a lot of the sci-fi in the 60's to 70's. It's not necessarily poetical or lyrical all of the time, but it places humans in a situation impossible in our present reality and uses that to give insights into our nature.

Here's my score:
-Polish. The game uses the standard Twine styling, and paragraphs have no line between them, making reading a little bit hard for me.
+Descriptiveness. This is one of the highlights of the game, the detailed descriptions of the technology and its effects, as well as your feelings and the crew's.
+Interactivity. Wildly branching games like this only work well if it's short, and this one is. Does what it's supposed to.
+Emotional impact. Hmm, it's kind of back and forth for me. I liked it but didn't really identify with any of the characters, and I feel like identifying is important for this piece. I'd give this 1/2 a star for emotional impact, but I round up.
+Would I play again? I've already replayed it several times.

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Drosophilia, by Pippin Barr, Gordon Calleja, Sidsel Hermansen
2 of 2 people found the following review helpful:
Game centered on a short loop, with use of video and sound, August 1, 2020
Related reviews: 15-30 minutes

This game has you working in a call center with 99 calls to finish. There are only a few options, including going to a cafeteria or looking out the window, before you go back to the main loop.

It uses video a lot; it seems to be autoplaying youtube videos that are so enlarged the youtube gui is off the screen (only autoplaying after you click a link, since Chrome disabled regular video autoplay, I think).

It's very abstract, and the game slowly changes. I played before looking at other reviews, but later sought ought more in case I was missing something big. I thought this game reminded me of Degeneracy (a parser implementation of the same concept), and I saw that Emily Short said the same thing years ago.

I rate games on a five point scale.

+Polish: A lot of effort went into this, and it was smooth.
+Descriptiveness: The sounds, videos, and text made the message clear.
-Interactivity: I was left wondering if I was missing something, and so it didn't work well for me.
-Emotional impact: I bounced off the high level of abstraction.
+Would I play again? I might; it was interesting, and I would try different paths.

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Molly and the Butter Thieves, by Alice Grove (as Cosmic Hamster)
4 of 4 people found the following review helpful:
Wonderful short fantasy game with compelling writing and interesting format, July 19, 2020
Related reviews: 15-30 minutes

This was one of most vivid games I have played. The story reminded me of some of my favorite books I read as a teenager. I'd rather not spoil any of it here, though.

The implementation was very interesting, using a combination of standard inform commands and keywords for conversation.

The puzzles were simple, and written in such a way that you always knew what you should be trying to do, even if you hadn't figured out how to do it yet. The game seemed thoroughly tested, with multiple endings.

I'm giving the game 4 stars instead of 5 purely because of length. As a shufflecomp game, it is among the very best I have seen.

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You are Standing at a Crossroads, by Astrid Dalmady
6 of 6 people found the following review helpful:
Memorable creepy Twine game with great use of repetition, July 19, 2020
Related reviews: 15-30 minutes

At the time I first played it, this was the only Twine game I'd played through multiple times. It takes less than 20 minutes to play, with some very mild puzzles. The genre is creepy horror (as opposed to grossout or Lovecraftian).

The writing is well done. Of the four main areas, I felt one was weaker than the others, but on the second playthrough, I found it even creepier than the others.

The reason I enjoy this game is something others may not care about. I enjoy it because it almost feels ritualistic, like a Greek mystery play about life. The format, the pacing, the repetition, is very successful, in a way different than Porpentine's use of the same elements. I see myself revisiting this game every now and then for the fun of it. Others may have different responses.

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The Dilettante's Debut, by Hannah Powell-Smith, Failbetter Games
2 of 2 people found the following review helpful:
A well-written society story with horror roots, June 15, 2020*
Related reviews: 15-30 minutes

Exceptional Stories are odd games. They are framed within the larger Fallen London game, which takes months and/or years, yet they themselves can often be completed in an hour or two. They have a really, really big wordcount though compared to what it feels like, especially since they often branch significantly.

This one was good. There is a struggling family trying to re-enter society. You can support them or their snooty cousins. All along, though, the butler has his own plans.

I'm not opposed to society machinations, but they're not my favorite. I like Jane Austen but prefer the Brontes. This game has horror depths that I like, but the particular genre didn't grab me as much as it could. Hannah Powell-Smith's excellent writing skills makes it worth playing, though.

* This review was last edited on June 16, 2020
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Tribute: Return to the City of Secrets, by Kenneth Pedersen
5 of 5 people found the following review helpful:
A heartfelt tribute to an Emily Short game, May 25, 2020
Related reviews: 15-30 minutes

Emily Short's game City of Secrets is a relatively-hidden gem. Started as a commercial project for a band, it's a sprawling city-based game that has much of the liveliness and intrigue of her later Counterfeit Monkey.

This game takes that same layout and room descriptions, but includes an 'Easter Egg Hunt' where you have to find 10 gems (and 1 super gem I didn't find) scattered throughout the layout of the game.

It does what it set out to well: encourage people to see and appreciate Short's setting and descriptions.

I had some difficulty guessing words (I'm used to Inform's synonyms like SEARCH being the same as LOOK IN), but the game had several hint systems, which was very useful.

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Don't Push The Mailbox 2 And Aisle, by Ralfe Rich
2 of 2 people found the following review helpful:
A short one-move tribute game with some entertaining responses, May 15, 2020
Related reviews: 15-30 minutes

This game was entered in the Emily Short Anniversary Contest.

It's a sequel of sorts to Pick Up the Phone Booth and Die, Aisle, and Pick up the Phone Booth and Aisle.

Like those games, this game is centered on having silly or weird responses to individual actions you can choose. These games usually require a ton of different actions to see all of the content, but this game isn't quite as expansive as the others. There are a few references to Emily Short and the contest.

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Monk by the Sea, by Elizabeth Decoste
5 of 5 people found the following review helpful:
A great first parser game that needs a lot more polish to be a finished work, April 16, 2020
Related reviews: 15-30 minutes

This is an introspective parser game set in the world of the paintings of Caspar David Friedrich, one of my favorite artists. It revolves around exploration and small, one-item puzzles in the classic Zorklike mode.

I've seen many first parser games (including my own, a game I never released), and they are almost uniformly buggy and unfinishable.

This game has surprisingly few, if any bugs, which is a welcome surprise. However, it is lacking a lot of polish. I had to decompile the game to find the ending. Some suggestions for the next game:

1. Having one or more beta testers can alleviate almost all problems, if you implement their feedback. Intfiction.org is a good place to find some.
2. Room exits should be listed in every room unless finding the exit is a (hinted) puzzle, like a maze.
3. It's good to have either everything have a description or nothing to have a description. It takes a long time to describe everything, but it's often worth it.
4. Some puzzles may need cluing (like the magpie puzzle). Having a beta tester or two can help here.
5. Having instant deaths and disabling UNDO is a pretty frustrating combo. There's been a lot of debate over the years on whether disabling UNDO is worth it, but it's worth knowing that some interpreters have built-in UNDO that works even if you try to disable it, so some players will always have UNDO.

Overall, I think the author is capable of creating truly great parser games given enough tester support. I'd love to see more!

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