This game is essentially a small snippet of a horror story told over 4-6 pages. Like the blurb suggests, it's 175 words.
It's completely linear, but I think the interactivity actually works for it here, as it paces the story well and allows for surprise more than would be feasible in a static format.
My rating system is designed to accomodate micro games, so I'm giving it stars for emotional impact, interactivity and descriptiveness but not for polish (there are typos which, in a 175 word game, should really be easy to fix using grammarly or something similar) or replayability. Even with the typos fixed, I would still give 3 stars, as the interactivity is only okay, not great. But fun little game.
This is a Choicescript game made for the Grand Guignol division of Ectocomp. It's a bloody and violent game about a confrontation in a forest.
I think that every game has different elements that contribute to the overall strength of it. Here's my take on five elements I usually look at in games:
-Polish. This is where the game struggles the most. There are numerous typos and misstatements scattered throughout the text. As an author, and especially as a Choicescript author, I am no stranger to making a ton of typos (I think I had to fix 'its' vs 'it's' 1000 times in my Choicescript game). But websites like grammarly can really help out here, which is what I use, or asking people to look over the text.
+Descriptiveness. This is the game's strongest point. The writing is detailed and vivid. For me, I found it violent and gory in an unpleasant way, but it was only unpleasant because it was so detailed.
-Interactivity: I personally like Choicescript best when it lets you customize who are you in detail or lets you plan out strategies. In this game, choices can be completely arbitrary (like 'go left, go right, go straight') or represent a forced choice where all options are essentially the same (that's not always bad, but in this case you get the same forced choice over and over again).
+Emotional impact: I felt disturbed by the game, which is not an emotion I like or seek out but which succeeds in its goal.
-Would I play again? Due to the content and the polish, I wouldn't do so right now.
Contains strong profanity and gore.
I went back and forth on this story. At first, I thought it was one of the best stories I've read in a long time, but I think the second half isn't quite as good as the first, and there were a few minor errors (like an uncapitalized 'la' at the beginning of a sentence).
This game is set in the 1936 Spanish Civil War, and you're ordered to bombard a city that is supposedly harboring refugees. Chaos ensues, as well as supernatural shenanigans.
The characterization was amazingly good, and the detail made me feel like I was there. For me, the realistic parts were the strongest, while the supernatural elements, while polished and well-done, were less compelling to me. Definitely felt happy to read this.
This game was entered in Ectocomp 2020.
This is a Texture game, and it presented a double language barrier to me, as it is in Spanish and contains numerous Japanese words as well. So I may have missed out on some of the nuances, but I found it charming and well-written.
The story is about a scholar who is seeking inspiration for a story and so engages in Japanese calligraphy. There are several objects around that can serve as inspiration, each inspiring a sort of reverie or dream that always ends up disturbed by a yokai or Japanese spirit.
I laughed at some parts of it, and was intrigued by others. Parts reminded me of Alice and Wonderland. The multimedia use was lovely. Definitely worth checking out for a chill, relaxing time.
This is a fairly-well put together Twine game with background sounds. You are driving down a road late at night, and you need to abandon your child in the woods.
The writing was descriptive and the game was fairly polished, but it felt a little short for the heavy themes being developed, and many choices lead to early deaths, making it more of a gauntlet structure.
As a small, self-contained Twine game, though, I think it's successful. Maybe I just wanted a longer and more involved version of the same story?
This game, made for a Speed-IF and never fully developed, reverses standard tropes. It may not even work as a longer game; as it is, could just use a little polish.
You play as one of/a series of young boys applying to be a household servant. As a 'test', you must resist several things tempting to an adventurer: a key in its lock, a partially-open door, a covered dish, etc.
It's cute and short. There are some bugs and it is not polished, but I enjoyed it.
MTW, the author of this short speed IF, has always had a talent for putting together locations and NPCs. Speed-IFs are usually very sketchy, but this game manages to have a large map, responsive items, good error messages, and even a conversation (which I know from experience is difficult to implement in a short time).
It involves the Voodoo or Voudon religion. While one part of it revolves around the use of (Spoiler - click to show)Voodoo dolls, which just tonight I discover actually originated in European druidism, most of it seems to represent Voodoo beliefs in a fairly accurate and respectful way, the kind of accuracy you'd expect in a game where you visit the Christian heaven.
I think Speed-IFs would be much more enjoyable to play if more of them were this well put-together. I'm not giving 5 stars, though, because even as a speed-IF it still has to compare to longer games.
This game is centered around a survey and uses various literary and programming techniques to establish a creepy atmosphere.
I found it inventive and effective. My ratings are adjusted to the length of a game, so I consider this a 5-star game for a short, under 15-minute work.
Otherwise, I don't want to give away too much. Very fun!
I rate games on a five point scale. This is a shortish but broad Twine game where you are being hunted by something magical and must use your equipment to survive. It branches heavily, enhancing replayability.
Polish--The art is good, the game seems well-thought out and designed. Pretty good.
Descriptiveness--Very good. I could picture it all in my mind vividly.
Interactivity--It's hard to play without learning by death, so I struggled a bit with this one. And widely branching games are a bit frustrating at times because you have to replay the beginning over and over to see all the different ends, but it's totally a valid stylistic choice.
Emotional impact--I felt moved by the story. I like fantasy, especially TTRPG-adjacent fantasy like this.
Would I play again?--I've already played it a few times, so yes.
This game was interesting.
In initial appearance, you are in a house and have several options for exploring it, with no option allowed twice in a row but otherwise full freedom.
Over time, the game changes in both subtle and overt ways.
It works well technically, and the idea is good, there's just not much of it, and I feel like the concept needed a bit more time to come to fruition.
In any case, the author is clearly good at both writing and programming, so I'd be interested in further games.