This game has a retro-looking font. A button on the lower right titled 'messages' tells you that it was found on some old floppy disks.
The idea is that you're supposed to be able to click on certain words related to grammar lessons in the text on the lefthand side of the screen. I opened up the game in twinery to verify this, and there is code there for it, but it didn't work for me on Chrome.
Essentially, there are 6 'grammar lessons' but they are just an excuse for the creator of the software (in-game) to publish chunks of her novel.
Overall, it's interesting, but it's short, and it just kind of peters out. The chrome bug made the interactivity and polish just not there for me.
The one thing I did like was the writing in the actual novel. It was descriptive and interesting.
This game meets my criteria for five stars:
Polish: I found no bugs, and everything ran smoothly. The game logic was sound.
Descriptiveness: I learned new things. I was intrigued by the game in ways that bled into real life.
Interactivity: This game explores parser space in a way that (Spoiler - click to show)Take, The North-North Passage, and Lime Ergot did. These games take the player-parser interaction and do 'variations on a theme' like composers.
Emotion: I felt a warm glow.
Play again: Sure!
Sobol's been reviewing games for at least 5 years, it's high time he post one of his own. This is a lovely game.
This polished but small Ink game has you trying to rescue 7 cats from a cruel breeder.
You have three different places you can go to earn 'coals', the currency in the game. Each cat costs 3 coals.
There are many ways to get money, including some dark paths, some scientific. While the game is very short, it has 10 different endings, and is worth replaying a few times.
I may have given an extra star just because I love cats. But what's wrong with that?
This is one of two clear fan-fiction games this comp (the other being one set at Hogwarts).
This game is based on the Zelda game Majora's Mask. You and your buds are NPCs in that game, and since the moon is going to kill everyone, you sit on a hill drinking beer, shouting at the moon and waiting for the world to end.
It has some good animations, and some interesting text effects (such as giving you a five minutes time limit). It has some strong profanity. I found it descriptive and enjoyable.
This is a mid-length story, kind of between a creepypasta and fable in tone, presented as a completely linear story with a single link on each Twine page.
It has a few typos: wading instead of fading, for instance.
So the interactivity, polish, and replay value are low here.
But I liked the descriptions. Not everyone will like this story, but I have a very specific niche that I like, which is games/stories where you are transported to a dark shadow world and must conquer it with the power of light. (Eidolon, Kingdom Hearts, Zelda: A Link to the Past, Twilight Princess).
This seems like it's drawn from some game design, though. It mentions stuff like 'a ladder 30' above you', 'a 10' monster', 'a 10' globe of light'. The character (in this completely static story) collects globes of light to upgrade their weapon.
So, it's interesting, and weird, but I enjoyed the story.
There are some things that definitely need trigger warnings, and the warning for this game is self-harm.
(Spoiler - click to show)This game uses bare styling in Twine, but it's text layout, pacing and link structure are very polished. The writing is descriptive, with some profanity appropriate to the situation you're in. I felt strong emotions during this, first feelings that drew me in and helped me identify with the character, and then feelings of horror as I chose the 'bad' choices later involving self-harm. I didn't know it would be that bad, which perhaps is how the protagonist feels.
A powerful game.
This game is fairly straightforward design-wise and writing-wise. You are a kid that witnesses a modern-day Rip van Winkle fall asleep.
Instead of focusing on the dramatic event, the game talks about the repercussions over the years, the effect it has on the community.
It's a little too short to become involved with the characters, but I found the whole idea charming and a good reminder of the effects we can have on each other.
This game is currently broken. I don't think it will always be that way, and I'd be happy to change my review if that changes.
You play as a character who experiences a life-changing event that results in the implantation of an alien presence. You shift back and forth between a real world and an alien, and between linear parts and puzzle parts.
There is some strong language. I'm loving the storyline here and would love to see this fixed.
Edit:
The author has made several improvements, although it's not perfect. I completed all three chapters this time, and I really felt a connection with the author. The feeling of impending doom that cannot be escape is truly a relatable feeling after I faced a difficult job search this year.
I love dark, psychological/surreal settings, and this story called to me. Some small things still need tweaking, however.
This is an interesting game. It has custom art and animations in the Godot engine. You play as three characters (well, four characters, but two are at the same time) as you go through the story.
It is very short, with just a few screens and one choice per screen.
It's a philosophical game. In the beginning (which I now realize presaged the end), you are asked to abandon the characters as soon as the game is over (hence the name).
I realize now as I write this that (in regards to that ending) (Spoiler - click to show)I was surprised and annoyed that the game just stops in the middle. I wanted to know more. But isn't that the whole point? That I had promised to not care?
So it is clever, but it left me feeling frustrated. Also, I feel like it could do better in its choices; for a few options, none of them were things I'd like to do.
In this game, you play as a new user on a poetry forum. You select from 3 usernames of varying respectability (and they all get commented on). You can then join 4 or so different chat workshops.
Each one has different characters, all reminding me of real-life forum members: the rude ones, the funny ones, the cute ones.
I got the Kanojo ending, which I enjoyed. The game's not too long, but it's replayable and its length suits its purpose.
I didn't feel strongly emotionally invested, but it's polished, descriptive, has good interactivity and I would (and did) play it more than once.