This is a game that I like, but which I feel could have been quite a bit longer.
It's got fun illustrations, an enjoyable premise (giant slugs attack everything), and the beginnings of inventory- and location-based puzzles.
But then it's over so quickly. It's 10,000 words, and you don't see most of those because it branches a lot.
In a way, it's kind of like Dungeon Detective 1 last year. I liked that game, too, but it was also too short, and the author made a bigger sequel (Dungeon Detective 2) this year that was much longer, and I loved it.
If anything, I just want more of this. Would love to play more games by this author.
This game reminds me of one I've looked for for years. In 2015, when I started playing IF, I played a parser game where you've just had a fight with your husband, and you eventually find (Spoiler - click to show)a used pregancy test in the trash. It was very short, and it comes to my mind often.
This game is a choice game, but has a similar theme. With only a few links in the game, it manages to be pretty tricky at times to advance the story. The styling has been modified somewhat, most notably by some timed text which is pretty appropriately used here.
It's hard to get emotionally involved in such a small game, though, and there is a tug of war between the puzzly link interaction and the heartfelt story. I feel like the interactivity doesn't pair well with the drama.
In any case, as a person I can identify with this moment and the feelings involved, and it brought back vivid real-life memories. I wish them the best!
The concept of this game is clever. You're having a conversation with a friend, and every emotion of the NPC is expressed by a photo of eyes. It's the same person, same pose, but with anger, happiness, sadness, etc. in the eyes.
It's very effective, kind of how emojis help express emotion in texts.
The one drawback in the interactivity and emotion of it is that it all seems a bit shallow. The story is toothless, a frivolous problem with hints at relationship issues. This same technique with a deeper story (not necessarily longer) would be splendid. As it is, it's presented in a very polished and well-done manner.
Sam Ashwell's games always seem to be from a parallel universe where IF developed in wildly different directions. They don't 'fit in' with usual IF tropes.
In this game which quotes (and reminds me of) T.S. Eliot, you are pursuing a wounded troll across a desert while being pursued by Yellow Dog.
The feel is sort of like a mix between Stephen Kings's Dark Tower and mythology. You encounter a series of obstacles, characters you deal with through menus (reminding me of De Baron. This game reminds me of a lot of things!)
Pure symbolic obscurism can be pretentious or effective. But I'm a sucker for it, so it definitely is 'effective' here for me.
This game was one of the author's first games, and it is small and simple.
However, it matches my ratings system well. It achieves emotional impact in that it makes you think of being a cat very well. It puts you in the mindset of the cat and all the actions are things my cat does.
It's polished in its smallness, and the interactivity work well, as it doesn't feel like lawnmowering to play and the links are placed well, better than many longer works.
It's also descriptive, and that's 4 of my 5 stars right there.
This game only lasts for about 1000 words, so it's a quick read.
It was made for MerMay, so it makes sense it would be about mermaids. But the title has multiple meanings, and the game itself deals with ambiguity and feeling.
This is a slight snack of a game, but it left a good feeling. It reminded me of my time living in Hawaii, in many ways, although I imagine it more as a cold Atlantic ocean than the Pacific.
This game features an old man who made a fortune in the Congo. It's set in the near-future, with a variety of corporations mentioned.
It is a short game, with the bulk of interactions taking place near the end of the game. Basically, you can pick which character you are, and raid the shares of the others.
It reacts quite pleasingly. But I noticed that the interactivity was fairly opaque, and the story hard to grasp. Marino's later games feature detailed and exciting stories with clear interactivity, which is a development I'm very happy with!
This game portrays two stoners with a friendly relationship grabbing food to eat. There are four aisles in the grocery store, and most of the game involves selecting different foods and seeing what comes out.
It's weird, it's short, but it works. Scattered strong profanity.
I played the archive.org version of this game, which now lacks the original graphics, which I understand were simple 3D graphics.
All that's left is the choice structure, which is meager. You are in a 3d area, and you can turn left and right and go up stairs. I played another game recently using Unity that had similar mechanics, but I can't find it now. (Maybe from Introcomp 2019?)
The game ends after a few moves. Pretty disappointing.
Sometimes I find purposely bad games charming, and others have found this one so in the past, but I think it's just dumb. Especially since you have to open a window in the first room to make a later exit work, for no reason at all!
All you do is explore a lab to find and kill Slan Xorax (an alias for Jonathan Berman). Not much else here.