Ratings and Reviews by MathBrush

View this member's profile

Show reviews only | ratings only
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
Previous | 531–540 of 3519 | Next | Show All


Zombie Eye: Campfire Tales, by Dee Cooke
1 of 1 people found the following review helpful:
Compact, spooky Adventuron puzzler, November 23, 2023
Related reviews: 15-30 minutes

This is a neat little Adventuron game that is highly constrained but manages to fit a real puzzle in.

You are at a campfire with three friends, and you are about to tell spooky tales. One camper tells the tale, and everyone else participates, including you.

The other campers and a book serve to add complexity to the game, each giving you more options to edit the final tale. Only one tale gives a good ending...

This was highly polished (bug-free as far as I can see) and, thought slight, was enjoyable, especially seeing the effects of your actions on the story.

You can log in to rate this review, mute this user, or add a comment.

Vampire Gold, by Olaf Nowacki
1 of 1 people found the following review helpful:
Standard, classic mini-RPG, November 23, 2023
Related reviews: 15-30 minutes

This game was an attempt to make a dungeon crawler in 4 hours, and I think it did a pretty good job in that timeframe. I used UNDO a lot, and had to peek at the string dump to get the tiny key, but it might be fun to go back through without UNDO at some point.

You have weapons and armor, and you fight enemies in randomized combat, with damage and hit/miss chances affected by your weapons and armor. Defeating enemies gets gold (which doesn't seem to have an in-game use) and more weapons or armor. There's one puzzle that doesn't involve fighting.

As a game, it's okay, but as a prototype, it seems you could build something fun out of this. In a larger game I'd like some way to heal and more to do with the gold. But it can be fun to prototype systems in Ectocomp; I did that my conversation system and have used it for years, so hopefully the author got something out of this game.

You can log in to rate this review, mute this user, or add a comment.

YOUNGBLOOD; YELLOWBELLY, by swanchime
1 of 1 people found the following review helpful:
A short, linear game about cannibalism and Vietnamese food, November 23, 2023
Related reviews: less than 15 minutes

This game was entered in Ectocomp.

It's essentially a long villain diatribe, first discussing how Christianity justifies cannibalism, then going off on a very long message with slow timed text that explains how they use traditional Vietnamese recipes to cook what is implied to be human meat.

The game has some great music in the background, and a cool (albeit somewhat busy) visual background.

It's hard to identify with straight-up villain stuff like this. When something is one-note, it's hard to feel invested. There is some variation in emotion; it swings between sadness, gruesomeness, and mundanity, but I think having a spark of light or hope, or some indication of true happiness, could have increased the contrast with the horror.

I didn't get frustrated by the timed text because I downloaded the file and edited it out.

The Vietnamese food and culture were the best aspects of the game, for sure, along with the music. Also I'd love to have this quote framed in my kitchen:

ANYTHING TO DO WITH ANYTHING RESEMBLING "BREAD" IS BEYOND MY CAPACITY, NOT AS A CHEF BUT AS A "HUMAN BEING" WITH "LIMITED PATIENCE" and "THINGS TO DO, VASSALS TO KILL."

You can log in to rate this review, mute this user, or add a comment.

Latter-Day Pamphlets, by Robert from High Tower Games
2 of 2 people found the following review helpful:
Witness the decline of an Empire!, November 23, 2023
Related reviews: 15-30 minutes

This Ectocomp game takes the form of a series of pamphlets which describe the current state of the British Empire.

Each one presents a conundrum, which you can solve in several (usually 4) ways. At first, your options are to Acquiesce (which guarantees a moderate stat loss) or to attempt to fix it using one of your strengths (which gives either a slight stat loss or a strong stat loss). Eventually the option to acquiesce disappears.

There doesn't seem to be any way to improve stats; it seems to be a simulator for the long death and decline of the British empire.

I had a couple of sticking points with the game. There were several typos; I myself am prone to them, but if this is in Twine you can print out a 'proofing copy' with the 'proof' button and run a spellchecker on them.

The other issues were mainly taste; I would have liked the stat decrease to remain on the screen a lot longer, as I couldn't even see it as first, with my eyes near the top of the screen. Second, it's hard to figure out what true effect your losses have. I ran through part of it a second time and there didn't seem to be any changes in the pamphlets that depended on my earlier failures, although perhaps there were subtle differences here and there that escaped the eye.

In any case, turning the many negative actions of the British empire into a horror game by just printing what happened is pretty amusing.

You can log in to rate this review, mute this user, or add a comment.

Sunny-Side Up, by PetricakeGames-IF
1 of 1 people found the following review helpful:
A grim game about torture and abuse, November 23, 2023
Related reviews: 15-30 minutes

This ectocomp game was written using Twine.

It's a fairly short game about a man who has kidnapped a woman and a child and hurts them repeatedly. The game indulges in his verbal and physical abuse, almost reveling in it.

There is a slight supernatural element to the game which is stronger in some endings, but mostly this game just seems to serve up unpleasantries, and not in the service of some greater narrative; the torture seems to be the point.

It is polished and descriptive. However, the interactivity is a little bit weird; after one ending I looked around at the code, and it's pretty hard to figure out which action will lead to which result.

Emotionally, it was affecting, as I had a strong negative reaction to it.

I believe this author has a good writing talent, but different people have different tastes, and I'm not the target audience here.

You can log in to rate this review, mute this user, or add a comment.

Dark Communion, by alyshkalia
1 of 1 people found the following review helpful:
A haunting story about evil in a church, November 22, 2023
Related reviews: less than 15 minutes

This is a brief but replayable Twine game. To me, it felt like a speed-IF that was polished up and made nice, and from the About page that's exactly what it was.

The styling is really nice, with a dark textured background and legible light grey serif text.

The writing has a thoughtfulness to it I appreciated. You play as a non-believer exploring an abandoned church, and a lot of people would just put random thoughts in about how the person hates religion and so on, but this game provides a more balanced approach; the narrator is an interested outsider, looking in but aware they will not ever take part.

Storywise, the game is brief, so much so that its narrative arc felt underdeveloped, which is the main drawback I found; I liked the story, there just wasn't much of it. You are investigating the church with a loved one, and things go wrong in a bad way.

The interactivity has quite a bit of depth, with many endings and achievements despite its short length. I wondered how they could fit so many results into such a short game, until I realized that the game underneath is tracking more variables than you'd think.

Overall, an impressive effort, but one I'd have liked more of.

You can log in to rate this review, mute this user, or add a comment.

Among the Haunted, by aurelim
1 of 1 people found the following review helpful:
A haunted family has a frightening Halloween, November 22, 2023
Related reviews: 15-30 minutes

This is a medium-length Twine game about a family that lives in a haunted house...but all the monsters in it are friendly with them, from the voices in the basement to the ghost children.

It has a nicely written and pleasant atmosphere, and kind of reads like books I'd read as a kid. I liked the homey feeling and the way the monsters worked together.

There was some real agency, where you could choose between different paths.

However, the game ends in the middle of the story; I would have given a higher rating if it were finished. Also, many of the background images had large patches of white, which made it moderately difficult to read some of thee white text.

Otherwise, cute family, nice worldbuilding, fun monsters.

You can log in to rate this review, mute this user, or add a comment.

Put-Peep(tm), by Sean Huxter
1 of 1 people found the following review helpful:
A creepy night of programming, November 22, 2023
Related reviews: about 1 hour

This game is (hopefully partially) autobiographical, describing a long career in a game company. A lot of it was familiar to me; my father owned a video game company growing up and I spent a lot of time at work. The arcade games, chill out areas, lots of sketches and endless cubicles, mixed with frustrating bugs, all sounded about right.

The main point of the game is two-fold: fix a bug, and find a 'peep' to hide in someone else's office.

There is a lot of narrative momentum, with parts like fixing the bug being an effective story, and the strange happenings beyond the janitor's closet...

On the other hand, I often found myself fighting the parser, especially when dealing with a certain unreachable thing I found.

Overall, there is a good haunting story here.

You can log in to rate this review, mute this user, or add a comment.

Milliways: the Restaurant at the End of the Universe, by Max Fog
3 of 3 people found the following review helpful:
Unofficial sequel to Hitchhiker's Guide to the Galaxy, November 22, 2023
Related reviews: more than 10 hours

I beta tested this game a couple of times, although I only did a part at a time and never completed it, while on the other hand the author did a lot of testing for me, so I definitely owe him a lot!

This game is wildly ambitious in its concept: take the work of Douglas Adams (one of the best humorists of all time) and the work of Infocom (one of the best group of IF writers of all time) and write a sequel to their works with a lot of original synthesis and do it all in ZIL (one of the less-known IF languages) and make it roughly comparable in scope to the original (within an order of magnitude).

Oh, and do it as your first game.

To produce anything in this scenario would be a feat. I think that the end result is much more than ‘anything’.

You start this game right where the old one leaves off, on the planet of Magrathea, with the other ship members from the Heart of Gold. Your end goal is…hmm, I’m not quite sure. Explore? In the end it involves a lot of exploring Milliways and trying to gain access to a fancy ship.

In the meantime, the game is centered on a hub-spoke structure, with a central ‘darkness’ room imitating the first game, where different senses lead to different areas.

The game is intentionally hard. In another thread, the author laid down the following rules:

*NPCs are hard to get right, include less of them but make them worth it.
*Story comes after puzzles. That’s how my cookie crumbles.
*DEFINITELY make the game cruel. It’s more interesting that way.
Randomisation? Obviously! Otherwise it becomes a follow-the-walkthrough-if-you-get-stuck kind of game with no brain involved. I usually end up becoming that kind of person.

This game features all of these things, although it actually has several NPCs. The game is quite cruel, and has many randomised codes and things that make a straightforward walkthrough impossible. Just about every area has some kind of randomization, from randomized exits in a small maze to a game of hide and seek with a randomized shapeshifter.

The most frequent way this shows up is the darkness thing. I never figured it out while beta testing, just flailing around until I got out of the darkness, and then with the walkthrough playing today I realized that you have to wait a bit first and then perform the appropriate action, but was frustrated when I kept getting sent to the same area over and over (due to randomization). I finally realized that you can just ‘wait’ until you get the area you want.

For me what shines the most are the settings and the big set-piece puzzles. The settings include Milliway’s itself, Dirk Gently’s office, and other areas from Adams’ writing. The game of hide and seek I mentioned earlier was a lot of fun, as were some of the interactions around disguising yourself and walking around Milliways.

There is some trouble; my game very frequently crashed, often after examining something, when using the Gargoyle interpreter. I took some notes at first but it was so frequent that I just started saving a lot. I’m sure it’s something ZIL related, as I have almost never had Inform games crash. It could be due to window size or something. Edit: No one else seems to be reporting this, so I believe it may be an interpreter issue.

Other than that, the main thing I would have liked more of was a guided conversation system that suggested things to talk about.

Overall, this is much better than it could have been. I remember someone entered a text port of one of the graphical Infocom adventures into IFcomp many years ago and it was a real slog to get through. Pretty much most of the unofficial sequels to Infocom games I’ve played have been bland, outside of some highlights like Scroll Thief. So to see a game that is vibrant with interesting puzzles and which follow in the first games footsteps in many ways is quite impressive. I don’t think it achieves the heights of the first game in terms of polish or writing, but that’s like saying that my work as a mathematician didn’t achieve the heights of Newton or Gauss. This game aimed high, and so I’m impressed where it landed. I look forward to any future work.

You can log in to rate this review, mute this user, or add a comment.

How Prince Quisborne the Feckless Shook His Title, by John Ziegler
4 of 4 people found the following review helpful:
Gargantuan game about puzzles and a Prince's journey of maturation, November 22, 2023
Related reviews: more than 10 hours

I’m pretty sure this is the largest TADS game ever made and one of the top 2 largest parser games (with Flexible Survival, the furry game, being larger). It has a map and puzzle list rivaling games like Cragne Manor, and actions frequently generate over a page of text, often multiple pages when dramatic events happen.

The story is that you have been assigned to make the young prince Quisborne into a man, basically, instead of the wishy-washy pampered prince he is. To do that, you need to explore the world, chase down dark secrets, and help out a great deal of people.

I tested this game, although I used a walkthrough for much of it. I also replayed part of it before this review, which I’ll come back to later.

I think a great deal of IF taste comes down to the first game you played that hooked you in. For me (and a few others, like Mike Spivey), our first big game was Curses. For people like Robin Johnson, those games were (I believe) Scott Adams. For people like Zarf, Infocom and Myst were big influences; for Garry Francis and others, type-in games and illustrated adventures were big.

Each of these influences leave a mark on us. For me, I like dry humor, exploration with a lot of varied experiences and consistent backstory, literary aspirations, etc. Robin Johnson took principles from Scott Adams games (and others) to make his successful parser hybrid games. Zarf made several amazing games that drew on Myst’s complex mechanical puzzles (especially So Far), and so on.

John Ziegler has cited the Unnkulia games as an inspiration. These were early TADS games, perhaps the biggest/most popular amateur text games that were released while Infocom was dying and before Inform came out. They feature games with lots of gags and names that were puns or jokes. They have a lot of background banter, and feature large outdoor areas with woods, taverns, etc. They have puzzles involving looking behind scenery things or repeating actions, lots of diagonal directions, etc. I replayed a bit of the first Unnkulia game before writing this review and these things stuck out to me.

I find a lot of similar elements in Prince Quisborne. We have an expansive world map that involves a lot of beautiful nature and sweeping expanses. We have puzzles that involve looking behind scenery things or trying actions multiple times. We have many names involving puns or jokes. We have maps with organic, diagonal directions. We have a plethora of taverns. We have the use of TADS. Some of these are stretches, of course, but I really feel like a lot of authors (including me) are perpetually chasing that feeling of the games that drew them into IF.

The craft is, in my opinion, much higher in this game than in Unnkulia. The poems are well-written, the puzzles can be exceptional, and so on.

When I first played, I got overwhelmed by the large amount of text. I ended up having to follow the walkthrough and couldn’t figure out how anyone could navigate the tons of text, many room exits, tons of open quests, etc.

I replayed today, and I got to 75 points in 4 hours, out of 300. I got 50 of those points without hints, which was nice, but I really got stuck on the chess puzzle, which I had never solved on my own before. I also needed hints crossing the ferry, and I got some ‘solve’ help with some logic puzzles because I had already played through them twice (but some I did anyway because I like them).

I found it so much easier this time. What I did was, the first time I played, I read all the text carefully. All the pages and pages of backstory, the little jokes and character building moments of the game.

But this time, I just ignored it all. I just went through and saw the puzzle structure. I spacebarred through all the text and looked twice at each room to get the shorter room description.

With this simpler version, the map coalesced. I realized how much of it was closed off, and the rest was strongly guided. I was able to do a lot more of the puzzles this way.

However, it only made sense to do this because I had read the text once before. Without the text, some puzzles won’t make sense.

Fortunately, I found the NUDGE system really helpful. It helped me know what to focus on, and cut down on the time I was lost so much. It didn’t even feel like cheating; honestly, playing the whole game doing NUDGE a lot may not be a bad idea.

The other reason it’s good to read all the text is because it provides its own experience, its own plot and storyline, much of which is wholly unconnected with gameplay. It tells a story of a young man who grows wiser and older. Many reviews have found parts of this offputting, and I did too at first, as the character seemed so wishywashy. But the later parts of the game really pay off with all of that intro character framing.

I spoke about tastes earlier. Some of the puzzle style isn’t to my taste in terms of difficulty. I have some habits in my own games I do specifically to avoid things I find frustrating in others. I lay out almost all of my rooms in rectangular grids and make sure to clearly label exits, because I don’t like hidden exits; I try to keep my text short and make it clear what matters in each room; I like to make it so that all important text occurs at the end of paragraphs; if a puzzle requires multiple items, I try to keep them together in physical proximity or provide clear markings showing they belong somewhere else (which is something I like about Curses, and something Cragne Manor does in a way); and so on. Quisborne violates almost all of my personal rules, and this makes it, in my opinion, even longer and more difficult than a game of its size would otherwise be.

But I had fun replaying the first 4th of the game tonight, doing it in my weird way of having already read all the text and used a walkthrough and now stumbling through with occasional hints. I don’t think that’s how the game was intended to be played. But I like it a lot. There are a select few other big polished parser games out there and many of them have not gotten the attention of smaller games; I recently have been replaying all IFDB games with 100+ ratings, and the only real ‘mega’ game on there is Blue Lacuna, which is the easiest giant game. Curses is on there, which is pretty big. But the other games, like Mulldoon Legacy, Finding Martin, Inside Woman, Lydia’s Heart, Worlds Apart, Cragne Manor, etc. tend to get few but high ratings. So will Prince Quisborne become popular and well liked by many, or just become the treasured love a few? Even the Unnkulia games which inspired John sit at less than 10 ratings on IFDB each. But I am a fan of this game, love the craft that went into it, and believe it fulfilled the author’s goals of making some exquisite.

You can log in to rate this review, mute this user, or add a comment.


Previous | 531–540 of 3519 | Next | Show All