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.
Wumpus is an old game, and Andrew Plotkin had long since done an amazing remake of it by this point (Hunter, In Darkness). But this Adrift game was surprisingly fun.
You wander through a pretty bad maze (although you can find a nice, hand-drawn map), avoid obstacles, and try to kill the wumpus and escape.
I won on the second try after about fifteen minutes or so.
Paul Panks made one pretty cool game, and then made a ton of little games which are all very similar.
When I started this up, I thought, "I wonder if I'll be in a village with a 2-floor tavern and a church." Lo and behold, I started in a two floor tavern next to a church. Is my first enemy a hellhound? Yep. Then I fought a dragon. That was new. But the game was over after that.
Not much here, but at least it all works together as long as you're familiar with Panks' style (GET, not TAKE, and WIELD weapons and WEAR armor).
In the PTBAD series, which is generally an ill-conceived series of intentionally terrible games, this one manages not to be too terrible. It has generally smoothish implementation, not-too-hard main puzzle, and a poem that has crosses the line from awful to sublime.
Uses Adrift 4.0.
I played the French version of this game before. I like this game, it calls to my exact sort of tastes in games. But it may not call out to everybody. It's like Cannery Vale, which is one of my top 10 games of all time but which didn't win IFComp, or Creak, Creak, a tiny game by Chandler Groover.
In this game, you wake up in the middle of the night to strange sounds in the garden. You can explore your house, but everything seems off.
Great for fans of existential horror. Very short parser game.
This game is short but satisfies all of my requirements for 5 stars:
Polish: This game has a custom format with well-designed buttons and overall CSS and layout.
Descriptiveness: There are several characters who are described in exquisite detail (or not, with good reason), and the location and item descriptions were evocative.
Emotional Impact: I could really identify with the researcher and the anomaly. The final description complemented the main narrative in an excellent way.
Interactivity: This game allows quite a few paths, but is self-deprecative. It says: (Spoiler - click to show)This may be a multiple-choice story, but there's no multiple endings. If you pick the wrong options, the story has to pretty much drag you to me so we can have this little chat. You see, fundamentally, this just isn't a good multiple choice story. That's not what it is. It was never supposed to be that. A good multiple choice story has decisions, it has character development, it's got different pathways to get to different goals and most importantly it's got replayability. There just has to be at least one ending where you die. It's a game, and there's a different way to play every time. This is not a game. These are special containment procedures. And these procedures make a very bad game, but they do a very good job of containing me.
Coincidentally, I disagree with the game's self-identification as a bad game and with its overall design philosophy. The material in the spoiler is only one way of doing things.
Replay: I enjoyed this both times I replayed it.
This is one of Porpentine's games that highlights one fact of her games (especially her early games) more than any other work of hers: intense, destructive femininity. This is explored in other works, especially Cyberqueen and With Those we Love Alive, and, well, all of the other works, but it is the lifeblood of the game.
This game centers on being Kesha, infused with powerful glitter and mascara, driving vehicles named after genitals and destroying hater-men in a techno-cyber-surreal-sephora mashup.
It's more gruesome and sexual than I like, and Porpentine herself seems more toned down now. But the production values are really excellent. Few people, perhaps none, have managed to extract as much presentation value out of Twine's basic features.