Reviews by MathBrush

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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
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The Train, by Obter9
1 of 1 people found the following review helpful:
A short twine game about a train, amnesia, and identity, June 13, 2019
Related reviews: less than 15 minutes

There is a curious sub-genre in interactive fiction about surreal games on a train. There is something about the train as both metaphor and as a constrained, linear, isolated space that makes it ideal as both a narrative setting and a game setting.

Combined, then, these make for a perfect combination when it comes to interactive fiction.

As a standalone game, this one is short and trope-reliant but well-paced and compelling. You wake up with amnesia, opposite an old woman on a train. The game doesn't last long, but choices you make matter.

An interesting short read on a lunch break.

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Almost Goodbye, by Aaron A Reed
2 of 2 people found the following review helpful:
Procedural generation, loss, and relationships, June 13, 2019
Related reviews: less than 15 minutes

This game would be a 3 star game if not for the highlighting.

Visually, it's presented beautifully, with background images, multiple textured text boxes, and UI options.

Structurally, as a standard choice game, it leaves a lot to be desired. You have a menu of people and a menu of places, and take turns picking one then the other. For each pairing, you have a binary option or two. There is a lot of text per choice.

But with the highlighting on, you can see the trick of this game: some of the game is procedurally generated. Not in the sense that the game uses predetermined text replacement based on your choices, but in the sense that there is some kind of corpus generating new sentences.

Is this useful for the game? It's cool to see your choices produce new things. But a hand-written sentence would likely be just as good or better, which is the perpetual problem of procedural generation.

Still, the highlighting gave me a sense of involvement, and the overall story was dramatic and touching.

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Cup of Frost, Palm of Gold, by Emma Osborne
1 of 1 people found the following review helpful:
A polished fantasy/mythology twine game with extreme branching, June 12, 2019
Related reviews: less than 15 minutes

I saw this game a few months ago, and I was pretty impressed. It has a beautiful story to tell.

The format is large pages of text with 2 choices at the bottom. The choices split quickly, so you get very little of the game in each playthrough. However, replay is quick and enjoyable. I've seen 3 endings.

The idea is that 4 siblings are chosen every few decades to become demigods corresponding to the seasons. You can choose summer and winter, love or war, peace or sadness.

I do wish their was less extreme branching, with more of the main story in each playthrough, and that it was easier to make decisions based on a strategy, but this is a stylistic choice.

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Haywire, by Peregrine Wade
1 of 1 people found the following review helpful:
A great superhero game divided into many small branches, June 9, 2019
Related reviews: less than 15 minutes

This game could have been more accessible and/or popular with some design changes. It suffers strongly from “Time Cave” effect. Instead of having an overarching narrative, it’s made of a dozen or more distinct threads with very little in common. It branches wildly.

Each playthrough is, to me, a 3-star game. But the whole story is pretty cool. I discovered stuff on my 4th and 5th playthroughs that changes the whole story (although I am ever an enemy to slow-text in IF games ).

I could see this game having been made slightly more coherent, with some of the best scenes always occurring.

But this could all be down to author’s choice. Did the author want most of the game to be hidden away as a reward for the careful reader? That’s a valid design choice, limiting the number of people who enjoy the game but increasing the joy in those who do. Hanon Ondricek has many games in that style in the past, but he’s now done stuff in many styles.

Anyway, this is a pretty cool superhero story.

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Time Passed, by Davis G. See
2 of 2 people found the following review helpful:
A short, intense twine game about a relationship over time, June 1, 2019
Related reviews: less than 15 minutes

This game is fairly short, and can be completed in 4-6 clicks. Each page has some ‘asides’ that take you into a few paragraphs from your past, and one ‘real link’ that takes you to the next page. The shortness, combined with the absence of strong choices, are why I’m taking a point off. The styling is spare, but color transitions and positioning of various link types show signs of careful thought and polish.

Otherwise, this is an emotional short story about a school crush and a chance to meet them after many years, one complicated by gender preferences.

It’s hard to go into more detail, because there’s just not that much there.

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Careless Talk, by Diana Rider
1 of 1 people found the following review helpful:
A slight game with a heavy message about discrimination, May 27, 2019
Related reviews: less than 15 minutes

This game is short and mostly linear. Many choices that are presented, in fact all, it seems, either don't actually work (your character can't choose them) or has no effect.

Within that short time and constrained play system, though, the author manages to build up an entire world and vividly describe a wide variety of characters. I felt emotionally invested in the game.

I'm not sure that this game would be better serviced by being longer. It has a short tale to tell with a clearly defined narrative arc.

The general idea of this is bigotry, and features a world where magic blends with the era of British sailing ships and naval domination.

I'm taking off two stars, one for interactivity (I feel like the game could have at least remembered a bit of our earlier choices, like the way we handle the bigoted crewman), and one because it has little replay value. It's been over a year since I played, and I remembered the entire game when I just replayed it, finding nothing new. Perhaps this is actually a good thing, a story so vivid it's seared into your brain? But 3 stars is where I'm leaving it for now.

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Dreamland, by Tatiana Statsenko (as eejitlikeme)
1 of 1 people found the following review helpful:
A small series of dream vignettes , April 25, 2019
Related reviews: less than 15 minutes

This game is fairly simple, but a pleasant way to pass the time.

You are given warnings about how what you do before bed affects your dreams. Then you fall asleep.

You experience 3 dream vignettes, one with a puzzle, one with little agency, and one with a few moral choices. The order you experience these vignettes in depends on your earlier actions.

This game would be good for an interactive fiction class to analyse, because it has some delayed branching, a variety in choice structures, and is small enough to digest.

However, the game itself isn't strongly polished. I had the impression of grammar mistakes at times, and the visual presentation could be developed more.

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The Ballroom, by Liza Daly
3 of 3 people found the following review helpful:
A brief demonstration of an innovative method for changing a story, April 20, 2019
Related reviews: less than 15 minutes

Liza Daly has come up with quite a few ways of presenting stories in the past, including complex parser games, the precursor-to-Twine game First Draft of the Revolution (in tandem with Emily Short), and the Windrift engine.

This game builds on that earlier material. It is very short, finishable in 5 minutes (unless I missed something major!).

Basically, there is a sequence of choices in the story, each of which can be revisited at any time. There is a bit of hysteresis, a term Emily Short has used before to describe how doing and undoing choices doesn't just put you back where you started, but has lingering effects.

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a short walk in the spring, by Amorphous
3 of 3 people found the following review helpful:
A partially-random walk in the forest, April 20, 2019
Related reviews: less than 15 minutes

This was an interesting game. Perhaps the most interesting part was the author's afterword.

The idea is that you set off to several journeys that are procedurally generated. Along the path, you can control how surreal the messages are by staying on the path or wandering away.

Much of the conversations at the end of each journey were repetitive, which the author states is a bug. It gave an interesting effect, though, almost like a dream, a ghost conversation, or a fading memory.

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Writing Program Five, by Dan Cox
3 of 3 people found the following review helpful:
An intriguing experiment that is at times confusing, April 13, 2019*
Related reviews: less than 15 minutes

This game is a sort of meta-commentary on writing and the nature of writing, technology, and maybe a bit of Sci-Fi.

It's format is essentially that of a cited and annotated series of paragraphs, each on separate pages. The presentation is slick, handling different browser sizes adeptly.

There is an extra layer to the game allowing you to access a command prompt with a few actions.

This game constantly hints at their being more, but I felt like that promise never materialized. That may be part of the point, but I feel that somehow just a couple of small tweaks here and there could have made everything gel for me.

* This review was last edited on April 14, 2019
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