Reviews by MathBrush

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Dashiell Hamlett: The Blue Dane Meets the Black Bird, by Tony Pisculli
2 of 2 people found the following review helpful:
A deconstruction of Hamlet in Ink, April 13, 2019*
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More than any other piece of Western literature, Hamlet has been mangled up and mashed and transformed, from Hamletmachine to Lion King. But it makes sense, because it's a compelling story.

This version is a mashup between The Maltese Falcon and Hamlet. It borrows heavily from noir tropes, to the point of parody, but it also features heavy elements of surrealism.

This is a short, linear game that maintains an illusion of slightly less linearity.

It's an interesting concept. Some of the surreality was hard to distinguish from bugs at first, and this created a kind of disconnect between me and the interaction.

* This review was last edited on April 14, 2019
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Our Darkest Thoughts, by Jesse Villa
1 of 1 people found the following review helpful:
A short Twine game about identity and depression., April 8, 2019
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This short Spring Thing game is in the genre of text games that take a major issue confronting humanity and explore it through a player's story. In this case, it reflects depression.

You wake up in the dark, forced to rely on sense besides sight to discover more about yourself.

This game is dark, literally and metaphorically. It allows you to do anything you set your mind to.

I felt like the game's mild puzzles contributed to a sense of agency. But somehow I felt an emotional distance from the game, perhaps because of my personal feelings regarding the subject matter.

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Darkness, by Jeff Schomay
4 of 4 people found the following review helpful:
A short contemplative metaphor game based on the new Elm Narrative Engine, April 7, 2019
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This game is designed to showcase the Elm Narrative engine. Although it's not the first game written in the engine, it's the first I've seen.

This engine is based on the Elm programming language. From what I've seen of the engine, it features less emphasis on branching and more on context-sensitive choices (which would be useful for inventories and such).

In-game, the same link can have multiple effects depending on when you click them. Because the links can scroll out of view, there is a handy top bar listing all active links. This gives an experience somewhere between Twine and Robin Johnson's Versificator engine (which the author praises in an early dev blog).

There was one critical issue that cause me trouble. Due to the large font size, I usually had to rely on the bar, and the bar wasn't always there. I had to tap the up arrow to make it appear. This was the case in both Chrome and Firefox. I know this is just an option in the engine, as the other sample games use a constant menu bar.

Everything else about the engine was smooth and enjoyable. I could see this engine gaining wider adoption.

As for the game itself, it is a metaphorical game about the pursuit of light and darkness. It's short, contemplative, and even melodic at times. I had difficulty making an emotional connection, though, which may be related to my interface frustration.

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Quiet, by Martyna "Lisza" Wasiluk
2 of 2 people found the following review helpful:
A contemplative game about the role of words vs expressions in conversation, April 6, 2019*
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This game joins the growing sub-genre of twine games where you express yourself with emojis (including 10pm, a recent French IFComp game, and parts of Known Unknowns).

The author speaks about being a quiet person and the game forcing you to consider the effects of that. That's an angle I really haven't seen explored before, and it was telling.

I found the game frustrating, because I couldn't guess the effects of my choices. But maybe that's the point? Intentional frustration for the player, depicting the problems quiet people unwittingly cause? If so, it's quite clever.

* This review was last edited on April 7, 2019
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I Will Be Your Eyes And Hands, by Cam Miller
0 of 1 people found the following review helpful:
A short, thoughtful and polished take on dystopia, April 5, 2019*
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This game is a take on dystopia in the well-trodden vein of Kafka and Orwell, but I think it does well, mostly due to pacing and attention to graphical detail.

This game is more of dynamic fiction than puzzle. The interactivity is there to draw your participation in the story, and it does a good job of that.

* This review was last edited on April 6, 2019
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smooch.click, by Devon Guinn
1 of 1 people found the following review helpful:
A short game about kissing with great design obscured by the execution, March 12, 2019
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This is a simple game. It's a random kissing simulator. Input gender, then make some atmospheric real-time twine choices about your feelings, then kiss. Over in 5 minutes.

Reading the documentation and looking at the game structure, though, it's clear there's a bit more here. The game does some state tracking and the best endings are hard to find. Reading the source code, I find the worst endings (found by (Spoiler - click to show)Making choices that increase anxiety) highly amusing.

But finding these endings isn't even possible sometimes due to RNG, and the game doesn't do a stellar job of giving you feedback on your choices.

But perhaps this is an intentional choice? A way to model the inherent uncertainty in romantic relationships?

In any case, this is a fun game to poke around with, especially if you look under the hood. Good styling, too.

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+ = x, by Chandler Groover
5 of 5 people found the following review helpful:
A twisted Texture tale. Short and obscure, a sci fi story, March 12, 2019
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This was a controversial IFComp game. Chandler Groover, known for writing well-received games with dense, descriptive writing, released a short and cryptic game for IFComp.

After listening to the author talk, and playing it myself, I now think I know what it's all about.

The clear part is that there is a fortune telling machine. People are 'added', which summons them to the machine. There, they are either equalized or multiplied.

After finding the easter egg, I realized on my most recent playthrough:

(Spoiler - click to show)The fortune telling machine is the engine for a spaceship/planet. Each person who is 'multiplied' is erased from existence. The energy from erasing them is used to rewrite the timeline to one where the planet is in another space. Movement by not moving, just changing the timestream.

Figuring this out made me like it more, otherwise I'd give it a 3. Nice presentation and good use of the Texture format.

I still don't know what being Equalized means.

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LET'S ROB A BANK, by Bethany Nolan
1 of 1 people found the following review helpful:
A minimal heist game in Twine with strong characterization, February 17, 2019*
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This is a shortish replayable twine game where you assemble a team for a heist. You choose people for different roles, such as getaway driver, then see what happens.

It seems like a very branchy game, but a big chunk of branches are eliminated early on by one choice, making it smaller than it seems. The styling is non-existent, using the standard Twine design and formatting.

The characters are memorable, though. It's pretty intense for a humor game, and I played it several times.

* This review was last edited on February 18, 2019
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Pegasus, by Michael Kielstra
3 of 3 people found the following review helpful:
A short and emotional tale about partners in a futuristic organization, February 13, 2019
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This is a fairly stripped-down parser game, mostly involving linear conversations and simple tasks where you follow orders. The emotions are on-the-nose, and the descriptions are small.

But I liked the game. For my personal, somewhat cheesy style, this game was a great fit. I've played it a couple of times, and I enjoy the relationship it develops.

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Panoptique, by Hugo Labrande, Nighten Dushi
2 of 2 people found the following review helpful:
An illustrated parser game with multiple independent tracks, February 1, 2019
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This French IFComp game was written using Vorple, allowing it to have a dozen illustrations.

In stark contrast to the freedom of parser or the generally linear Twine games, this game has twelve different screens you can pay attention to, each of which has its own timeline. This makes it more like Varicella or Master of the Land, which implement similar parallel timelines.

However, just as with those games, I found it difficult to make and carry out plans.

I believe there may have been an error in the scoring. Despite receiving positive feedback on many of my police reports, and playing through a half-dozen times, my score only went down from 100 out of 1000, sometimes even becoming negative. My final scores were 100, -50, 80, and so on. I checked the walkthrough after and it seemed to say I was doing a good job, so I don't know.

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