The programmers and artists did a great job on this game. We have a smooth interface with lush, hand-drawn designs.
The story is not really salvageable, though. You play a judge in death-penalty-era England, and you are asked to review death row cases. The following facts are true in this game:
-You can only appeal one case
-The ones you don't appeal are executed
-You have no choice about these rules
-Your wife acts like you are killing people
and...
-The people you free (Spoiler - click to show)are sent back so that all but 1 die.
So much of this doesn't make sense. And the text is very trope-y and short, almost like a distilled ideal version of truth. The entire courtroom transcript is boiled down to two paragraphs, including "The defendant said 'I didn't do it!'".
The tension with your spouse is not reasonable. These people were all going to die. Your job lets you save at most one. If you didn't do your job, they would all die. So you're literally doing the opposite of what she says; you're not killing anyone at all.
I think games focused on political issues can be amazing, but I feel like this one doesn't quite reach the goal its hitting at. Love the interface, though.
This game satisfies my criteria for 5 stars:
Polish: This game has been well-tested, includes achievements and stats, has a pleasing choice structure.
Descriptive: The mother, Macleod, the protagonist, and especially the horse were vivid characters.
Interactivity: I felt like I had real choices that could affect the game, and saw the effect of some of those choices.
Emotional impact: I was drawn into the story and could identify with the protagonist.
Would I play again?: I would definitely revisit this. Lovely game.
In this game, you play a young girl who suspects that there is something unusual about her neighbors new horse. She's drawn into a web of tales and choices, and has to decide whether to obey her mother or follow her own mind.
This game is translated from Spanish, and has some definite language issues.
But the underlying story shines through, and I think it's a fine example of the time loop tale.
Your friend Beto has recently passed away, and you don't feel very good. Nervous and fearful, you are convinced you will die.
The story ends up taking some loops, and doesn't last too long, but I found it to be effective and enjoyed some of the symbolism. It painted a strong picture of the protagonist.
The final link is broken, but it's just supposed to reload the index.html file.
This Twine game places you in the position of a young witch-girl that gets marooned on an island with an interesting cast of characters.
The beginning of this young fantasy game is pretty promising, but the conflicts begin and end fairly quickly. I found the ending abrupt. In my playthrough, I (Spoiler - click to show)openly defied a powerful wizard with a tiger pet and just found a boat, and the game was over.
I found a passage that was completely blank ((Spoiler - click to show)offering to let Corbin live with you).
I think all of the issues could be addressed by increasing the game length and a little bit more beta testing.
This games is pushing a bit higher than 4 stars, maybe 4.1 or 4.2.
When you put effort into an Ink game, it looks good. This game has nice crisp scrolling and nicely-chosen images from Unsplash. It looks good!
Structure-wise, it seems like it's written by someone with no real IFComp experience, and so it's a sort of new thing not tied down to overused IFComp tropes. This is a good thing; if anything, it reminds me of Ayliff's Seedship game.
You have a growing colony with a lot of stats (resource use, pollution, etc.). The major decision you make is which technologies to import from the earth first. You also have occasional binary decisions to make regarding strategy.
The story is about two people who love each other very much sending letters and images back and forth. There names are of Arab origin and the images seem to be from Africa, so the setting seems to be somewhere in North Africa.
The game has a few problems. I swear I saw a few typos like stray punctuation. The science in the game is grossly oversimplified (a colony of 400 people can create enough incidental pollution to affect the entire planet's climate over a few months) and the 'check stats' link can be overwhelming.
But it was fun, and the story made me think about life. I believe the author achieved the goals he had when making this game.
One star may seem harsh for a game, but here are my five criteria:
Polish: This game has visible error messages every few screens. This is probably all the same error, but it could have been caught. Links to images are everywhere, but are deleted because of copyright. If the author is reading this, try Pexels! Plenty of free images in their public domain section.
Descriptiveness: Everything in this game is bare-bones, functional writing.
Emotion: I didn't really feel a connection to the chieftain or the tribe
Interactivity: The game is very slow in its accretion of resources, and bugs made my choices not work
Play again: Without more bug testing, I wouldn't play it again.
Is this Healy's first full-length game? I know Healy best for the many years of starting IFComp prediction threads, so it's fun to see them in action.
This game is in stark contrast to Turandot, the last IFComp game I played. That game was very self-aware, while this game just oozes sincerity. Turandot overturned tropes and cliches, while this game leans on them somewhat.
This game uses RPG maker, so it's very graphic heavy, but that doesn't take away the 'interactive fiction' aspect for me. RPG maker is fairly generic, so the grpahics melt into the background and let the choices and text take front stage.
Basically, you're trying to be bad. So you do bad things. If you get enough bad things, hopefully you can impress your boss. There is one strong profanity in the game (fitting for a bad, bad witch). There are nice little knowledge puzzles.
And there are choices. This game is short (which is the biggest reason for 3 stars out of 5, I don't think it explored its themes enough), but even in that short time, you have true agency. You can have two walkthroughs to two different endings that share almost no text between the two of them and which represent diametrically opposed choices. And that's pretty rare in a text game!
I like this kind of game. Papillon made a game like this decades ago, but it was buggier. If only RPG maker had been there back then! Hopefully, Healy will continue to write. I look forward to more!
I'll admit, I'm a big Astrid Dalmady fan. From her earliest games like You Are Standing at a Crossroads, I've found her writing comforting and cathartic.
So this game, I ate it up. It's not big on traditional interactivity. You just explore everything, then move on to the next step (on the surface, at least. In truth, the game tracks state and has many endings, but it doesn't appear like it).
What I like about it is the story. The label I'd like to apply is 'magical realism', although that's a subject I'm not an expert in, so I might be using it wrong. A day to day story with fantastic elements brought in that are treated matter-of-factly, for the most part.
What happens is you are the night guard for your mother's paintings, and (Spoiler - click to show)they begin to come to life. You must gather items for a ritual to summon back a lost painting.
You have options. Some choices cause you pain, and others cause you sadness. There are many endings.
Overall, I found it almost like a cleansing for the mind. The deep discussion of the mother-daughter relationship helped me think about my own relationships, and the ritualistic structure was like a form of meditation.
Okay, this game is not a comp-killer. It's short, the puzzles are very easy, the plot is linear.
But it's just brimming with honesty and earnestness. This is a real-life tale of friendship and tribute. The protagonist doesn't sound like me; grabbing a 24% THC stash in Colorado and downing draft beers with buds isn't me. But that's okay; the thing I like about this game is that it's a window into another life, a window into a period of bonding and experience. The author has put his real self on the page (or at least made it look like that!) and it's so rare to find something like that.
And the simple game design makes for less bugs. There are some rough spots, but it wasn't too hard to get out of.
Here's to friendship!
This game is pleasant, and has a simple map and friendly, talking animals.
You are exploring an island and its surrounding reef, looking for treasure. Along the way, you solve some riddles and help out some new friends.
It's all very pleasant, and it boasts numerous testers, but I feel like the design has some issues. Some puzzles (like Morse code) work great.
But others have trouble. One that comes to mind is the shovel. When we use it, we're asked where we want to use it. It turns out the answer has the form DIG PREPOSITION NOUN. This is a really big space to get the answer right in. Do you dig NEXT TO THE SEA? IN FRONT OF THE TRUNK? When you open up the parser to three-word puzzles, it makes things more difficult.
This happened later for me with the flat stone. You need to use one thing with another thing to affect a third thing. There are just so many ways of typing it, and I had to turn to the walkthrough.
There were a few other things that were similarly open-ended (like the riddle), and so I kind of bounced off that portion of the game and didn't become invested.
Overall, I found this fun, with wonderful imagery.