Zarf/Andrew Plotkin has said before that he thinks about a certain interaction he wants players to experience in a game, and then builds the game around that.
This game was built around one interaction at the end. It’s a cool interaction, but the rest of the game doesn’t do enough to build up to and support this special interaction at the level it deserves. It’s like having a small 1-tier cake with a huge crystal wedding topper that it can’t quite support.
The cards were a nice visual feature: this is set in a futuristic Vegas casino, and you can see the cards being dealt.
Overall, this shows a high level of craftsmanship, and I anticipate that a longer game by this author would be great.
This game isn't bad in it's own category, it just happens not to be what satisfies my criteria for stars, which is why it got a low score from me.
This game uses randomization of elements taken from some sort of database (so that figurines might be of monkeys one playthrough or of dogs on another).
The player has some text input, and there are images, but overall it seems like you just get a story to read that you don't have much effect over or investment in.
The game shows a great level of skill, though.
In this game, you wake up in the world described in Talking Head's 'Once in a Lifetime' song. You have a beautiful house, a beautiful wife, and none of it makes sense.
This is a texture game, and has great promise. Unfortunately, it is not complete at all.
If you experiment with it, note that it has some sensuous scenes.
This was a game meant to show off a particularly interesting engine, but which may not have been the best choice to show it off.
Glyffe lets you navigate (using arrow keys) around a text on screen, with interactions happening when you run over something. There are interesting Glyffe 'worlds' with red FIRE and grey WALLS and DOORS that you can physically interact with.
But this game is just a long text, where running over a paragraph makes the next pop up. The text is interesting, but the interactivity of this example wasn't sold to me.
This is a short, incomplete science fiction story.
This game has excellent worldbuilding, you can really get a feeling for the kind of place that you're in. It's a high-tech sci-fi scenario.
However, it feels more like a good first effort than anything else. Formatting is kind of off, with no spaces between paragraphs. The clinical tone isn't quite nailed, with first names being used for researchers (like Dr. Sarah and so on).
I believe a further game by this author, with practice and polish, will turn out great.
This game is in the Intudia system, which was also used for Addicott Manor in IFComp.
This game is quite short, as is appropriate for the Ectocomp competition. It's also a widely branching game. You are a counselor on a bus trip to a camp. You have about 2-5 choices on any branch.
The story is about murder, supernatural violence, etc. and relies on several stereotypes and tropes of teenage slasher films.
This fairly short Twine story has us playing as a magistrate's assistant, reviewing three different accounts of ghosts by three different characters.
The characters are inspired by the Chinese novel Di Gong An.
I found the setting interesting and the writing well-done. The only real choice was the order of the stories, but there was a bit of a puzzle at the end which I was pleased with.
This is the second Ectocomp game I've played by howtophil, and I have to say that it's not as good as his other, and I actually think that's a compliment.
This current game was, as far as I know, the author's first completed work. I remember testing it in the forums. It implements several clever ideas/puzzles, one puzzle in each of four rooms.
However, it sort of attempts too much at once, not leaving enough time and space for careful implementation.
The author's second game in this competition, Wake Up, was written in less time but with more skill. It had a narrow focus, excellent implementation, and a great overall structure. It's clear the author is learning by leaps and bounds.
So I can't strongly recommend this game, but I can recommend Wake Up, and I believe the next games to come from this author will continue to increase in quality.
This is a feel-good game, which, as the author pointed out online, is very different from their last game, Bogeyman:
"my entry for ifcomp, which is genre-neutral: "extremely disturbing", "relentlessly horrible"
my entry for ectocomp, which is specifically halloween-themed: light-hearted family-friendly HIJINKS"
This game is based on a classic kids' cartoon, and it holds up well. You have a big, lawnmowery exploration phase looking for supplies before setting up a home alone-like defense.
The game feels slight and smallish, but polished; this makes it perfect for a casual competition like Ectocomp.
This game is a shortish Texture game with a Halloween theme. You are brought before a macabre group and forced to perform a ritual.
The Texture programming was more complex than I'm used to, which was a nice change. It felt like a real puzzle. At first, I thought it was similar to Moon Goon, with an altar containing 'assorted items', but the ending couldn't have been more different.
I loved the overall plot design in this game. Given its fun-to-length ratio, you should just go try it.