Ratings and 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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LAKE Adventure, by B.J. Best
2 of 2 people found the following review helpful:
Metafictional narrative about revisiting the past, using AGT, November 22, 2023
Related reviews: about 2 hours

I’m going to put on my ‘extra-critical’ goggles for this game, because it’s by a previous IFComp winner (who presumably can stand up to sterner scrutiny), and is in a genre (autobiographical emotional retrospective in game form) that has had several recent start-studded entries (Sting, Repeat the Ending, A Rope of Chalk, and of course the author’s own game two years ago). It also intentionally uses an older format and is mimicking ‘my crappy apartment/house’ games, which has to thread the needle between not being as bad as the source material and being accurate to source material.

So how does it succeed? Overall, the polish is evident. I rarely struggled with the parser, which (combined with the other AGT/AGX/MAGX game this year makes me respect the engine a lot). Teleportation and combat are handled well. Death and being reborn could theoretically have really messed up game state, but it doesn’t seem to have done so, which is really impressive to me.

The game itself relies heavily on the commentary to make it ‘good’, which makes sense, because it was built that way. At first I was critical of the base game as being too basic, given the rich and full games I’ve seen built by children and teens recently (for comparison, look at Milliways in this IFComp!). But then I remembered games like Coming Home 1 which are actually very similar in layout and descriptiveness level to this game (although not in polish), so I guess it is pretty authentic.

Exploration was fun. Sometimes commands and interaction felt just a bit ‘off’ from games I usually play, and this was good; it felt like seeing interactive fiction written by someone who had a different set of experiences than me.

I’m not sure whether the game is autobiographical or not; I suspect not, but I’m not sure that should factor into the overall evaluation of the game. The background story is emotional, and hearing only one side of the conversation really helps here as you can imagine the other side for yourself, with version painting the narrator in a deeply sympathetic light or as a barely-tolerated person stretching others’ patience. One thing though for me is that it was always very clear that I was interacting with a fictional narrative, one held at a distance, and that I wasn’t drawn into. This is a personal reaction and not necessarily one all would hold. That’s actually what made me wonder if this was autobiographical, as real life scenarios are often less believable than fictional (like the fact that Tiffany is a medieval name).

The map is nice, and I wish I had read it first. I solved one puzzle it solves on accident due to my normal direction-flailing I typically do when playing games. It has some messages like ‘Don’t Cheat’ and ‘Listnouns’ that make me wonder if there is some hidden content in the game.

Overall, it was clear from the beginning that this has high production values and includes a lot of elements I like. So the debate wasn’t whether to score high or low, but which high score to shoot for. I’m still thinking about it; in a way this game is more relatable to me than Best’s last game, but on the other hand it’s a slighter thing. The ending, for instance, felt anticlimactic, more of an opportunity to sit and ponder than a neat wrapping up.

I’ll definitely be keeping an eye out for other reviews on this; I feel like there are still some unresolved thoughts in my mind and maybe a fresh perspective can help. But I did enjoy this, and it was easy to play this on Gargoyle.

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Please Sign Here, by Michelle Negron (as "Road")
1 of 1 people found the following review helpful:
Twine murder mystery with good art, November 22, 2023
Related reviews: 15-30 minutes

This is a creepy game in Twine with well-drawn backgrounds and characters.

You play in a coffee shop where a variety of customers keep coming in, but also several murders have occurred in the recent area and shadowy figures are hanging about you.

The characters were all distinct and mostly believable. Everything is tinged with just a hint of grey realism, so everyone has mildly depressing flaws.

The art was very well done. My only complaint on the visual side is that the very first background image is close to the text color in parts, making it difficult to read.

I played through to two different endings, including what appears to be the final ending. I was a bit surprised by the implications of the final ending, as I’m not sure how the rest of the game would make sense in that context. Although as I’m reading this it just dawned on me how it could all tie together, so hmmm…

Overall this was a game that improved my day to play, so I hope others check it out.

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Honk!, by Alex Harby
2 of 2 people found the following review helpful:
Excellent comedy circus puzzle game, November 22, 2023
Related reviews: about 2 hours

I deeply enjoyed this game. It’s a well-scoped, polished parser game with a lot of humor.

The idea is that you are a circus clown at a circus that is being sabotaged by a villainous Phantom! You have three friends whose acts get sabotaged and you have to find a way to defeat the enemy.

Most of the puzzles revolve around finding creative uses of items, although there are also some other puzzle types like math.

The characters are pretty distinct and memorable, like the grumpy animal trainer or your ‘dense’ muscle bound girlfriend. There are a lot of hidden details in the game, like a character being trans.

Most of the puzzles made perfect sense, and hit the sweet spot between being non-obvious but not being too hard to figure out. I did get stuck on the rabbit puzzle, but once I got hints for it I realized that I just hadn’t experimented enough earlier. I enjoyed the payoff of the game name.

I like a circus setting for a parser game (Ballyhoo is one of my favorite Infocom works) and the pacing worked great here. Excellent work, deeply enjoyed it.

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One Knight Stand, by A. Hazard
2 of 2 people found the following review helpful:
Lengthy and wordy Choicescript game about modern take on King Arthur, November 22, 2023
Related reviews: 2-10 hours

This is the first chapter of a large Choicescript game. I played past two hours on my phone, saving occasionally, but I lost about 30 minutes of progress near the end by forgetting to save (I got to the point where you can pack your suitcase). I think I got pretty close to the end, from what other reviews have said.

The scope of this game is large. The current largest Choice of Games title is 1.2 million words (while some Hosted games are larger), so one chapter of 400K is quite big. Production seems to have taken a long time, as there is a lot of reference to face masks and social distancing.

The overall concept of this game is that King Arthur and his court were real and still exist in a certain way (revealed later on) in the modern world. Simultaneously, demonic forces are trying to start the apocalypse, and you can help stop it.

There were two main romantic options I saw, a man and a woman. There are tons of different chance to declare your affection, so many so that I felt I had to constantly be turning down the people I wasn’t interested in.

The game has lots of action scenes which I thought were full of descriptive language and feeling like stakes were real. I died in one! (to see what would happen). A lot of times it was over the top (lots of Zalgo text for horror and tons of quip/pun options for humor).

The game is so large, I feel, because all the normal Choicescript stuff is amplified. Usually you can pick a few features of your appearance; here you can pick if you have hair, what length is your hair, what color is your hair, what shade is your hair. Instead of five to ten options, there are 15 to 20. Instead of choosing conversation topics from a repeating list that gets narrowed down, you pick from a list of conversation topics that each open up to their own list of conversation topics and so on.

This provides for a lot of customization but it can kind of interrupt game flow sometimes. I felt a bit of decision paralysis from time to time. It’s kind of the opposite of the problem a lot of games have, where all of the cool branching and decision making is hidden and players think the game is small/short because they don’t realize the choices they could have made.

In contrast, here everything is put on display constantly, revealing the massive amount of possible choices. And some don’t even seem implemented yet, like the fencing club (unless there is a way to get into there!).

I liked the Merlin character, and saw them as a fun RO/mysterious person. The overall magic system seems thought out and coherent, and the worldbuilding feels like it’s on an epic and grand scale. While I did find the large amount of choices overwhelming at time, it seems reasonable given the overall scope. I could definitely see it being popular when it comes out.

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The Ship, by Sotiris Niarchos
1 of 1 people found the following review helpful:
Game set in two worlds, with long, complex graphical puzzles, November 22, 2023
Related reviews: about 2 hours

This game has a few different twists, but I’ll try to avoid spoilers the best I can.

This is a choice-based game, and it is quite extensive. It took me right around the two hour mark to complete. It’s reminiscent of Gruescript in a sense, with different locations you can click to and an inventory to use. However, the inventory only shows up every now and then in-game.

While it grows more complex, it feels fair to say that gameplay revolves around a ship captain walking around the ship, trying to understand a mysterious poem given by ancestors and talking to others on the ship.

Storywise, it’s all about navigation and pushing to the unknown. There are different books that give you lore about the world. The pirates in the game all curse, presumably for verisimilitude, but for some reason the swearing was written exactly the way the 14 yr old boys in my school swear so I kept picturing very young pirates.

Many of the characters have tragic backstories. There are several opportunities to show mercy or justice and to change your relationship with others.

The writing overall was adventurous and dramatic. Near the end, there were a few different narrative threads that came together, but I’m not sure how I felt about the resolution. I was left with more questions than answers.

There were graphical puzzles in the game as well. At first, they fit well into the flow of the story, providing simple distractions along the main journey. Near the end, though, there were so many puzzles of such quantity that by the time I returned to the story I had forgotten much of what had happened. While I do enjoy graphical puzzles from time to time, they lack many of the features I’ve come to enjoy in text based fiction and thus weren’t quite as enjoyable to me.

The level of craftsmanship in the UI and puzzles was very high; the author clearly has a good grasp of visual design and event-based programming.

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Creative Cooking, by dott. Piergiorgio
3 of 3 people found the following review helpful:
A game with rich worldbuilding, where you have to gather ingredients, November 22, 2023
Related reviews: 15-30 minutes

This game is a brief but lively game in a fantasy world with anthropomorphic animals (although they're apparently not quite anthropomorphic animals) where you need to whip together a few random ingredients to make a creative recipe.

It’s written for the Magx compiler, a variant of AGT, and runs in Gargoyle for me.

The world seems fun and lively. To me it felt like Redwall but with invented names for the various species and fruits. While the game is fairly short, its many locations and NPCs and the worldbuilding made it feel large.

I struggled with some of the language as much of it feels academic and full of complex words. For instance, in a book on science:

"The book explain how the Subtle is the other face of handicraft and
mechanism-making, and how both can, and must, be balanced, being
the natural path of progress and improved living; the example of how
the energy from the lightning bolt spell can be stored in water-filled
glass container with metallic rivestiment on the outside and a central
spike inside is a prime one of this balancing between Subtle and
handicraft, when on the other side, handicraft instruments are needed
in Subtle research and practice, and no astrometry and time can’t be
done without mechanical devices, and illuminating orbs can’t be
produced without Subtle. Indeed an useful text for a creator, inspiring
useful (and not-so-useful, I admit) creations. Thanks, Etuye !!"

This uses complex language like ‘rivestiment’ and ‘astrometry’ and uses elaborate sentence structure, and some other parts of the game are similar, so I was lost at times.

The puzzles were generally well-clued; I enjoyed the puzzle involving the NPCs, as it felt organic and natural to look around the city and hunt for people.

The implementation is weak in several places, though; many things are described but don’t exist, so if something is mentioned in the text (like the ‘tools of the trade’ in the front room) a command regarding them will result in an error message (like 'X TOOLS: I don’t see any tools here). One puzzle says you need to (Spoiler - click to show)immerse a vine in a pond, but (Spoiler - click to show)PUT VINE IN POND, IMMERSE VINE, INSERT VINE IN POND etc. all don’t work. The walkthrough (which I had to use just for this puzzle) admits this is a ‘read the author’s mind’ moment, but I think it might be better just to make the other actions synonyms for the correct one.

So I think this has some solid worldbuilding and interesting puzzle mechanics, but I think the language could be simpler and more straightforward and the implementation could be refined. When I do rate this on IFDB, I will definitely bump up my score if there is a post-comp release. Overall, I think the characters seemed fun and the food sounded good!

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Who Iced Mayor McFreeze?, by Damon L. Wakes
2 of 2 people found the following review helpful:
Candy-based murder mystery, part II, November 22, 2023
Related reviews: about 1 hour

Last year’s game ‘Who Shot Gum E Bear?’ by the same author had a deeply amusing concept (hardboiled noir detective where everyone is candy) coupled with some solid writing but sketchy implementation.

This year’s game ups the notch a bit on the implementation but uses a more secluded setting.

You are called to an abandoned factory which is scheduled for demolition and tasked with finding out what happened to a missing husband. You get locked in, and have to use your wits to solve the case and to get out.

I’m going to quote my classification of (many but not all) interactive fiction mystery games:

1-Have a standard puzzle game that happens to be about murder mystery, with solving the puzzles leading to solving the mystery. This is like Ballyhoo.
2-Modelling evidence and clues in-game, which have to be combined to form a solution. This is how Erstwhile works, and most of my mysteries.
3-Collecting evidence through puzzles and conversation and then having a quiz at the end (where you have to accuse the right person). This is how Toby’s Nose works.
4-Collecting physical evidence and showing it to someone, being able to make an arrest when you have enough evidence.

This is the first type. Solving puzzles involves collecting evidence as well as escaping and once all puzzles are solved the game is over. Accusations, motive, etc. are all handled by the PC rather than the player, and I think that works well here.

The game has some suggestive/racy elements, enough that I wouldn’t want my middle-school age son to play it but mild enough that if he did I wouldn’t be especially upset, just have to explain the use of certain items.

The implementation is both really neat and kind of bad. The neat stuff is how the puzzles go beyond ‘one item one use’ in clever ways. The bad is that most of the standard responses aren’t changed. It might help for next time to use RESPONSES ALL while programming to get a list of responses and then changing a lot of them. But it’s not necessary; if the goal is just to have a snack-size fun game, that’s already being achieved here. The responses would only be if the author specifically wanted a more polished game. I think I mostly would want that because the writings so good everywhere else that seeing it in the standard responses would make the game even more fun.

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Out of Scope, by Drew Castalia
1 of 1 people found the following review helpful:
War/romance/thriller game where all choices are seen through a scope, November 22, 2023
Related reviews: about 2 hours

I think the best descriptors for this game might be ‘incestbait’ and '‘unusual UI’.

Let’s talk about UI first. The idea is that you are ‘aiming’ at the screen, with a literal scope in the title page and elsewhere just dragging your aim around. While moving around the page you find text you can click on. So it’s choice based, but with work to discover the choices.

The controls are opposite from what I expected. It all clicked when I realized that instead of panning around the page I was moving the camera.

This is a very long game, and took me longer than 2 hours to complete. Parts of it were difficult; a couple of times I could have sworn the text needed to progress just wasn’t there, so I exited out completely and ‘Resume’ and it worked. But looking back, I likely just had trouble finding the right link. I got very stuck at one point looking for my father, due to the many places possible to look.

The story is one of was and love. You play as two siblings who have had a love/hate/LOVE relationship their whole life. While there is no history of romantic intimacy between you two, everything in the game drips with its possibility, so much that the entire theme of the game seems to be ‘what if two siblings were almost-lovers and sublimated that tension into hate’.

The backdrop is like a modern Gone With the Wind or War and Peace, where a violent war is raging and you are part of a privileged family, the children of an admiral. The countries involved seem to be fictional, but evoke modern tropes: an aggressor country feeding misinformation to others to justify invading a smaller country; corruption at the highest levels, etc.

The game opens with a violent conflict between the two protagonists, and I never really understood the justification for that. Even seeing the messages that spurred the conflict, I don’t understand why the fight happened.

In any case, this really does have the overall feel of the grand war novels I mentioned before, with similar musings on changes in life. The UI was an interesting concept but by the end it started to wear thin. It may be because I was using a trackpad and playing on desktop; I had to click and drag a lot.

There definitely is strong craftmanship in evidence; this is the kind of game where I personally didn’t love it but I’d definitely hire the creator for game work if I ran a studio. So the pros of this game are mostly in the areas of the author’s skill, and the cons are mostly in my personal taste.

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CODENAME OBSCURA, by Mika Kujala
1 of 1 people found the following review helpful:
Spy adventure set in Italy with good nostalgic vibes, November 22, 2023
Related reviews: about 2 hours

There’s a tendency in interactive fiction for people to talk about ‘old fashioned adventures’ or ‘old school’ games , but it means different things to different people, usually ‘similar to games I played as a kid’.

I didn’t really get heavily into IF until I was in my thirties, so I don’t have a ton of feelings for older games. But I do have a couple experiences as a kid; one was trying Zork in my teens and failing to do much of anything (quit at the dam), and the other was playing some obscure text adventures with graphics in 6th grade (one called Hacker and another about rhymes in an Alice in Wonderland type world).

This game really evoked for me the nostalgia of those games, like Hacker. I know other Adventuron games are similar in appearance, but this also really got the feel of games of those time down well. It even reminded me of the feel of games like Indiana Jones and the Fate of Atlantis.

Anyway, you’re a spy for a secret organization called TURTLE and you’re called in to rescue another spy who is in trouble. Your goal is to infiltrate the enemy’s secret villa and steal back his diamond while stopping his evil plan.

There are a lot of tropes here similar to the 80s and 90s and early bond movies. Some are a bit outdated, but it has a nice overall action vibe. It’s also very Italian (for me the most Italian moment was finding a monastery where the monks wouldn’t let you in without a crucifix). There’s a lot of Italian text in the game. While I’m not fluent, I could understand most of the Italian pretty easily, but it may be useful having google translate nearby (although you can’t copy and paste from Adventuron, last time I checked).

Puzzles were generally fair and well clued, and had fun features like a computer system and a money system. I had to check the walkthrough near the end about three different times.

Overall, I had a great time. Very fun.

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Eat the Eldritch, by Olaf Nowacki
1 of 1 people found the following review helpful:
Nautical cosmic horror game, with snacks, November 22, 2023
Related reviews: about 2 hours

I opened this game and I was poking around and thought, ‘Man, this really feels familiar. Where have I seen this before? Did I test this?’

Then I checked, and I realized that I had played it in the German Grand Prix as Fischstäbchen! I really enjoyed that game, so it was fun to see the translation here (something which has only happened recently since rule changes allowing translations of games).

This is a fairly hefty but manageable parser game about exploring a fishing boat in Point Nemo, the point on earth furthest from land. Things don’t seem quite normal; your crew won’t come out of their rooms and your cook spends a lot of time chanting out of ancient books and being surrounded by freezing mist…

I loved the German version of this game, especially since it had a built-in help menu to list all verbs that you need to finish, something that worked really well for me as a noob. This version seems like slightly different compared to the old one; it has some puzzles I don’t remember, and some features like highlighting of exits, which I like.

On the other hand, seeing it in my native tongue makes it easier to be judgmental. For instance, several times, there were ‘double directions’ like saying something is ‘down’ but you access it to the ‘west’. Even though both ‘down’ and ‘west’ are highlighted, going ‘down’ gives an error. I think it would have worked better to redirect ‘down’ and ‘west’ to work the same way.

The map is pretty intimidating at first. I’d recommend just exploring and mapping the whole thing before anything else as several of the puzzles just involve finding people or things.

I used the hints a couple of times, even for things I did in my last playthrough.

Overall the things I liked last time are still here: the Lovecraftian/dry humour mix and the active and engaging puzzles. I also like the guidance it gives you on some puzzles and the restart method for when you die.

Overall, I think I liked the German version slightly better only because playing in another language presents its own unique challenges and gameplay, but I still enjoyed this one.

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