This game is a crime game where you assemble a team to pull off a heist. Absolutely everything is in limerick form, even the choices, which are all first lines of limericks.
I give stars in 5 criteria: polish, interactivity, emotion, descriptiveness, and if I would play again.
This game is both very polished and very descriptive. The limericks are clever, and the game uses color very effectively.
It's funny, I'll admit, but the sheer number of limericks was wearying by the end. I often feel this way with poetry (I've never finished Paradise Lost), so I didn't feel very emotionally invested.
The interactivity was a sort of gauntlet style where you could lose at any point in the story making the wrong choice. It makes for less writing (which makes sense with so many constraints!), but I wasn't really into the overall structure. There are some paths that do branch and recombine, though.
And overall, I would play again, and I would recommend it to people looking for something quirky.
This game is clever. It is a python notebook with code that you can run. You are assigned tasks to do, altering the code and running it.
The code is obfuscated, with a large portion of it hidden in a huge string array. Making the code changes suggested in the text portions reveals 'secrets' in the code. Some secrets are a lot simpler than others.
This game is complex and creative, but I found it a bit confusing near the end. The first 'subversive' instruction was difficult for me to follow (especially 'put it in the parenthesis'. Put what in which parenthesis?)
Overall, I was glad I played and love the innovation happening here.
This game takes place ten years after the original Christmas Carol story. Scrooge is very happy now, and things seem to be going well.
But then a wrench is thrown into things, a murder plot is brewing, and you have to speak with the ghosts again.
The game is descriptive for a speed-IF, but it suffers from the usual speed-IF implementation flaws. I liked the story, though it was on rails. A fun little Christmas snack.
This is a speed IF, so it has a lot of rough edges, but the mid-game is pretty fun.
You are a gardener who just can't handle all of the problems going on. You start out with a nice checklist of things to do, but it soon dissolves into chaos.
A lot more synonyms and actions could be implemented. But that sort of thing is exactly what separates Speed-IF from regular IF, isn't it?
This game has good production values. Background colors, images, sounds, real-time text, etc.
It's a drama. You play a police officer involved in a dramatic incident years in the past. Now a disturbed individual is on the loose and you have to stop them.
The story is very drama-heavy, with flashbacks, dread implications, and so forth.
The effort is here, but some of it could have been redirected in other areas. More synonyms, better hinting. And the emotions are kind of hammered in, something I've had trouble with in my own writing.
This game began as an experiment in different Twine mechanics. It is a game in five parts, with backgrounds and sometimes sounds.
Each part deals with your possessions, which are similar through the five parts. The people you play as seem quite different, though, unless your character is interested in both men and women and has numerous relationships, swinging back and forth between pessimism and optimism. It's possible, of course, but unlikely.
I enjoyed the game, but it felt a bit bloodless. All of the characters seemed kind of distant emotionally. But all of the scenarios are ones in which characters themselves are removed emotionally from their immediate surroundings, whether through shock or relief.
Finally, some of the background images made the text hard to read. But there is certainly something appealing about the game.
This was Sherwin’s second IFComp game. It toned down the sexuality, but there are still quite a few inventive vulgar descriptions throughout the game.
This is an intense story (using a menu based conversational system) about superheroes in love and revenge. There are quite a few superheroes in this game, including some old familiar ones (an ice-guy) and also some innovative ones.
Outside of the vulgarity, the story is intriguing and even touching.
This game shows the life of a football kicker. Which is super boring. You are on the sidelines for about 120 turns, and you are called on to kick a few times. In the mean time, no one wants to talk to you and you can't do much.
It's supposed to be that way, but that doesn't make it any more enjoyable. The game is really well polished, though, which makes sense given its constrained play area.
In this game, you experience a biblical scenario: one of your sheep has escaped.
The game consists entirely of chasing the sheep, with a couple of puzzles.
The map is small, with 5 or so important rooms and then a sequence of minor rooms. The main puzzle is pretty hard to guess, even if you think of the old-testament related clue.
This game has two characters in locked room. You have a few items around and you can talk to them. There is one puzzle, with multiple stages.
It’s not a bad concept. A problem that arises is that the number of topics is large, and they are all dumped on you at the same time (well, most of them are). If it was gated at the beginning more, I’d give this another star.
But the whole game is bloodless. What makes it all tie together? Nothing, as far as I can see.
I believe the author went on to make some other, great games.