I found this game to be touching. It's an online-only Inform game that asks you to make a certain moral choice.
It has a unique sort of interactivity that is only available in an online game. Due to the specific response I got, I'm not sure if this kind of interactivity is still operational.
It is short, and deals with the nature of story vs. game (among other things).
This is Pacian's only Twine game I know. Entered in the popular Twiny Jam competition for twine games of 300 words or less, this has a Time Cave type structure. You can see all endings by lawnmowering, but it might be more fun just to explore 4 or 5.
The story is grim and gritty. You are part of a jetbike gang, and the cops are coming. All of the branches are short, and they all paint out a dystopian world of grime and flame and bad relationships. It is a vivid world.
This is a complex Twine-and-Javascript based game that reproduces the help-desk environment from IT. You are given a bunch of tickets or help requests to address. You can dismiss them, respond to them, rank their severity, etc.
But instead of normal IT, you're troubleshooting a device that creates impulses in others.
As you progress, your performance is evaluated, and others might respond to you. The story slowly splays out.
It's an odd story, too. Like Morayati's other works regarding technological dystopias (Laid Off from the Synesthesia Factory, Take), the game explores uncomfortable parts of the human condition.
The game takes real-life issues (like the below-minimum-wage oppression of gig jobs like Mechanical Turk, having to buy cheap knock-offs of products that can harm you, workplace harassment, etc.) which people have gradually become numb too and puts them in a startling new light by applying them to new situations.
If you liked this work, I strongly recommend the two other games I mentioned earlier.
This was from the Mystery House Taken Over competition, where IF authors were tasked with revamping the old, famous adventure game Mystery House.
As far as I can tell, this game only allows directional commands, and all that happens in each room is that a piece of original, poor quality line art is replaced with a piece of badly cropped clip art as a joke. I found it amusing, but the game is so small and light as to be hardly there.
If anyone finds additional content, let me know and I'll revise my review.
This is an interesting game. It's a conversation between ELIZA and some human-mediated input that is taken from a collection of computer-generated speech.
The conversations at first are pure nonsense, but later evolve into partial nonsense, with recurring themes of frustration, curiosity, and romance.
There are sexual references in one portion. The overall feel is one of experimental poetry, very appropriate for the Spring Thing competition.
This interactive fiction game uses a unique engine: an RPG-maker.
There are no RPG elements, just dialog boxes. You have somewhere between 2-4 choices, and the game gives you a diagnosis of a mental illness.
There are some spelling mistakes, and the game is pretty short. But it's creative and uses images in an interesting way.
This game reminds me of last year's spring thing game Niney, where you gathered up 'roles' and distributed them to other characters.
This game isn't similar in form or content, but it's similar in creativity. Your motions affect time, and there are hidden stats affecting what you are able to do.
My main interest in playing this game was piecing together the backstory, which was fun.
There were some unifinished corners here and there; many of the standard responses (like X ME) are left with their standard forms. But I enjoyed this.
This is the first game to use Liza Daly's windrift system besides her own.
I found the writing in this game to be sharp and evocative; I loved it, and might nominate this for best writing of 2018 when that time comes around.
It's very short, and the interactivity is quite limited, but the visuals are placed very well, and the styling and writing come together in a really pleasing way.
I found this short horror story compelling. You are someone, somewhere, intentionally vague, and you have a knack for finding faces on things.
The game is more than just that, of course, but I found it compelling, especially with the multimedia.
I don't want to say too much about it, because experiencing it all is the point. I wasn't satisfied with the conclusions of the piece though, even after experimentation. But that's something that's due to personal taste.
This has nothing to do with my rating or even something I think the author should do, but I wish the game had included a gallery of found faces. But I can satisfy that interest by my own searches. I like this game.
This game allows you to experience three different randomly generated tarot readings, complete with illustrations.
This is a polished game, and it incorporates information from a survey done about people's impressions of the cards. So it's almost like having a reading randomly selected from several dozen other people's readings.
It was impressed, but I saw it as an intellectual exercise without gut feeling.