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.
It was great to see something as complex as an audio game entered.
The controls are simple: 1 to say yes, 2 to say no. It uses Unity. I wished there were a pause button, but that would matter more in a longer piece.
The game is made using voice changers. The main 'scary' voice is highly distorted, but I was able to hear it most of the time. Your character's voice is like a chipmunk.
The story is that you've been kidnapped after signing a waiver, and you have to answer questions from a questionnaire. My game ended after two questions.
B Minus Seven writes games that are more surrealist poetry than anything else, and this is no different.
It's unabashed in its content, using profanity, brashness, confusion and vulnerability. It's also very short. You pick from three things in a cross between a recipe book and a shopping list, each one with 1-3 more options before returning.
It didn't really gel together for me, but for fans of B Minus Seven it is a great addition to the oeuvre.