There is a genre of game in Twine which is massive, sprawling, and focuses on stream-of-consciousness style text. Furkle's early games were the trendsetter, especially SPY INTRIGUE, and other games like Charlie the Robot and Dr Sourpuss have branched the genre out into many areas.
This game is unusual in that it employs the fever-dream word-flood format but is also an epic fantasy story.
It is difficult to piece together storyline in this genre of writing. In this specific story, sentences can sound like this:
"Azalea ersatz lunars crackled glowing over semitranslucent ambient films this headache brutally pounds out in stechschritt to a buzzing id blockage"
One sentence I measured was almost 600 words long.
Attempted plot summary:
(Spoiler - click to show)Other sentences have more coherence. As far as I can tell, the main thrust of the storyline (told over 27 chapters, some much shorter than others) is that you are a person in a water world who has made a theft or bad business deal, and ends up killing someone over it. You enlist at sea on a quest to visit the submergence. On the way, you fight a sea monster. Then you must ascend a type of tower, which wasn't an original stop. As you do so, you seek out the Vedas, who are either Gods or nobles or something else. You request to become a Veda, or something else more than you are, which comes with a name change. Your mother was a Veda. As part of the transformation you cut off your finger? Then you visit the submergence, and someone activates a world-breaking device.
At times it seems you are someone else, or maybe it just focuses on two members of the crew, but there are two people or gods or something with very similar names (like imimnemo and emimnemo), but this is also confusing because the main character of the main story has two names (like Leinur Emimnu) and different characters use different names.
Overall, there is an emphasis on pain or emptiness of life or the quest to escape existence. It ties into Eastern traditions with statements like:
"There is one question to which I do know the answer: who we are when they wish we were not:"
but also Western ideas like sin.
Overall, it's wearying to get through; the game says so itself and describes itself like a migraine. I had to rest several times while reading it, even though I was speedreading after the first 4-5 chapters. But I'm trying to build up tolerance for Finnegan's Wake some day (I made it through 30 pages once before giving up), so I felt like this was a good practice run.
Edit: At some point, characters are making up monsters and fights like a D&D game, narrating them to each other. It's possible this is the entire story, and it's possible it was just a side diversion among the crew.
This game reminds me of what you'd get if you mixed the 'buddies' movies (like Space Buddies) with Secret Life of Pets and Sherlock Holmes but both characters are Watson.
You are a dog on a leash. You like you're owner, but don't want to be on a leash. You escape, and eventually find another dog.
Then the game opens up into a huge map, with I swear 30+ locations. Many farcical situations arise, including things like kick-flips, ollies, pretending to be a dog mannequin, wearing a dog bow-tie, and an enormous chunk at the end where you (Spoiler - click to show)stop a burglary of a museum.
It's a very long Adventuron game, one of the most complex I've seen. It's charming and funny.
My biggest sticking point was just not knowing what to do. Different IF communities have different conventions on what's considered 'fair play'. Most games I spend a lot of time around with (like old IFComp games) tend to only use standard verbs or verbs directly mentioned in the text. In this game, I had to fiddle around for a while, especially with an embarrassingly long 20 minute session I had trying to solve the first puzzle. I didn't want to resort to hints, but after that, I used them copiously.
I especially used hints later on because the game often sets up and plays out hilariously funny scenes but with little motivation. As a hypothetical example (not in the game), it'd be like hearing an alien is attacking the city, and then you see a line of dominos leading into an alleyway. Pushing the dominoes would tumble them down, and then you'd discover there's a giant cannon in the alleyway which the dominos trigger, shooting and defeating the alien. This is an absurd example not in the game, but illustrates the kind of logic: it makes sense in hindsight, but otherwise it's kind of hard to guess that you need to do it.
This is a common issue with humor games, where you have to balance player participation with setting up good punchlines. For my part, I enjoyed the humor and am willing to sacrifice a little agency for it.
I did experience one difficult bug, near the end. When I had succeeded in the biggest task of the game, (Spoiler - click to show)foiling the robbery, I dragged the robber out of the water and tried to lead the police to the museum. I got lost though and accidentally re-triggered the water scene in an infinite loop. I got out of the infinite loop by reloading my browser window, which took me back to my previous turn, and going a different direction.
Overall, a fun romp, one of the most enjoyable long Adventuron games, and highly recommended.
There is a long tradition of big Lovecraftian games in IF (Theatre, Anchorhead, The King of Shreds and Patches, Lydia's Heart, Ecdysis, etc.) This is one of the most recent such entries, and one I beta tested.
The setting is that you are moving to a new city for a scholarship at a foreign university. You move into an old, isolated house and all sorts of strange occurrences start to happen.
This is a sprawling game, including big locations (including a town and a village), and includes complicated set-piece puzzles like big machines and run-ins with cultists.
Overall, there's a rich background and detailed writing. To me, the thing I struggled with the most was the pacing. Some major events take place as almost-instantaneous cutscenes, especially early on, while more mundane things get dragged out unnecessarily at times. Still, this is a solid and enjoyable game, and I can recommend it to people looking for more good Lovecraftian games.
It's become increasingly hard to review Ryan Veeder's games because they're generally all the same: 'This game does something very creative that I hadn't really seen before and is polished and funny. One of the best games I've seen in a while yada yada yada. If this game was by a new author, I'd think they're one of the best new authors out there.'
And that's all true here, too. This game does something I had once considered the 'holy grail' of modern IF, which is to combine parser choice in a logical way. In this game you use Twine in an overworld with a map, which leads to Inform 7/Vorple mini-games that seamlessly transition back into Twine. Its all hosted on the authors website using the autosave feature first used in his Fly Fishing game. My only concern is for preservation; is there a way to ensure the game could be saved for posterity?
Storywise, the framing story is the same as last year, a funny take on literary culture and the way we handle celebrity writers. It contains 5 (or so) mini stories:
Letavermilia: This is a linear (story-wise), puzzle-based space game. You play as a bounty hunter chasing after a criminal who is also named after a horrible plague. You chase them from world to world, with each world having a puzzle you must solve to find the 5-digit autopilot code needed to move on. Solutions range from exploration and mapping to a straight-up cryptogram (the latter being my least favorite activity of the whole game, but easily solved online and solvable by copious in-game hints). This game features some genuinely chilling moments and some funny ones as well, and demonstrates Veeder's predilection for deeply implementing unnecessary side systems. This one takes an hour or so to play.
Nyvo the Dolphin: This is a Metroidvania-style game where you as a dolphin explore a wreck filled with scientific equipment, which grants you increasing capabilities. This was horror in the sense of Beetlejuice or Addam's family, where our cheerful protagonist blithely navigates the remains of past human devastation and death. This one took about 30-45 minutes. I had a little trouble navigating, so mapping might have been good, but I enjoyed the power curve and the finale.
Singing for Me: this is a Lovecraftian (or maybe, more Blackwoodian or fae) small town living simulator, in many ways reminiscent of AKheon's recent Ascension of Limbs or titles like Stardew Valley. You play as a recent move-in in a cabin, and typing LOOK gives a list of places or people you can visit. Each visit takes the entire day. You can also buy stuff, where buying one thing takes the whole day, or sell many things at once. As you explore, you discover more locations and people. Like Stardew Valley, there are significant holidays that you can experience on a set schedule. Through these, the main story is developed in a classic 'creepy small town' style like Midsommar or The Village. I enjoyed this one; I was worried I wouldn't be able to see everything, but the game gives you plenty of time to focus on one or two goals that matter to you. I spent a couple of hours on this.
Visit Skuga Lake: This game had the most traditional gameplay but used a mechanic with quadratic complexity. Basically, you start locked in a closet, but soon break out with the help of (Spoiler - click to show)an amulet with an empowering eyestone. You then wander a large map, gaining two new classes of powerful items that interact with each other in an enormous amount of ways. I'll admit that I ended up 'lanwmowering' many options to find what worked, but it was also fun to experiment so it didn't really feel tedious. I played this for about an hour and a half.
Finale (called (Spoiler - click to show)Hunted): (Spoiler - click to show)This story was a bit confusing, but felt fast-paced and appropriate as an ending. It was Christmas-themed and felt like an action movie. Scenes focused on movement and basic take/use gameplay. It wasn't as compelling mechanically as the earlier pieces but story-wise and emotionally was satisfying. This took less than an hour.
Additional comments: (Spoiler - click to show)There is a secret fifth game. I was able in this one to read many books, see a family tree and look up people in it, make coffee, and find a nook, as well as talk to Allison Chase. I wasn't able to find any use of the nook or book or tree, so either I missed out on the point or this was just a 'chill and vibes' section like the end of Rope of Chalk. If the latter, I think it worked well.(Spoiler - click to show)
I've enjoyed all of the Vampire the Masquerade titles from Choice of Games.
The first game in the (loosely-connected) series, Night Road, won an XYZZY Best Game award and a had a very out-of-this-world style with cray labs, magicians, ancient vampires, and a CRPG-style quest structure you could pursue in multiple orders.
The next game, Out for Blood, featured a human protagonist in a small town and focused on running a shop, developing abilities like intuition or gaining weapons, and handling a small-town vampire clash. It was lower-powered and a smaller focus.
This game sits nicely between the two. You play as a powerful but out-of-shape vampire in Ottawa whose Prince has gone missing at the same time that Anarchs are raiding the city. You have to rediscover your old strength while solving multiple mysteries.
The number of stats is heavily decreased in this game compared to the other VtM games (and Choice of the Vampire). Now there are only 9 or so main stats. Disciplines can be used, which is my favorite part of VtM games, but you either have access to a discipline or not, no growing it. The disciplines basically operate like a 'be awesome' button that is later penalized by high hunger, which can take away your freedom to choose as your are forced to feed. I played as Toreador, and enjoyed using Auspex and Celerity the most.
Focusing on a big mystery is a bit of a gamble in a big Choicescript game, since the player always knows the truth after one playthrough. This game deals with the issue by having many endings depending on what you do with that information and how you resolve the issue. In the end, there are several factions you can unite with. Also, there are many sub-mysteries to solve.
There are two romances for now, but each is fairly well-developed. The one I went with seemed much better integrated into the game than most romances, probably because the author was able to focus more deeply on each romance rather than fitting in a ton of different ones.
On an individual line-by-line basis, the writing is entertaining and flows well, and the pacing in scenes is well-done, with few slow spots, making this a page-turner.
I've written for CoG before and previously received a lot of review copies of CoG games for free, but this is one I bought myself for fun.
This game is a nice entry in a very under-represented niche of parser games: Westerns. While there have been some entries in this genre before (a Scott Adams Game, the puzzle game Hoosegow, etc.), it hasn't really attracted a lot of attention.
In this game, you play as a sort of singing cowboy, but your gun has been taken. You're on a quest to save a woman named Rosa from a band of bandits. All you have is your wits and your trusty guitar.
Along the way, you'll solve a lot of tricky puzzles. This game had some of the harder puzzles in the comp (from my point of view). There are complex mechanisms whose purpose you have to unravel as well as many physics-based puzzles involving (mild spoilers) (Spoiler - click to show)heat, leverage, etc.
The story was pretty good. Like others have noted, it lacks the sense of urgency a drawn-out gun standoff tends to have in films once you start tooling around for the hundredth time. I'd prefer that over a turn limit, though! Second, there are some reasonable solutions that weren't implemented, particular when facing Whitey (I particularly would have appreciated responses saying I was on the right track for (Spoiler - click to show)putting hay in the barn and setting it on fire.).
The game has a lot of ties to real-life history with detailed notes at the end. The songs in-game include a lot of old classics that remind me of my grandfather who recently passed, and who loved singing cowboy songs. I think the game in general reminded me of him.
While the game did have minor flaws in the puzzles and story, I was overall impressed with it. Definitely would rank it at a higher difficulty rating than most games in the comp. I ended up using hints on only one of the puzzles, but the other two took me several days of on-and-off playing.
This long game is set on a movie set for a company that makes cheap horror films. After a harrowing experience with your boss, you have to explore five different studios to assemble a team to save your life...and the world!
Each studio generally represents one 'big' puzzle, and most have at least one mini-puzzle as well. The big puzzles range from using animals to complex timing puzzles to story-based puzzles and more. The grand finale is a puzzle with many strategies, many solutions and three distinct outcomes leading to three endings.
The writing is humorous. It is pretty gory (lots of blood and body parts) and violent (with the player initiating much of the violence). There was one instance of mild profanity. Conversation uses a simple menu system which seems to be custom (no Inform extensions are listed). There are quite a few characters to talk to, more than ten.
The game contains several linear action sequences that are predetermined, with only one sensible action available at a time (although that might be just an illusion). When I encountered two such sections (one at the beginning, the other at the end), I felt a bit railroaded, but each one opened up into a large puzzle, so it balanced out and felt great.
Some personal thoughts I had in relation to something I recently worked on (not really relevant): (Spoiler - click to show)I was especially interested in this game as I had just released a game with striking similarities, one I had intended to enter into IFComp. The two games are completely unrelated (this game has clearly been in production for a long time), but I too released a horror game where you wander an entertainment facility, solving big set-piece puzzles (including a lot of animals) and befriending the supernatural inhabitants of the park while it slowly transforms, culminating in an epic battle between two factions. I'm glad I didn't release my game in this comp, as Ade's game is better in every way. I love how he slathered plenty of story, conversation and characterization over everything, leaving very little 'filler' text, which is something I struggled with.
I had a great time playing it! I also enjoyed seeing tie-ins to Ade's other games, both mechanically (the puzzle involving (Spoiler - click to show)ghosts reminded me quite a bit of Map) and story-wise (the animals and their behavior is very reminiscent of Hard Puzzle 2, and other references are even stronger).
Edit: I should say that I worked really hard to solve this without hints. I almost never do that, and only tried because the work was engaging. My biggest mistake (that, once I fixed, solved most of my problems in the midgame) was thinking that (Spoiler - click to show)each studio puzzle could be solved by itself, but that's not always true.
Last year, the author released a game called 4x4 Galaxy, where you played a star fighter visiting 16 planets (arrranged on a grid), battling, gaining weapons, having different skills and different quests.
I really enjoyed it, but it got a bit tedious near the end of each playthrough.
This game is better than that one, though. This is a fantasy version and has more variety and more descriptive writing. Not only was I not burnt out by tediousness at the end, I was trying to find ways to extend my gameplay.
My character was a swashbuckler, and I focused a lot on combat. You start out with very few hitpoints and a couple of basic attacks, but enough to have some strategy (for instance, using a sword gives you the option to stun, while with a bow you can ignore damage reduction). By the end of the game, I had several legendary weapons, and could switch between sending out a half-dozen arrows from a giant's bow and using a finishing strike with 'the really really big sword'.
There are a ton of sidequests and they have excellent rewards. The main goal changes from game to game; mine was to assemble four pieces of a pirate's treasure map, and that involved things like becoming famous and defeating a pirate's ghost.
I did get really frustrated near the end of my several-hours playthrough when exploring the optional area (Spoiler - click to show)Coral Cove, which is a (Spoiler - click to show)maze with a kraken that attack randomly while walking around. I got very lost, and I gave up on it. In a future playthrough, I'd probably just map it out.
I don't think this game is for everyone; the opening is kind of overwhelming in terms of sheer number of options to try, and there is a lot of grinding, but I always enjoyed grinding fantasy RPGs as a kid.
There were a small number of errors. At one point </span> was used instead of <span>, leaving some raw code; a pirate threatened to conquer the land of [undefined], and a lot of dungeons that had events in their first room ended up overlapping the text compass. But these were minor in comparison to the very large amount of material in the game that worked great.
As a final note, the core gameplay here is similar to Sunless Sea and Sunless Skies, so if you like one such game you might like the others.
This is a TADS game entered into IFComp 2021. It is a very large game, with dozens of locations and requiring many hours to play through.
There are three different opening scenarios, each giving you a slightly different backstory. In all 3, you're an injured and forgetful young man exploring a small town called Foghelm.
There are numerous NPCs to talk to and a big mystery to solve. There are at least 3 endings, some of which are bad endings which you can't undo out of, so make sure to save.
Gameplay requires the use of ASK, TELL, SHOW, and ASK FOR. Searching all around is also helpful, as is keeping a map, even if you usually don't.
I manage to beat the game with 32 points out of 50, meaning there are many optional things I didn't see. I also replayed with a different opening, and some areas were unlocked that I couldn't see the first time and others were blocked off.
Overall, this is a compelling and excellent game.
It's negative features, such as they are, are typos (a frequent typo is having both a period and a comma after speech), topics for conversation appearing before you'd really know about them, and the big world map making it hard to know what to do at times.
Very fun game, one of the most fun I've played in a long time.
This is Wonaglot's third IFComp game, the other two being the well-received Dungeon Detective games, both placing in the top 15 and both receiving XYZZY award nominations.
Mystery is one of my favorite genres, so I was excited to see a new mystery game by Wonaglot. Surprisingly, this one is a Quest-based mystery. Quest is a parser system that, like similar systems such as ADRIFT, provides a simple and intuitive system for making parser games with less overhead than Inform but a little less robustness.
The storyline is that you are an engineer with a set of special masks, asked to investigate a murder on a large private ship. This is a long game, the longest I've played so far in the comp.
This game has great concepts and could be described as ambitious. It has many NPCs spread out over dozens of rooms. The PCs respond to conversational topics and items shown and can move from room to room. There are multiple mysteries to solve, multiple subquests, and magic involved. There is even some animation involved. Perhaps most ambitious, there are 4 masks you can wear that affect how others see you and treat you, changing conversations.
While I completed the game and found it overall satisfying, the implementation wore thin in several places. The mask system was not intuitive; it was hard to figure out what effect each mask would have, and the first NPC I saw didn't react to it at all. In the end, the masks systems ends up pretty inconsistent; sometimes it changes what actions you can take; sometimes it changes a couple of lines of text in dialogue; sometimes it adds flavor text to room descriptions. It was difficult to make plans and execute them with the masks.
Similarly, the NPCs had so many different ways to interact with them (showing them things, asking about topics, and TALKing to) that most interactions ended up being not coded in at all, leading to a lot of 'I don't know anything about that,' a problem common to many parser mysteries.
And in the endings I got, it lists what happened to everyone, with a few saying 'you should have interacted with so and so more' when I had gotten to what seemed like the end of their quest, while people I didn't interact much with got a bigger ending.
I'm not sure that all of this could be or should be changed, though. In a recent game I wrote, I spent months writing out every possible response for every object, but all feedback I received about that was that the text seemed generic and bland (since writing 100s of lines gets repetitive). So leaving the player to only find the few key lines of text isn't a bad alternative. But in the end, I wished for more smoothness and understandability, especially for the mask system.
Overall:
-Polish
+Descriptiveness
-Interactivity
+Emotional impact
+I would play again