I'll admit, I'm a big Astrid Dalmady fan. From her earliest games like You Are Standing at a Crossroads, I've found her writing comforting and cathartic.
So this game, I ate it up. It's not big on traditional interactivity. You just explore everything, then move on to the next step (on the surface, at least. In truth, the game tracks state and has many endings, but it doesn't appear like it).
What I like about it is the story. The label I'd like to apply is 'magical realism', although that's a subject I'm not an expert in, so I might be using it wrong. A day to day story with fantastic elements brought in that are treated matter-of-factly, for the most part.
What happens is you are the night guard for your mother's paintings, and (Spoiler - click to show)they begin to come to life. You must gather items for a ritual to summon back a lost painting.
You have options. Some choices cause you pain, and others cause you sadness. There are many endings.
Overall, I found it almost like a cleansing for the mind. The deep discussion of the mother-daughter relationship helped me think about my own relationships, and the ritualistic structure was like a form of meditation.
Okay, this game is not a comp-killer. It's short, the puzzles are very easy, the plot is linear.
But it's just brimming with honesty and earnestness. This is a real-life tale of friendship and tribute. The protagonist doesn't sound like me; grabbing a 24% THC stash in Colorado and downing draft beers with buds isn't me. But that's okay; the thing I like about this game is that it's a window into another life, a window into a period of bonding and experience. The author has put his real self on the page (or at least made it look like that!) and it's so rare to find something like that.
And the simple game design makes for less bugs. There are some rough spots, but it wasn't too hard to get out of.
Here's to friendship!
This game is pleasant, and has a simple map and friendly, talking animals.
You are exploring an island and its surrounding reef, looking for treasure. Along the way, you solve some riddles and help out some new friends.
It's all very pleasant, and it boasts numerous testers, but I feel like the design has some issues. Some puzzles (like Morse code) work great.
But others have trouble. One that comes to mind is the shovel. When we use it, we're asked where we want to use it. It turns out the answer has the form DIG PREPOSITION NOUN. This is a really big space to get the answer right in. Do you dig NEXT TO THE SEA? IN FRONT OF THE TRUNK? When you open up the parser to three-word puzzles, it makes things more difficult.
This happened later for me with the flat stone. You need to use one thing with another thing to affect a third thing. There are just so many ways of typing it, and I had to turn to the walkthrough.
There were a few other things that were similarly open-ended (like the riddle), and so I kind of bounced off that portion of the game and didn't become invested.
Overall, I found this fun, with wonderful imagery.
I think I would give this 4.5 stars, but I am rounding up.
Provodnik Games made their debut last year with Railways of Love, a sci-fi game set in a future Russia where you were locked into one path which later opened.
This game is somewhat similar. It is set in the same future (both feature 'spikeheads', robot transmitters). Both games are illustrated, the former in 8-bit pixel art, and this one in gorgeous, smoothly animated black and white art.
The writing is good, with some English hiccups here and there. A son in a lonely outpost needs to enter the real world by choosing a job. There are two job choices, and the choice gets made over and over.
Near the end, you finally break free, but it's tricky to find. The final screen, interestingly enough, shows a breakdown of what final choices people made. Only 15% of people made my choice, which was a partially hidden ending, but apparently there's an even better ending that 1% of people found.
I'm not afraid of choice-deficient games (I loved last year's very linear Polish the Glass), but I feel a bit odd giving this 5 stars when it's more of a computerized book. However, the constrained interactivity does serve a purpose, and reflects the constrained options of the protagonist. On the other hand, this kind of constraint-as-story as been done many times before. On the other hand, just because something isn't new doesn't mean it's bad. So I go back and forth between 4 stars and 5, which is why I've given it a score of 4.5. I'd love to see more from Provodnik!
This author has been writing for almost two decades now. His games are compact, with small settings allowing for experimentation.
This game is no exception. We have a very constrained situation at first, which opens up into a somewhat larger area. We're investigating our uncle's abandoned gas station which we have now inherited.
It took me a while to get the gist of the game. I missed the big twist because I tried (Spoiler - click to show)look under newspapers instead of (Spoiler - click to show)look under cardboard, but a peek at the walkthrough sent me on my way.
The writing is brief, reminiscent of Adventure and other mainframe games. The programming is mostly polished, my favorite feature being that the game remembers your past solutions to transversal puzzles and repeats them for you after you've done it once, like Hadean lands.
There's nothing bad here, I just wish it was more exciting and longer.
"Stop me if you've heard this one before," the game says. Well, I have heard this one before. The game replies, "Oh, you have heard that one? Well, okay. Well, I guess you'll just have to trust me on this one. After all, what's the worse that could happen?"
Well, the worst that can happen is that I can have a bit of fun doodling around with this cyclical game before finding the 'good ending'.
The game is very aware of its reliance on tropes. The 'you are in a room, escape and weird branchy stuff happen' is an old one, perhaps best expressed in J.J. Guest's enormous, decades-in-the-making Escape From the Crazy Place. This game is much smaller, possibly created in response to a school assignment (a credit thanks a professor).
None of it is bad, but it doesn't push the boundaries at all. All of the links work correctly, but the styling of the text is standard. There is some timed text, done better than most. The branching interactivity works well with the small, cyclical nature.
I'm a fan of soothing, small, cyclical surreal games (like Astrid Dalmady's early work). If you are too, I recommend this.
This game emulates the Clickhole type of games, which I haven't played very much, but they are generally very over the top, the kind of writing you'd see in Mad Magazine twenty years ago.
You are a hard-bitten detective trying to solve the mystery of the mayor's death. You have three suspects to investigate to discover the murder.
This game and the clickhole games borrow more from CYOA books than from the overall Twine genre. This means a moderate amount of instant deaths, encouragement to back up an option, and one right path hidden among many others. It's not my favorite organizational style, but at least it does it well.
The writing is funny. It's very wink-wink fourth-wall-breaking stuff, so I found it amusing but difficult to become invested in.
This is a conversational game, a difficult genre to do well. I was pleased at how this game handled the difficulties.
The game puts you in the role of a 'dependency evaulator' who must decide if people are unhealthily addicted to VR or not.
Each of the three people you discuss has strong opinions on political issues that are important to us and exacerbated in their future. Climate change, privatization of police and military, and war have made their mark on this world.
You are not required to feel any particular way yourself. If you hear someone go off on an opinion you don't think is justified, you can put their file in the 'bad' bin. The game doesn't judge you. It doesn't comment.
I liked it. Parser needed some touching up, especially dealing with names and their possessives (for instance, "Brian" wouldn't be a synonym of "Brian's file").
Conversation is usually hard because its either too linear or the state space grows too quickly. This game restricts the state space by telling you what to start with and that all new topics will be nouns in previous replies. Wonderful! Similar to Galatea in that respect.
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.