This game is part of the They Might Be Giants Nanobots tribute album. This 'album' consists of Twine games inspired by the songs and their lyrics, and is a sequel to the Apollo 18 Tribute Album of parser games in 2012.
I passed over Nouns at first, as it's fairly minimal. I was learning Twine at the time and downloading games to look at the code, and Nouns had a tiny, tiny 'game map'. Then I realized it was all javascript.
The game consists of one passage, almost all of whose words are links. Clicking on each link transforms the game.
I thought it was random at first, but on subsequent playthroughs, I realized there was a specific pattern involved. I liked it.
I only took off one star because I didn't engage with the game on an emotional level. Otherwise, the game is polished, descriptive, with good interactivity and a nice overall experience.
This game is billed as just a demo for doing relationships in twine, which affected my perception of it (in the sense that I assumed it wasn’t a fully fleshed game), but it manages to have a lot of heart and some neat tricks.
It is based on a riding school with three different ponies/horses, who you interact with in a couple of branching choices. Each one has its own likes and dislikes, which affect the ending.
It succeeded in its goal of making twine seem more like choicescript, and made me laugh a few times. If it was going to be fleshed all of the way out, I wish it were longer and had better cluing as to the effects of the relationship choices and more endings. But as it is I like it.
This game is set in a fantastical alternate world with animate skeletons and talking pigs.
Supernatural trolleys and trolley lines connect different parts of the world together, and you are a harpooner on one such trolley.
Your task is to be confronted with several situations where the good of one is pitted against the good of many and you have to make a choice. This is the classical trolley problem, and also, in this game, a literal trolley problem as you decide who to run over.
There is also a side mystery uncovered by Club Floyd but which I was not aware of.
This was an interesting game.
You find yourself in a cave in a branching sort of exploration/conversation.
On my first play through, I ended it fairly quickly, and I wasn't too impressed. It seemed like a faintly cheesy sort of Halloween story.
But on my second play through, I encountered much more text, and the game became much more developed, with compelling issues and questions together with a nice puzzle.
Overall, I recommend it for fans of horror.
This game, similar to Leinonen's earlier Ex Nihilo, is a short text-effects-heavy game about a powerful entity questioning its own existence.
This time, though, the game is linked to all of Wikipedia, and debates the worth of existence of an advanced system. Overall, though, like Ex Nihilo, this game feels like a demo for advanced graphics in a text setting. This isn't bad, but the game is very short.
Definitely worth checking out!
This game was part of the New Year's minicomp. I was pleased to see that it's a puzzly one-move game, and that the formatting was done well.
The setting is fairly standard fantasy, but it helps establish the setting quickly. You are a sort of paladin facing a 'Red Queen' vampire.
I'm very much into D&D inspired games, and one-move games. But some very basic things were not implemented, like 'pray' (when you're a paladin and the game mentions your orisons). But enough was implemented to be fun.
This game is firmly in the modernist tradition of the early 1900s, similar to works by Kafka or T.S. Eliot.
The tags on this game include 'existentialist' and 'absurd', and that's a good description.
The game is dream-like; you are in a lushly detailed house where nothing really matters, and the story drives you forward. It's like a Ryan Veeder game without the Ferris Bueller attitude.
Overall, I found it effective, especially because I forgot the french IF commands and had to look them up (on the french play-IF card http://ifiction.free.fr/fichiers/play-if-card_fr.pdf), so at first I was just typing room names. This gives you a description of the room, but doesn't take you there, and doesn't give you the same description as actually being there. This made the game very odd.
Overall, I liked it.
This Twine game is intentionally short and linear, but it's not quite as linear as it advertises; basically, you are unwinding after a long day, and you get to pick what order to unwind in.
You seem to be a volunteer for a hospital, as well as a student. Actions like taking off your boots or untying your hair trigger memories from earlier in the day.
I found it fascinating as a glimpse into another, medical world, as well as portraying a character who seems to be a minority in their current situation.
I swear this game was different the first time I played it. In any case, what it is now is a living dungeon Twine game; you are a living dungeon, and adventurers come in in a cycle. You choose from a menu of 3 randomly generated options until either the adventurer dies, or succeeds.
I thought it was clever, and the graphic was helpful. But I felt like it could be further developed.
I have to give a caveat about my score first; I think this game is really around a 5 out of 10 on the IFComp scale; it's short, silly, self-conscious. But, it satisfies all of my 5 star criteria:
1. Polished: I didn't encounter any errors, and the writing was consistent, and even the plain twine styling seemed to fit the story.
2. Descriptive: The game has a nice voice and inventive language (I chuckled at the word turdburglar, especially because I misread it at first).
3. Interactivity: The game presented me with exactly the kind of options I wanted at several points in the game. It was actually very effective at presenting options that made me go 'Yes! This is exactly what I want to do'.
4. Emotion. I smiled a lot.
5. Would I play it again? Yes, I'm interested in exploring the mechanics.
So this is technically a 5, but on the 'how much will the average IF player like it' scale, I'd give it a 2-3.