This is a pretty tricky ink game. I had to play it around 10 to 13 times to win, even using saves. I didn’t realize that one of the keys to winning was (Spoiler - click to show)steadying your nerves with a cigarette. At least I think that’s what happened. But it would make sense, since it’s in the cover art.
This a hardboiled NYC cop thriller, kind of like NYPD Blue (although I don’t remember much of that show as I wasn’t allowed to watch it. One of the first network shows with nudity!). You are a hostage negotiator at a bank robbery and have to find the best strategy for capturing the thieves and freeing the hostages.
After many, many attempts, I was able to free all the hostages, although the criminals went free.
On the one hand, I felt like it was too hard to strategize in this game, as there weren’t many clues as to what path is best. On the other hand, it was short enough that I could try multiple things on multiple attempts.
This is a parser puzzle game made in 4 hours or less for Ectocomp.
In it, you play as someone who has been bound and thrown in the basement of a church, a sacrifice for a cult. You have to escape and find your way out of town.
Like most parser games made in 4 hours, it has some rough spots, some missing implementation. But I found many of the puzzles intuitive; I thought, 'hmm, I wonder if I could use that for...' only to have it work.
The writing was evocative and descriptive. There was an isolated example of strong profanity which didn't fit, I think, with the intelligent, brooding and contemplative hero.
Overall, a good effort for Petite Mort, and something I enjoyed playing, although it would benefit from more polishing if there was a post-comp release.
This is an altgame, like Depression Quest or Will Not Let Me Go, a game that seeks to bring understanding to a mental illness or other aspects of life that need awareness.
In this case, the topic at hand is social anxiety. You sign up for a haunted house tour that can result in cash prizes. Along the way, though, you encounter several social situations that cause you extreme anxiety.
The situations do seem well-designed to cause a lot of anxiety. I don't have social anxiety, but two of my close relatives do, and this really reminded me of them.
The game is fairly short, though, and I didn't get a feel that the ending was strongly connected to the rest of the game; it felt abrupt, perhaps due to the 6 hour time frame for the game? In and of itself, I thought the ending was effective, though.
Other than that, I found the game well-written, thoughtul, and interesting.
This game was pretty difficult but rewarding. It was entered in the La Petite Morte part of Ectocomp, which is surprising given its complexity.
In it, you have a large rectangular grid of a dungeon, and you have to make a map for adventurers to wander in. You have to destroy adventurers, but to reach the weapons you need to hit them, you have to make a path that adventurers can also take, and if they get the weapons, they win.
I was baffled at first, and had no clue what I was doing. I found that the adventurers follow close behind you and can kill you the instant they have line of sight. I also found that you can't throw the killing weapon unless you have line of sight.
So I was truly baffled until I read the hints on the Psionic weapon, and then things became a lot more clear.
Overall, this was pretty fun. My only sticking point was how hard it was to get started, but after that I liked the puzzle.
This is a relatively brief visual novel written for Ectocomp in the Grand Guignol competition.
It's a tale about a creature from Hell (a tiefling maybe?) and a paladin who dispute over an apprentice called Strider who apparently was captured by a shapeshifter (or replaced?), although this is never mentioned again.
I've struggled to review it, so I'll use my arbitrary 5-star criteria:
+Polish: The game has no bugs that I can see and looks visually well-put-together.
+Descriptiveness: There is some vivid imagery around things like snakes and eyes.
-Interactivity: You have choices, but it's not clear what effects they have, and the narrative lurches from scene to scene with little connection. I'm all for disjointed or dream like narrative, but I feel like there was no connecting thread binding this together.
-Emotional impact: Because of the 'jumpiness' of the story, it was hard to get invested. They are at a bar...then there is a fight...once the fight is done an abbess enters the same room to condemn a character...but maybe this room is in hell?
-Would I play again? Not at this time. I've played at least one other game by this author in Gruescript, which was interesting, and I would play more in the future, but this one kind of went over my head.
This game has me at a bit of a loss. I'm a big fan of Andrew Schultz and probably have had more total fun playing all his games than almost all authors over the last decade.
But this one just doesn't do it for me. It has an amusing start (reminding me of Five Nights at Freddies), but then it got bogged down.
It uses rhyming pairs; each room name has two words in it, and you must find things that rhyme with those two words and which also are alliterative.
There were two problems for me. The first is that progress seemed to require hitting all of the rhyming pairs the author thought of (at least, some enemies weren't counted as 'defeated' until you had done so), and second, the game didn't recognize a very large number of rhyming pairs that would logically work. This is almost certainly due to the short timeframe of the game (4 hours), so as a speed IF this game is actually quite remarkable, but as a game in general I found it less successful.
The second thing is bugs; the downloaded and online versions acted differently, with the downloaded version not accepting the command that gives access to the east and west areas. The online version didn't accept one command in the walkthrough, and the final area could be accessed directly from the beginning of the game if guessed correctly.
Outside of those issues, the game is pretty great; I love the idea of having a showdown with multiple mech monstrosities. Literally the one thing that could take this from a (for me) two star game to a 4 or 5 star game is more polish, but, alas, that is exactly what this specific competition proscribes.
This glulx game was entered in Ectocomp.
In it, you play a classic noir-style detective (who has, I believe, appeared in other games by the same author, as Castronegro was mentioned) who has been commissioned to investigate a haunted house.
The bulk of the game consists of investigating, first at places like libraries and courthouses and then at the house itself, which has more action pieces.
The writing is elaborate, fully leaning in to both noir style and early cosmic horror style. For instance:
'The house, wrapped in an aura of faded elegance, evokes a
bygone era through its windows and timeworn architecture. As the
wind stirs the leaves, a sense of mystery lingers, hinting at the secrets
hidden within its walls.'
At times it becomes a little too descriptive, where it can be difficult to piece together what's important and what's not.
The implementation is solid along a critical path but sketchy off that path. A lot of unimportant scenery is left unimplemented, but conversation is indicated fairly well through the use of a topics menu and bolding.
I struggled a bit in some of the actions scenes of the game, although the final results made sense. I believe the very end of the game has some randomization.
Overall, this was fun to play, although it could implement some more things.
Edit: This game is also an adaptation of a Call of Cthulhu module, I believe.
I played this game on BlueStacks, an Android emulator.
This is a short game with a few options, each of which seems fairly strong. It uses a variety of Japanese words, often with explanations. There are several points where it seems like the game gives you freedom to make big choices; I didn't replay to verify.
It's hard to explain the story or to check the interactivity, because the game was really hard to understand. Usually a game is hard to understand because the author struggles with grammar or the story was written by AI and is bland, but this story seemed like it was written by someone with perfect English and unassisted by tools. It just is...weird. There's a lot of elaborate high language interspersed with random curse words. The language used is full of metaphors that didn't quite make sense to me. I think there was an experiment involving reviving someone in a relationship, but beyond that...I'm not sure.
An impressive amount accomplished in 4 hours, but it remains a mystery to me.
This game is a sprawling and varied horror comedy twine game about trying to use the toilet at night.
The style is kind of like a gauntlet but with more branching. You can select between multiple paths, but along each path, there is often only 1 choice that lets you live, while others let you die. The deaths give you many, many different endings, with comedic names and which are listed on the main page of the game after you unlock them.
The story draws on a wide variety of horror tropes, from witches and imps to shadow-creatures and eldritch horrors. It's low on continuity and high on amusing moments and subverting expectations.
The writing is descriptive and funny.
Overall, this game has a lot to like; however, I think for my personal preferences (that do not reflect all players!) I would have preferred some more coherence in the storyline, or more unity in the themes.
This game was entered into Ectocomp 2023, in the Grand Guignol division.
It is a wordplay game, centered on the idea of rhyming pairs where you swap the first consonants.
I always enjoy this author's wordplay gameplay, but I often find the words used too abstract or obscure to fully enjoy, or have difficulty knowing what to do.
This game is much more concrete than usual, with vivid imagery: animals, mountains, machinery, buildings, ravines, etc. This made me more invested in the game.
I also liked the symmetrical structure, with a neat trick where paths diverge and converge and you have to approach each problem from both sides.
I got stuck on a few of the parts where you had to use an item elsewhere, and I think I ran into a bug where someone will pursue you once but seemingly (?) won't pursue you after that. But it was only a slight thing in an overall nice game.
The difficulty level was just right for me, with many easy things to do, some pretty easy things, and only a few really challenging problems (I used the treat chunk a couple of times and peeked at the walkthrough for one ending thing).