I beta-tested the French version of this game, and played the English version during IFComp and now.
This is a funny game in a very particular genre: the 'gain powers by eating' genre. Other games in this genre include portions of Spore and the Adrift game Mangiasaur.
Using Vorple, En Garde replaces the parser command line with colored buttons. These buttons are, at first, unlabeled. This represents your mental state. You begin this game as a weak, unintelligent creature, but quickly become more intelligent and powerful, and your options change accordingly.
This game is short and not too complex, puzzle- and story-wise. However, it's value is boosted by its amusing dialog between various species and people., which elevates it from a 4 star game to a 5 star game for me.
This story is an interesting mix. So many of the concepts it has are great: how do men and women with power like Gods of different elements find a way to defeat someone who is almost impossible to reach in their domain?
Betrayal, love, power, it's all here. A mysterious library, a maze to navigate.
But there are a few key flaws that I believe the author could improve on for the next game. If they fix these kinds of things, I think they could make truly awesome stories.
First, the pacing is off. The things that break up a story are compelling plot twists and choices. The most boring part of the game is first, and it's marked by a single choice in a sea of 'continue' style links. Incredibly momentous events are marked and gone in a moment, but a long march with stats and a maze search take up a large chunk of the game.
Second, cohesion. Are you a tender romantic or a ruthless conqueror? Both. Do you seek the favor of your partner or destroy their world? Both. Is your brother a power-hungry madman or a gentle friend willing to step aside for you? Both.
I feel like these problems could be solved simultaneously by adding significantly more choices. These choices wouldn't have to branch the game; the author has already showed the capability of writing such choices (like flavoring your brother's personality, affecting stats, or navigating). You could even have meaningless choices that have a small paragraph in response but don't affect anything else. Then you could react to crazy stuff and make those moments longer.
I'm giving this 4.5 stars, rounding up to 5 on IFDB.
Ostrich is a multi-day Twine game set in a country similar to modern-day America.
In this story, you play the role of government censor, deciding what does and doesn't pass into the news (and later, branching out into further works).
The interactivity has a nice pattern to it: an ongoing saga in your daily commute, with choices remembered over time; your actual job which is graded and performance mentioned; and your evening rituals, which gain importance as the game progresses.
The first few times I played this game, I had the impression that it was fairly linear, but after multiple replays, I've realized that it has quite a bit of freedom. I felt like it did a good job of balancing hard choices in some bits.
There was something just a bit missing from this, though, that would would have made it a classic. I can't identify what it is.
I recommend this author's other games, as well.
This game by Victor Gijsbers contains many of the best elements from his former games, including an examination of player agency and strong NPCs.
You play as the commander of a mech, complete with manual and custom parser messages. Unfortunately, your visual components are damaged, so the on-scene pilot Lemmy has to do the talking for you. But Lemmy's quite the character, making life pretty difficult.
The parser is constrained to those verbs recognized by the mech, and even by the nouns which Lemmy 'tags'.
This game is shorter than I would like, but it's pretty good when my main critique is that I want more of it.
Contains some strong profanity in some paths.
This game is similar to David Welbourn's classic 69105 keys. You search through piles of keys divided by adjectives, trying to find a unique key. It includes some innovations over the previous game, including multiple game modes, a different kind of randomization, and an anti-game for finding the 'worst' key.
There seems to be a bug with the second half of the game that lets you instantly win, but otherwise this is a nice to game that goes from 'banging your head' to 'oh I see'.
This game was designed as part of a class in game history. It's one of the most successful games I've seen done as part of a course, since most such games are very timid in their scope. This one is decently-sized.
The author decided to feature game history and critique heavily. Something happens in the game, and then you get a quote relevant to what you just experienced.
I found that an enjoyable premise. It did suffer from implementation issues, which are the bugbear of parser games in general. For instance, there is a telephone which cannot be referred to at at all.
Overall, it's a valuable addition to the niche of 'games about games'.
I can't tell if this game is genius or just confusing. But I like it.
It's a pretty hefty Twine game at around 30K words, with much of this tied up in different relationship tracks.
You play a worker in a futuristic San Francisco that seems to be on the edge of apocalypse. You've suffered intense losses, including the recent passing of your mother, and most of the game deals with reflection on your relationship with her.
The game has excellent media usage, including a skyscraper that scrolls up and down as the player moves, and heavy usage of a beeping watch alarm.
The writing style makes heavy use of inference and allusion, making for a confusing read. It also employs non-linear narrative, so this is a pretty complex game.
This game is pretty interesting. It reminds me structurally of Infocom's first sci-fi game, Starcross. Both deal with cylindrical space stations with a variety of components and pieces that must be dealt with. Both are highly polished in terms of implementation and bugs.
Those interested in parser games primarily for puzzle-based reasons or for the 'parser feel' will certainly enjoy this game, and I found enjoyment in this area.
Writing-wise, it's very sparse. Every message is custom, but the custom messages are sterile and non-descriptive. This aids in the abandoned space-station feel of the game, but I felt emotionally detached from the game. Starcross had alluring alien ecosystems and evocative descriptions of strange technology. This game doesn't have to be starcross, but I wished for something exciting or unusual in space.
tl;dr Solid small puzzle game with top-tier implementation but standoffish story.
This game has an interesting structure: part stat-based, part poetry, and part dynamic fiction.
You play as a bird who has suffered a violent attack, and must make several choices over the next year or so.
The writing is lovely and descriptive of the various seasons.
You make about one choice per season, with one text-entry choice and all others binary. The binary choices have various effects later on.
After your choice, each page is just a sentence or two that you click through to get to the next season. This is the poetic/dynamic part I referred to earlier.
The game was overall enjoyable, but the format just seemed spread thin. Being stat-based but only making 1 or 2 stat choices seemed odd, and more of a 'win by remembering what you did' sort of thing.
I'd like to see more games by this author, and will keep an eye out.
The author bills this as a 'small' game, but it's pretty hefty (about 20K words). Most of that is in branching paths.
The writing is witty and on-point. You are a demon in hell, and you are given the opportunity to tempt mortals. Each character is painted with distinct personalities and mannerisms, and there are numerous jokes (I enjoyed being paid in 'exposure' at one point).
You have six chances to influence mortals with various conversations. Your conversational choices impact the deals you can make. Each conversation ends in a deal of some time.
Your stated goal is to obtain a ton of power, although there are other paths in the game. This game is pretty tough, but fair. I definitely would like to play again to try out other strategies.
Overall, this is excellent. The interaction was a little bit finicky from time to time, where it seemed like a some lawnmowering was necessary, but I couldn't really tell. Fun game.