This game has you speak completely in symbols.
You are bird, a child living with a single male named Ty. Ty has problems, and so do you.
You communicate with Ty completely in symbols. What this means in-game is never explained.
This story didn't grab me, but the presentation was slick, and it's a game worth replaying. Sometimes technical stuff is enough to impress me on its own; however, the author has a great knack for characterization as well.
This is a cute little game. You play as two kids who are searching for their pet named Sicomore.
You pick the order to visit three locations, then finish off the last location. So there's not much interactivity.
What makes it charming is that it seems like it was designed around a series of characters drawn and named by children, which I liked. The illustrations are provided in the game.
You play a government censor in this game. You are given a series of incriminating documents which you have to censor; clicking on various sentences blacks them out.
You are graded on how you do. This doesn't matter quite as much as you'd think, but it does affect the final ending.
I loved the feel of this game, the feel of manipulating documents and being in control. I do wish it had been longer or the the censoring had been more closely integrated with the story.
This game is centered around a spy drama, like the Bond movies. It is translated, with several errors.
The main characters is a chauvinist, who 'negs' women and is over macho. That really turned me off.
It does have a clever plot, involving a conspiracy (led by you) to manipulate the world.
In 2006, Theo Koutz entered an IFComp game called Sisyphus, where you roll a stone up a hill and it rolls down again. It was a troll game that was smooth and polished.
This is essentially the same game, but with shiny new polish. You have to open some doors, but you can't. Replaying this, though, I found that I actually enjoyed the writing, perhaps more than any other game in the comp.
So this was pretty fun, despite the author's intentions.
This is a shortish Twine game entered into the 2017 IFComp.
It consists of free verse, sometimes with poetic styling, and sometimes in a more conversational tone.
There is some profanity, in a sort of navel-gazing self-aware way. In general, I liked the poetry, though, and found it enjoyable even on a second or third read.
This game was fun and clever; I think a large chunk of judges found the concept fun and original.
You are a lurking grue, and you have to devour an adventurer.
Because it is completely dark, you have rely on your other senses.
I had difficulty getting helpful responses from going in different directions, and with the final verb.
Overall, if the feedback from comp judges is implemented, this would be a game that continues to get played for a long time.
This game is a worthy sequel to Toiletworld, by Chet Rocketfrak (presumably the same as Chad Rocketman).
This game centers around Bilbert/Bolbert, who has something wrong with them. You can talk to Bilbert, or enter Bilbert.
There's not much more than that. I found it amusing, but the author is clearly aiming for a 1-star rating, and who am I to refuse?
This game is centered around a language or collection of languages that the protagonist is trying to study.
The central mechanic is that you are presented with 3-syllable words that you can alter.
The discussion centers on the idea that language influences our thoughts and actions, and vice-versa.
I liked this game, but it didn't draw me in emotionally.
This is a very short little game where you are trying to get your crazy future-telling device to work.
It's a one-room game, but very little is implemented. I had to decompile the game to figure out how to get the device to work. I had further difficulties with basic commands like going in doors.
The idea isn't bad, but it could be better developed.