This game is incomplete, which is why I've given it a lower rating for now.
This is a dating simulator visual novel. This is a genre which I'm not very familiar with, but this game seems to follow many of the tropes.
You play an office worker who encounters five women, each with differente mental disorders. You have the choice to date any of them and learn more about them.
Only one of the women is implemented right now, and that one is incomplete.
The writing was fairly descriptive and the women are all very different. I was surprised by the heavy focus on physical appearance (the male gaze, or lesbian gaze, depending on how you think of your main character). The one path we see has the character eager to please us, and us eager to comment on them.
I think this is normal for dating games (as far as I know), so the main content of interest is the mental illness. It's hard to tell how exactly this will be handled in the full game, but so far it seems to be trying to raise awareness of mental illness in healthy ways. As long as it doesn't end up with the character 'curing' one of the women I think it will be okay!
This game involves a series of vignettes that can only be completed in one way, followed by a long open sequence of puzzles and choices with consequences.
You play as a robot managing a household for 3 humans. You learn about the humans and the world in general over time.
Nearer the end, you gain the power to significantly affect your world and the world of others.
I feel like the choice structure was a bit weak in this game, with the majority of the game (including a late puzzle sequence) solvable by lawnmowering. I think it could have benefited from more tradeoff-style choices and delayed effects.
However, the lovely worldbuilding and vivid descriptions make this a worthwhile game to play.
This game has some beautiful styling and good mechanics.
You play as a Polynesian woman on a quest or rite of passage. You meet a strange group of islanders hiding secrets of their own. You have to investigate, with gamebook-style gameplay (finding inventory items, exploring with some time-progress elements).
The biggest obstruction to full enjoyment for me was the huge chunks of text, especially near the beginning. But, if you have time for the reading, and are a fan of gamebooks or Polynesian culture, this is a good read.
Has several well-done illustrations.
It's rare when an IF game is presented exactly right, every portion designed perfectly well to give a uniform presentation. Liza Daly's Harmonia is sort of the standard for this type of presentation.
I think Bogeyman has achieved that level of quality. The layout, fonts, sound, and color scheme give gravitas and a haunting sense of dread to the story.
And the storyline fits the presentation, with interactions that lead you to believe that you can identify with your character, followed up with choices that pit your beliefs against themselves.
An effect, but disturbing, game. One of my go-to games when introducing IF to people.
This game has a lot going for it. Fun images, a strong character voice, and nice, descriptive writing.
The setting is similar to D&D, with gnolls and dragons. The main character gnoll has caveman-like speech despite his intense intelligence, kind of like the narrator in Lost Pig and exactly opposite of the birds in Birdland.
It's a mystery game, and relies on the 'notice clues then pick the correct answer at then end' method of mystery writing. This isn't my favorite method, but the game's writing suits this style really well, as the clues are all based on worldbuilding.
The greatest flaw for me was how short it is. I wish that this game had been significantly longer.
I found this game touching. A short game (5 chapters or so, each with 5-10 choices), it moves you through different phases of life and talks about women's reproductive choices, the expectations of society, and the consequences of these actions.
The styling is well-done and understated, a good backdrop to the ongoing storyline. As a man, it gave me a lot to think about.
I beta tested this game.
This is a visually well-polished Twine game, with images, colors, and fonts used to enhance the presentation.
The game itself consists in a vertical tower. The player spends some time in each of the rooms, which are described in rich prose. Some rooms have puzzles, others are more poetic.
There is also an overall puzzle that ties everything together.
I beta-tested this game. This is the best ADRIFT game I've seen in a while. It feels like a nice little slice taken from a Zork-like universe, with lamps and stone dungeons and a troll and little people and so on. There's conversation, treasure, and a satisfying map.
A lot of time Adrift games seem to be trying to get you to do something specific but won't let you actually do it without struggling for the right command. Thankfully, that didn't happen here!
It's like a nice-sized slice of old-fashioned game, not too hard, not too easy. Worth downloading ADRIFT for.
This game is a straightforward implementation of classic Golden Age-style murder mystery. Each page has several paragraphs of text. You investigate 3-4 locations, 3-4 murder weapons, and 3-4 people, then guess the murderer.
The details are generic enough that they could fit in any detective story from Holmes to Poirot. If you like murder mysteries, it's worth playing, but I wish it had more spice to it. The author has proven they can make a complete and coherent game, and I'd be interested in seeing more work from them in the future.
Despite my low star rating,this game succeeds in (what I believe is) it’s authors’ goal. It seems like their intent was to write a complete parser game from scratch that had an interesting storyline, and they’ve done so.
This game is pure fantasy, with mysterious ailments and amulets. It’s very short. The parser lacks almost all conveniences of modern parsers, such as standard actions and abbreviations and robust keyword detection.
The game is short, but has some puzzles I personally found enjoyable, as well as some nice dream/star imagery.
For the IF player used to playing Inform games, I would not recommend this. But as someone who has tinkered around with parser programming, I know how hard this was to make, so the authors did a good job.