Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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The Gift of What You Notice More, by Xavid and Zan
2 of 2 people found the following review helpful:
A psychological exploration game, based on song by Dar Williams, November 22, 2023
Related reviews: about 1 hour

I’ve liked Xavid’s parser games before, so this twine game looked interesting.

It reminded me of an extended version of Astrid Dalmady’s game You Are at a Crossroads, which is the first Twine game I really liked and the game that got me into choice-based games originally. Both of these games involving ritualistic revisiting of locations, unlocking more content by having net items in an inventory.

I like Astrid Dalmady’s game, but it’s pretty small. So this game is nice way to get that same kind of feel, although this game has quite a bit of its own structure and story that is unique to it.

You are packing up, ready to move out of a home, but every in your house are pictures of a man who is someone close to you, a boyfriend or spouse or lover. You have worries and fears and concerns, and you begin to explore those in a symbolic way.

Several helpful people guide you as you go along, exploring memories of the past in a symbolic format. At first there is much you can’t do, which can get frustrating, but eventually your new capabilities give you more strengths.

The feel is almost a parser/choice hybrid, with its extensive set of locations and inventory items. But it manages to tread the thin line between too many options and too few; I occasionally found myself trying to lawnmower all options, but in each case I realized that it would be easier to just step back and think.

So overall, a strong game. The psychology of it isn’t unusually insightful, but the symbolism employed was enjoyable and interesting to me and the descriptions were evocative.

This game was loosely based on 'The Blessings' by Dar Williams.

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The Whisperers, by Milo van Mesdag
1 of 1 people found the following review helpful:
Interactive play in the Russian tradition, November 22, 2023
Related reviews: 15-30 minutes

This is a choice game in interactive play format, with the option to act out the play yourself.

It is set in Russia in the time of the NKVD and the period between the two World Wars. One character, a policeman, has to deal with those close to him, some of whom are dangerously too progressive and others that are dangerously too conservative.

While the Russian setting originally suggested similarities to writers like Dostoevsky or Chekhov, I actually found more similarities here with Ibsen’s plays. There is a great deal of emphasis on interpersonal relationships that are fundamentally flawed but with an underlying spark of life; not of hope, or of joy, but simply of a determination to continue existing.

I’ve seen other reviews describe the ending as perhaps weak; I saw a comment saying there was a third ending and tried it as well. I do think that something is missing. I feel like the narrative arc is missing a little more denouement. We build up throughout and get a climax, with the endings all being very climactic, but there’s not enough time to resolve the tension and resolve the various threads. So I don’t think there’s anything wrong with what’s here, but I think for my personal tastes I’d like a little more. I’ll be rating this one highly.

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All Hands Abandon Ship, by David Lee
1 of 1 people found the following review helpful:
Escap a crashing starship, November 22, 2023

This was another game of interest, as one of the last things I’m programming in my game is a similar scenario to this: trying to flee a ship that is being destroyed and trying to make it to an escape pod. It was interesting to look at this and try to see what worked for me and what didn’t.

This is a timed game, with approximately 100 turns. I found that time ran out pretty quickly for me; I had explored about half of the ship when I first found out the game had ended.

That time is marked by frequent messages from the ship’s computer. The messages start normal but become more and more unusual. I found that for my tastes it was a bit too frequent and intense; I felt like I barely had time to do anything before it was pushing me to go and run and do.

The layout is large enough and the puzzles complex enough that it felt weighty and had that feel of ‘don’t know if I can do this’ before the puzzles were solved and ‘ahh so that’s how it is’ after. There was clear competency in coding; I didn’t encounter problems where puzzles malfunctioned or interactions were misleading. However, there was somewhat of a deficit in polish; many objects are undescribed, and the game could have had more scenery items implemented. A particularly rough example was the holographic doctor, who had no description and didn’t reply to TALK TO or ASK DOCTOR ABOUT DOCTOR or stuff like that.

But the manual was really cool, as was the multiple paths, and it gave me some ideas. The overall craftmanship was high, I think I had different expectations from the author. So I definitely think if the author did another game, I’d expect it to be really good.

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My Pseudo-Dementia Exhibition, by Naomi Norbez (call me Bez, he/they)
2 of 2 people found the following review helpful:
A museum display of a non-fictional mental health journey , November 22, 2023
Related reviews: about 1 hour

This game was good to read. I’ve known Bez for several years, and while I have not been able to be as helpful as some of his other friends, I’ve been able to watch his journey over time and follow along.

This is an interactive museum of Bez’s experiences through several different locations, with one exhibit per living location. There are photos, transcribed documents, and music from several indie musicians, which sounds good.

The museum is a well-written and fascinating look into the life of one individual. It is frank and open about challenges like debilitating illnesses (the pseudo-dementia, for instance), suicidal thoughts and impulses, homelessness, unsupportive staff and family, and so on. The fascinating part is how relatable it is; this is a very specific life with considerations that aren’t universally applicable, and yet for me the writing was relatable and approachable, and I could connect with it and consider similar challenges in my own life.

It’s not all challenges though. There are many successes and realizations and small happinesses mixed together with the hard times.

Bez has written solid games before with interesting mechanics, as well as interactive essays that are more limited in scope and linear. This game combines a lot of the best of both, with a non-fiction emphasis but with more ways to interact. There’s no need to make autobiographical fiction ‘fun’, since it’s just a story of life, but I think that the features like graphics, music, and navigation improve the reader experience and increase the connection between writer and reader.

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Lake Starlight, by SummersViaEarth
1 of 1 people found the following review helpful:
Twine game about camp for magical children, addressing many social issues, November 22, 2023
Related reviews: about 1 hour

This game features a magical protagonist that goes away to camp for magic kids.

At first I thought the game had read my mind; I named my protagonist Eduardo, and I was shocked to see Eduardo raised in a Spanish family! But then I realized it was just part of the story, especially when I saw that Eduardo was chosen to be a girl (I had imagined a boy), although gender is explicitly stated to be somewhat flexible".

The game treats many social issues, with a heavy emphasis on climate change and corporations destroying the wilderness, which gave me fond flashbacks to movies like Ferngully and Ernest Goes to Camp from my youth. Many of the NPCs were black, indigenous and/or hispanic, with a wide variety of hair types, skin tones and backgrounds. Mention was made of differing family types, including having two moms or being orphaned. And there was a discussion on how magic had been stigmatized in women more than in men.

So it seemed like social issues were a heavy topic in the game, not as a side tangent but as the central focus.

There’s a lot of promising features in the game but it is incomplete. Only the first chapter or so are finished, and there are some typos here and there, not enough to be distracting but enough to be noticeable. So once things are fleshed out I could see it being pretty solid.

There’s a lot where it’s hard for me to say if it worked or not. The personalities of the NPCs, the voice in the player’s head. A lot of it depends on where this ends up going. So I think my rating might end up a little in the middle of the range, getting bumped up or down if a continuation is made in the future. But overall there’s a lot of promise here, both in the writing and the art.

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LAKE Adventure, by B.J. Best
3 of 3 people found the following review helpful:
Metafictional narrative about revisiting the past, using AGT, November 22, 2023
Related reviews: about 2 hours

I’m going to put on my ‘extra-critical’ goggles for this game, because it’s by a previous IFComp winner (who presumably can stand up to sterner scrutiny), and is in a genre (autobiographical emotional retrospective in game form) that has had several recent start-studded entries (Sting, Repeat the Ending, A Rope of Chalk, and of course the author’s own game two years ago). It also intentionally uses an older format and is mimicking ‘my crappy apartment/house’ games, which has to thread the needle between not being as bad as the source material and being accurate to source material.

So how does it succeed? Overall, the polish is evident. I rarely struggled with the parser, which (combined with the other AGT/AGX/MAGX game this year makes me respect the engine a lot). Teleportation and combat are handled well. Death and being reborn could theoretically have really messed up game state, but it doesn’t seem to have done so, which is really impressive to me.

The game itself relies heavily on the commentary to make it ‘good’, which makes sense, because it was built that way. At first I was critical of the base game as being too basic, given the rich and full games I’ve seen built by children and teens recently (for comparison, look at Milliways in this IFComp!). But then I remembered games like Coming Home 1 which are actually very similar in layout and descriptiveness level to this game (although not in polish), so I guess it is pretty authentic.

Exploration was fun. Sometimes commands and interaction felt just a bit ‘off’ from games I usually play, and this was good; it felt like seeing interactive fiction written by someone who had a different set of experiences than me.

I’m not sure whether the game is autobiographical or not; I suspect not, but I’m not sure that should factor into the overall evaluation of the game. The background story is emotional, and hearing only one side of the conversation really helps here as you can imagine the other side for yourself, with version painting the narrator in a deeply sympathetic light or as a barely-tolerated person stretching others’ patience. One thing though for me is that it was always very clear that I was interacting with a fictional narrative, one held at a distance, and that I wasn’t drawn into. This is a personal reaction and not necessarily one all would hold. That’s actually what made me wonder if this was autobiographical, as real life scenarios are often less believable than fictional (like the fact that Tiffany is a medieval name).

The map is nice, and I wish I had read it first. I solved one puzzle it solves on accident due to my normal direction-flailing I typically do when playing games. It has some messages like ‘Don’t Cheat’ and ‘Listnouns’ that make me wonder if there is some hidden content in the game.

Overall, it was clear from the beginning that this has high production values and includes a lot of elements I like. So the debate wasn’t whether to score high or low, but which high score to shoot for. I’m still thinking about it; in a way this game is more relatable to me than Best’s last game, but on the other hand it’s a slighter thing. The ending, for instance, felt anticlimactic, more of an opportunity to sit and ponder than a neat wrapping up.

I’ll definitely be keeping an eye out for other reviews on this; I feel like there are still some unresolved thoughts in my mind and maybe a fresh perspective can help. But I did enjoy this, and it was easy to play this on Gargoyle.

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Please Sign Here, by Michelle Negron (as "Road")
1 of 1 people found the following review helpful:
Twine murder mystery with good art, November 22, 2023
Related reviews: 15-30 minutes

This is a creepy game in Twine with well-drawn backgrounds and characters.

You play in a coffee shop where a variety of customers keep coming in, but also several murders have occurred in the recent area and shadowy figures are hanging about you.

The characters were all distinct and mostly believable. Everything is tinged with just a hint of grey realism, so everyone has mildly depressing flaws.

The art was very well done. My only complaint on the visual side is that the very first background image is close to the text color in parts, making it difficult to read.

I played through to two different endings, including what appears to be the final ending. I was a bit surprised by the implications of the final ending, as I’m not sure how the rest of the game would make sense in that context. Although as I’m reading this it just dawned on me how it could all tie together, so hmmm…

Overall this was a game that improved my day to play, so I hope others check it out.

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Honk!, by Alex Harby
2 of 2 people found the following review helpful:
Excellent comedy circus puzzle game, November 22, 2023
Related reviews: about 2 hours

I deeply enjoyed this game. It’s a well-scoped, polished parser game with a lot of humor.

The idea is that you are a circus clown at a circus that is being sabotaged by a villainous Phantom! You have three friends whose acts get sabotaged and you have to find a way to defeat the enemy.

Most of the puzzles revolve around finding creative uses of items, although there are also some other puzzle types like math.

The characters are pretty distinct and memorable, like the grumpy animal trainer or your ‘dense’ muscle bound girlfriend. There are a lot of hidden details in the game, like a character being trans.

Most of the puzzles made perfect sense, and hit the sweet spot between being non-obvious but not being too hard to figure out. I did get stuck on the rabbit puzzle, but once I got hints for it I realized that I just hadn’t experimented enough earlier. I enjoyed the payoff of the game name.

I like a circus setting for a parser game (Ballyhoo is one of my favorite Infocom works) and the pacing worked great here. Excellent work, deeply enjoyed it.

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One Knight Stand, by A. Hazard
2 of 2 people found the following review helpful:
Lengthy and wordy Choicescript game about modern take on King Arthur, November 22, 2023
Related reviews: 2-10 hours

This is the first chapter of a large Choicescript game. I played past two hours on my phone, saving occasionally, but I lost about 30 minutes of progress near the end by forgetting to save (I got to the point where you can pack your suitcase). I think I got pretty close to the end, from what other reviews have said.

The scope of this game is large. The current largest Choice of Games title is 1.2 million words (while some Hosted games are larger), so one chapter of 400K is quite big. Production seems to have taken a long time, as there is a lot of reference to face masks and social distancing.

The overall concept of this game is that King Arthur and his court were real and still exist in a certain way (revealed later on) in the modern world. Simultaneously, demonic forces are trying to start the apocalypse, and you can help stop it.

There were two main romantic options I saw, a man and a woman. There are tons of different chance to declare your affection, so many so that I felt I had to constantly be turning down the people I wasn’t interested in.

The game has lots of action scenes which I thought were full of descriptive language and feeling like stakes were real. I died in one! (to see what would happen). A lot of times it was over the top (lots of Zalgo text for horror and tons of quip/pun options for humor).

The game is so large, I feel, because all the normal Choicescript stuff is amplified. Usually you can pick a few features of your appearance; here you can pick if you have hair, what length is your hair, what color is your hair, what shade is your hair. Instead of five to ten options, there are 15 to 20. Instead of choosing conversation topics from a repeating list that gets narrowed down, you pick from a list of conversation topics that each open up to their own list of conversation topics and so on.

This provides for a lot of customization but it can kind of interrupt game flow sometimes. I felt a bit of decision paralysis from time to time. It’s kind of the opposite of the problem a lot of games have, where all of the cool branching and decision making is hidden and players think the game is small/short because they don’t realize the choices they could have made.

In contrast, here everything is put on display constantly, revealing the massive amount of possible choices. And some don’t even seem implemented yet, like the fencing club (unless there is a way to get into there!).

I liked the Merlin character, and saw them as a fun RO/mysterious person. The overall magic system seems thought out and coherent, and the worldbuilding feels like it’s on an epic and grand scale. While I did find the large amount of choices overwhelming at time, it seems reasonable given the overall scope. I could definitely see it being popular when it comes out.

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The Ship, by Sotiris Niarchos
1 of 1 people found the following review helpful:
Game set in two worlds, with long, complex graphical puzzles, November 22, 2023
Related reviews: about 2 hours

This game has a few different twists, but I’ll try to avoid spoilers the best I can.

This is a choice-based game, and it is quite extensive. It took me right around the two hour mark to complete. It’s reminiscent of Gruescript in a sense, with different locations you can click to and an inventory to use. However, the inventory only shows up every now and then in-game.

While it grows more complex, it feels fair to say that gameplay revolves around a ship captain walking around the ship, trying to understand a mysterious poem given by ancestors and talking to others on the ship.

Storywise, it’s all about navigation and pushing to the unknown. There are different books that give you lore about the world. The pirates in the game all curse, presumably for verisimilitude, but for some reason the swearing was written exactly the way the 14 yr old boys in my school swear so I kept picturing very young pirates.

Many of the characters have tragic backstories. There are several opportunities to show mercy or justice and to change your relationship with others.

The writing overall was adventurous and dramatic. Near the end, there were a few different narrative threads that came together, but I’m not sure how I felt about the resolution. I was left with more questions than answers.

There were graphical puzzles in the game as well. At first, they fit well into the flow of the story, providing simple distractions along the main journey. Near the end, though, there were so many puzzles of such quantity that by the time I returned to the story I had forgotten much of what had happened. While I do enjoy graphical puzzles from time to time, they lack many of the features I’ve come to enjoy in text based fiction and thus weren’t quite as enjoyable to me.

The level of craftsmanship in the UI and puzzles was very high; the author clearly has a good grasp of visual design and event-based programming.

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