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.
I beta tested this game.
Devotionalia is a shortish but replayable fantasy game that is all about atmosphere and contemplation. It is a choice-based game, but not immediately recognizable as Twine, due to the extreme customization: graphics, music, many variants of link types, and more.
The game comes with a helpful instruction page. Essentially, you are a priest of an ancient religion, the gods almost forgotten. You wish to learn from them, and thus you make your devotions.
There's not an action-driven story or a big cast of characters. It's a somber reflection on life. If you've ever seen the painting "The Monk by the Sea" by Caspar David Friedrich, this game is essentially the interactive fiction version of that painting.
This game is listed as educational, but I found it to be amusing and well-written as well.
You play as a character being asked to repair a sort of magical computer, with a crystal ball instead of a screen and an abacus and magic soup as part of the internal units.
The style seems more like old CYOA books, with most paths leading off to death. I think a 'back-up' button or more cluing could make this less frustrating. As it was, I was put off by the frequent deaths and didn't finish the game. But the writing was enjoyable, and the illustrations were very well done.
This game is a sequel to an earlier IFComp game, Dream Pieces.
Both games consists of rooms where you are given a few highlighted objects. These highlighted objects are words that can be broken up into their syllables and recombined.
This game centers on creating and using doors and other exits. I found it clever and interesting. The Quest engine was a little blocky and chunky (for its own reasons, not the game's) and I didn't feel emotionally invested in the game, but as a puzzle game it was effective and fun.
Intelmission is primarily a long conversation, with an introductory segment.
You and another spy are captured together and have to talk. The game features many many topics, and makes you aware at the end of how many you explored. You can choose what to discuss, or allow the game to choose for you after a certain time.
In a way, this game reminded me of Mirror and Queen. Both are conversational games with a ton of work behind-scenes to provide many topics and allow for user flexibility. But in both games, that flexibility gets communicated to the user more as mirroring what you choose rather than gaining new information. There were few surprises, narrative twists and turns.
I did enjoy this one though, and Mirror and Queen.
This game is based off of the Stanley Parable, which I've never played. This version is set in a school.
It's short, and deals with ideas of autonomy, player/author relationship, and meta narratives. I don't know if the enjoyment is higher or lower for those not familiar with the Stanley Parable.
It seems, though, like someone thought, "I like this popular game, so I'm going to adjust it to my circumstances and make a Twine version of it." The writing and structure of this game make me think that if the author tried a new game after this based on their own ideas, that it would be pretty great. I hope you write again!