This reminds me in an odd way of a more optimistic and gender-swapped version of In The Friend Zone from a few comps back. In that game, you explored a world that was a giant woman.
In this, you are aboard a giant male-shaped spaceship. It is a riff on Star Trek and general science fiction tropes. In style, it reminds me of 80's college humor movie.
The level of explicitness is similar to Leather Goddesses of Phobos on Safe Mode.
It's polished, descriptive, and amusing, although I didn't personally care for the subject matter.
This game is by (I think) a commercial team that had a different approach to IF than most of the authors in the competition.
This game is lavishly decorated as a book, with occasional beautiful illustrations.
You play as a wolf who is friends with a young child.
It has essentially one choice per 'chapter', with the later chapters having the strongest effects. This is in contrast to most twine-style games, which encourage frequent irrelevant choices or gradual choices. This game's style is exactly what I would expect Netflix's choose your own adventure shows to be like: long segments punctuated with individual, large-effect choices.
This game was featured in IFComp 2018. It has a beautiful custom interface featuring pixel-art animations, and includes sound.
Basically, love goes wrong on a train. The sequence of events just interrupts everything.
But, you have a chance to go back and change that sequence!
This is a wonderful premise. By going back and changing the order of things, you can unlock 7 preliminary endings and then a final ending.
However, I found the choices opaque. Instead of being able to strategize, it came down to more or less random guessing. There are some hints in the text (changing options, for one thing), but even with the walkthrough, I never reached the final ending on my own. I saw what it said, though, and I thought it was beautiful.
Because I struggled with the interactivity, I didn't receive the full emotional impact of the game. Other than that, I enjoyed it.
Edit: With help from the forums, I finished this, and I loved the ending.
Where I got stuck was (Spoiler - click to show)Forgetting to confess for the 'love' ending.
This was an IFComp game that I liked quite a bit more than, it seems, many of the other IFComp reviewers did.
This is almost purely dynamic fiction, a style of interactive fiction where you mostly read a linear narrative, with different special effects adding to the atmosphere and some scattered choices. "My Father's Long Long Legs" is a classic example of the genre.
This story is about a woman whose mother tended a bar and was obsessed with 'polishing the glass'. It's a story about growing up in a broken household, coming to grips with our parents' problems, and the spiral of obsession and addiction.
There's probably a metaphor here, but it's abstract enough not to be clear on what the metaphor is, which makes this game much more effective for me.
This game is lavish, with a medieval-looking font and scattered illustrations and capitals.
Presented like a book, interactivity is done by either turning the page or by selecting between binary choices.
There are quite a few paths in this game that you can take, and I found it overall impressive. My 3 stars is because I didn't feel an emotional involvement in the game, being put more at a distance by the elaborate presentation. I also didn't feel an inclination to play again, due to the energy required in poring through the text.
I was impressed and a bit frustrated by this game.
The bad: the text is a bit hard to read. I had to bulk up the page size a bunch before being able to see the fancy-font white on black text. Also, possibly due to the font, I felt weirdly discombobulated while playing and had trouble focusing.
The good: this is a genuinely engaging tale about a girl and her friend meeting up with three guys to explore a haunted school. The true horror is in the relationships here; I had several honestly surprising and unsettling experiences with people in the game that wasn't based on supernatural horror at all.
I actually feel like I love this game, but I wish it were easier to read and didn't have that sort of vague procedurally generated feel (it's not actually procedurally generated, but it has multiple paths, so some of the text is vague to suit several scenarios). I want to play this again.
In this game, you play a patched-up person made up of different people's parts.
It comes in three acts, two of which are exploratory, and the third of which is mostly a coda.
In the first act, you explore the house of yourself and your master, spending several days or weeks in-game exploring, thinking, learning, and solving some puzzles.
In the second act, you have the chance to interact more with the real world.
The styling was nice here, with Harmonia-like spacing and margins. Options are greyed out to indicate places you should explore more.
This really worked well on a lot of levels. I found the exploration tedious at times, but I don't think that there's an easy fix, and the game is good as-is. My ending was touching.
Sometimes Twine games just click for me, and sometimes they don't.
Two ways they can fail is to either encourage/require you to just click everything, or to have trivial choices that clearly don't effect the story.
This gave really gave me the feeling of strategy. Even if it was an illusion, I felt like I could play a specific kind of character and have it matter.
The game contains some highly unusual events, part of which gets explained near the end of the game. I don't think everyone will love this game, but I know many others who also like it. For me, this is the kind of Twine writing that very few people get right: Hennessay, Dalmady, Corfman, Lutz and Porpentine, a few others. Welch can write with the best!
Playing this game felt like being in the video for Thriller or some other sort of famous creepy song.
It's largely linear, with a series of obstacles and strong hints on what to do (except at one point where I completely failed multiple times in a row at what turned out to be the last two puzzles of the game).
Some of the content of the game wasn't really up my alley (you follow a girl out of a bar because she's so attractive), but it was coherent, and everything meshed well with the opening.
In this Inform game, you are a private investigator who is haunted by strange phenomena. It has a large cast of characters and expansive geometry.
However, due to its nature as a fairly quickly written game (for Ectocomp), it suffers from a lack of implementation that makes it difficult to play without the walkthrough. I took my time, examining things, in the opening scene, and missed out on all the triggers that would have led me to discover more.
Best experienced with a walkthrough.