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.
In this Ectocomp Grand Guignol game, you play as a masked reveler in a sort of grim fantasy realm.
This is a substantial game, bigger than most IFComp Twine games (though I think this is a proprietary system, not Twine). There are at least 13 locations, an inventory system and economy, various sicknesses you can acquire.
It seems like an Italian horror version of Carneval, with decadent displays by comedians, dancing, buffets, etc.
I found a satisfying ending after exploring about half the map, and felt content. Styling was rich and gorgeous. I think this is even better than Devotionalia, the author's IFComp game.
This game is framed as a collection of friends sharing tales. After an intimidating wall of opening text, you begin playing the mini-games in random order.
You can, at any time, excuse yourself to go to the bathroom to skip a tale, which opens up a small segment of the game.
The stories were fun, and in a wide range. One was essentially a one-note joke; one was a deeply disturbing exploration in three parts that was frankly horrifying; another was like a fairy tale; and the fourth is a fun riff on metaphorical games.
I found this game truly enjoyable. Its one defect for me was the difficulty in finding the right actions/verbs on a regular basis. However, that may be part of the charm. But when I saw a pattern on the wallpaper and couldn't X PATTERN, or couldn't get a response for cutting it with one of two items present in the game, I got frustrated. SHOUT could work more often, TALK TO isn't implemented. But I don't know if it's worth it going back to spruce this game up, since the fun's already there.
First, it's fun that Spirit AI is putting out a Halloween game.
This is a unity game, and it's big: 140+ mb. It has graphics, courtesy of Tea Powered Games, and text, courtesy of Emily Short.
The basic framework is a nice wallpaper-y background with a visual novel-style character you're speaking with.
You have three forms of interaction:
-selecting a topic (I found 3 topics in my playthroughs). Different topics allow different conversation options.
-selecting emotions (up to 6 or 8 or so, each an on/off button). These are independent of each other, so I could, for instance, choose to be curious, open, angry, sad and hungry. These alter the conversational options in a procedural way, sometimes unlocking more.
-the conversational options themselves. Some, with an exclamation mark, have a greater effect on the game.
You play a ghost who is haunting an old house. At first, you have great difficulty in speaking, but that is gradually relieved (unless you mess up like I did on my first play-through.)
This game has many endings and quite a few topics.
Overall, I was impressed by the flexibility of the engine. I could see this being integrated with 3d Unity games, with physical location or costumes being a fourth way of influencing topics or replacing one of the methods above.
The procedural text had pros and cons.
At its least enjoyable: clicking a radio button on and off rapidly would cycle through the options, changing words like 'abject' to 'inconsolable', for instance, exposing the guts of the game.
At its best: when used as intended, the proceduralness lets the game respond to your intentions in a pleasing way that would be horrible to write as an author.
So you only really see it when lawnmowering or experimenting. But in this game, I found it easy to get lost, as I frequently had trouble guessing what the effect of my actions would be. So I ended up seeing a lot of the 'guts'.
As a demo of the system, it worked very well. As a story, I found it interesting and worth playing several times. I'm glad this was in the competition, and I hope a lot of people sign up to try out the engine (I know I'm interested, if I can find the time!)
This is a Quest hyperlink game written for Ectocomp. It was written in less than 4 hours.
You play as a vampire masquerading as a newspaper delivery girl, visiting different areas in the city.
The game had nice styling and art, and I appreciated the apparent depth. But there were some translation issues that made the puzzly parts of the game hard for me to understand, and several typos.
This Ectocomp Petite Mort is a tricky little pentagram puzzle.
It took me a while to understand what I needed to do. The game had a fairly entertaining framing story which (especially the latter portion) elevated the game in my opinion. Even though I didn't necessarily agree with its message, I respected it.
The main puzzle consists in placing objects on a pentagram (with both inner and outer pentagons). I thought for half of the game that I could only walk on pentagram lines themselves. Certain objects repel each other, and the game encourages experimentation.