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.
This game drew my attention when I discovered that the 'provided map' is just google maps centered on the island of Kauai in the Hawaiian islands.
This is not my favorite Veeder game, but it was enjoyable, both when I played on my own and then later at an IF meetup.
The game as-played seems to have two phases: an exploration phase, and an action phase. I found it necessary to google some locations in the game at different points, and google provided information that helped in some puzzles.
The game offers several methods of interaction, including one that may be time-limited.
If you like this game, I recommend Crocodracula. If you hate this game, I recommend An Evening At Ransom Woodingdean House. If you haven't played this game yet, I recommend Taco Fiction and this game.
I played this game because it has been one of the most-rated games this year. It's a short-to-mid-length Twine game set in Japan with three endings.
I gave this game/story 5 stars based on my criteria:
-Polish. The writing is smooth, the images add to the story, and the structure seems thought-out.
-Interactivity. I wanted to pursue the main thread of the story but feel like I had some investment. This game is fairly linear and branches in some "do you want to win or not win?" kind of ways. But it worked for me.
-Descriptive writing. This story is vivid and very descriptive.
-Emotional impact. I found the story effective from two angles: one about a man showing concern for a fellow human, and another angle where the protagonist is a deeply concerning example of a man believing that he has the privilege to become obsessed with and interfere with a woman's life.
-I would play this again.
Escape from the Crazy Place is a sprawling, labyrinthine Twine game with significantly more content than games such as Birdland. It's absurdist, surreal, dreamlike, and ridiculous.
It's history is almost more absurd (parts of this may be inaccurate; play the TADS version to see more). It began as a physical handwritten CYOA book in school over 30 years ago, passed around by students and added to over time. That copy was lost, rewritten from memory.
It became an online html game before anyone was doing much CYOA html, then it became TADS in 2006. Now, years later, it's been redone in Twine.
It has dozens of authors. It has parts that are clever and exciting.
But it also has parts that are less exciting. One reason passing around a physical CYOA book in school is thrilling is because you can see the heft and size of it and think, "oh man, this puppy is huge!". Flipping through can give you an idea of its contents.
Escape from the Crazy Place is online, though, so you don't really know what you're getting. And the first passages are the oldest, by those with the least experience, referencing 80's and adolescents. The first about also loops around itself somewhat, making it even harder to get a grip on the size of the game.
I kept pushing through (playing with my 6 year old son) and we found a lot of really great content. That experience made me think that this is a good game to play collaboratively, just as it was written.
This game is one of Porpentine's best games, by her own admission and the acclaim of others.
It has music and takes the unusual tack of having you draw symbols on your skin as the game progresses. I chose not to do so, but many who have played have done so, and you can search for some of their images.
The game casts you as an artificer for a massive, insectoid alien queen. Isolation and body change are themes, as you wander a city and castle and spend time on yourselves.
The game has music and interesting styling. The story includes friendship and love and bizarre, alien history.
I beta tested this game. This is an ambitious conversational game with a parser that recognizes sentences in addition to keywords.
This increases the complexity of possible inputs to a great extent; just typing in topics isn't enough, you have to add extra words.
I beta tested this 2 or 3 times, but I never beat it until after it was released. When I beat it, I was shocked and surprised at what I hadn't seen before.
This is a well-written and interesting game, but I found the complexity of the possible inputs overwhelming.