This is a longish Ink game where you are Osiris, recently deceased pharaoh and newly resurrected God.
Most of the game consists of travelling to different locations and interrogating different Gods. There is some freedom (in which Gods to visit first) and some saving of state (some topics only come up after you talk to others elsewhere).
There was one math puzzle which I both overthought (by getting tripped up by the mention of Base 12 beforehand, which turned out not to be important) and underthought (by just not getting it).
The characters were very diverse and interesting. Some gods were nice; Geb was a big loser who smoked weed and acted like a peeping tom.
I classified murder mysteries in an earlier post. This one was the kind (as far as I could tell) where you complete puzzles and the mystery solves itself in the process.
Overall, the setting and characters were the biggest strength to me. I didn’t derive enjoyment from the sex scenes. I did like the reimagination of the Egyptian mythological world, and thought the styling looked good.
This parser game had a really strong storyline and distinct worldbuilding, with some pretty fleshed out characters and interesting UI.
You are a beat witch; you see, some adolescent girls wake up one day with the power to be hurt by music and to use music (and other things?) to affect others.
The entire city has been blasted by an EMP and thousands are dead, so everyone’s blaming you, and you have to set things straight.
Music is frequently mentioned in the game, and is included in the game itself through vorple. Color is also used, and there is frequently either timed text or text that scrolls when you hit a button (I think it’s mostly the latter).
The story is at times gruesome and at times cruel, with some kindness mixed in. There is a lot of control, whether through magic or force, and a lot of deception. The villain is a definite villain, and some of the lines are darkly effective, although some are a bit weird (I swear at one point they said (Spoiler - click to show)I’m gonna squeeze you like a fart.)
The gameplay seems entirely linear; at times there are choices you can make which are remembered and mentioned later on in the game, but mostly it seems like the game is designed for you to find the trigger for the next cutscene. Its generally smooth and I rarely had difficulty finding what to do.
So, overall I’d say this is pretty high quality. Something for me seemed slightly missing from the story; maybe more breathers from the intensity of the action? Something to add more contrast to make the dramatic moments pop out more. But the styling is excellent and the writing is very descriptive.
I’ve seen a few people saying they felt out of the loop with this game since they didn’t play the earlier little match girl games. I can say (having played the first 3 but not the offshoots) that the only thing important from the first games is in the recap. This game does continuity kind of like early Adventure Time, with mostly ‘adventure of the week’ stuff with occasional throwbacks.
The game features some beautiful styling, with nice location descriptions, music, and scrolling text. I missed some of the intro timed text since my son asked me for help with something; timed text isn’t so much of a pet peeve as it is something that just doesn’t fit into my play style of fitting in games around the corners of my life. Fortunately the ending could be scrolled back if missed!
Apparently this game has a ton in common with Metroid Prime. I’ve never played that game, but I looked it up and there are quite a few similarities, even some cameos, if you can call it that.
The overall structure, like most of the Matchgirl games, is that looking into any source of fire (outside of the nighttime stars) will teleport the player to one of five or so worlds. There’s some nice variety here, including space, dinosaurs, wild west, etc. The Pirates of Penzance had a strong presence.
Each area has some kind of powerup that helps you explore other areas. In the meantime, there are different diversions (such as helping a goldfish or doing a time typing game).
I found the structure and side quests engaging and fun. The writing was flawless for me and had its moments of gravitas. I observed how it was done with interest, as my current WIP is structure much like this one, with different worlds or dimensions leading to some emotional moments. I liked how it worked here, so it gave me more confidence.
I did get stuck once. I suspected I had missed some exit. I used location based hints and quickly realized I hadn’t noticed an exit, and then solved the game soon after that.
I can see the weight of a long series making it hard for people to get invested in playing a game, but this one as a standalone might as well be the introduction to the series, as continuity isn’t really a major feature of the games. They can be played in just about any order.
It’s nice to see high quality in the comp. Between Ryan Veeder, JJ Guest, BJ Best, we have three former winners entering well-done games, as well as newcomers producing polished games of great value.
This is a great-looking Inform game. Inform has the capacity to make ‘website templates’ that people can share with each other to make projects look nicer, but people rarely use them. I don’t know if this one uses a custom template or just had css/html edited manually, but it looks great.
The concept is really funny, too. What if IKEA instructions were summoning rituals for ancient Gods?
Actual gameplay revolves around following IKEA instructions closely. I found that fun, as I like both assembling and deassembling IKEA furniture. My school had to throw out some cabinets recently that had gotten old/bug-ridden, and I had a hammer and just deconstructed it from memory (remove the thin bar, then pry the back panelling, then remove the edge pieces, then break out the last bit of wood with the hammer, etc.)
Anyway, this game scratched that itch, which was nice. Most of the puzzles revolve around clever ways to use the instructions. The game was a little smaller than I first imagined, but in a good way, as it was beginning to get overwhelming.
I did have some trouble with phrasing. It was hard to find (Spoiler - click to show)an antonym for ‘insert’. The transcript shows my flailing about. I ended up also using hints for what I’d consider the biggest puzzle of the game, but it was entirely fair, I just was getting close to the 2 hour limit.
This was a nice, substantial puzzler parser game with some fun hand-drawn sketches.
It starts with a large chunk of made-up names which was a bit hard to parse at first, but that quickly settled down. Next, I got confused by the directions, but fortunately the map made that a breeze.
Then it settled down into a sequence of puzzles. You play as a foreigner on an airship whose brother has been accused of murder. Its your job to navigate the ship and collect evidence!
The game could have easily gotten overwhelming if not for the helpful tablet which kept clues and to-do tasks. I consulted it frequently.
I got halfway through the game without consulting hints. The second half, I had to consult hints for. It turns out that every time I needed hints, the answer was the exact same.
With one last note on the story, I did find it a bit odd how much we can do without getting in trouble. Like wandering into places we clearly should not be. So I had to suspend disbelief a bit. On the other hand, I enjoyed the many layers of information and the multiple endings and plots within plots. So I’ll be rating it highly.
This is a Texture game, one of several in IFComp. It’s a game system where you drag actions onto nouns, with different actions having different nouns. Hovering over the nouns can add more info, as well. It’s a character study of the main character, a sculptor who has given up everything to buy one final marble block and carve a sculpture.
The man is deeply invested in this. He focuses on his work despite the loss of things like family, friends, and good health. The writing is highly dramatic, with unusual positioning across the screen and extensive use of metaphor. Here’s a sample sentence: ‘Her words were cascaded venom, and you, their subject.’
It also changes between tenses from time to time, in a way that’s hard to know if it’s intentional or not. I found at least one important typo. In general, the text is ambitious but I was confused from time to time.
What works best for me here is the effort put into descriptiveness. I can feel the author’s enthusiasm for the story and that gives me enthusiasm for the story. But for me, it was hard to sustain that emotion; the whole story was at the peak of intensity, but I think it could have benefitted from having more contrast between high-intensity and low-intensity. But that’s a personal choice.
There is some intermittent strong profanity in the story that, for me, doesn’t fit the abstract and metaphorical text very much, but it may be intended as an earthy contrast to the heights of the rest of the game.
This is a parser game about making a bargain with the devil. I decided to put Der Freischütz 1 in the background for its devil-dealing music.
This game was polished and well-thought through. You are a mad scientist/demonologist in the vein of Dr. Frankenstein or Dr. Faust. You have summoned the devil in order to bargain the secrets of life from him. But, the cost may be too great…
Everything worked seamlessly in this game. At no point did I encounter anything I would consider a bug or a typo or bad puzzle design. At times it was leaning a little against my religious sensibilities but it always backed off before getting too harsh.
The writing is funny, with a fake-old-time language for an ancient grimoire that was able to contrast modern tropes with older grammar forms. All the NPCs, including the Devil, were played with a nice mix of intelligence and stupidity, just smart enough to oppose you and plenty dumb enough to fall for your tricks.
The puzzles seemed very hard at first, but through simple exploration I was able to make some guesses on what to do, and so while I had to think a lot, I never needed hints or a map.
The conversation system worked well, with both general topics and individual topics. It felt seamless for me.
So, I thought it was a great game. Very nice work!
This is a game by Andrew Schultz, an author who excels at wordplay-based games.
But, instead of a parser game, it’s twine!
The conceit of this one is taking pairs of words in pairs (so 4 words total) so that if you switch the first letters or (or chunk of letters) of the first pair, you get the second pair. Just like the name: ‘Trail Stash’, if you switch the TR and ST, becomes 'Stale Trash".
I wondered how effective Twine could be in this format. After all, this is a similar concept to the parser games; would it be less effective here?
But as I played, I thought, ‘hmm, this is great!’. One of the difficulties I often have with the parser games by Andrew Schultz is that it is often uncertain how to interact when you have an item in a location; do you type the solution of the wordplay puzzle, or use a verb with the object?
Twine solves this problem by limiting possible interactions.
This doesn’t make things easy, though! I had difficulty near the end game where just nothing seemed to work. Then I realized that I had missed an important solution early on and missed out on three locations!
So overall, this worked well. The only caveats I had are below:
My one caveat is that there was no apparent connection between some of the items and the solutions. For instance, you have to detect losers, but the object is . Although, now that I think of it, I guess ’ has multiple meanings. So maybe it’s just my lack of imagination.
This is a complex and rich puzzle game written in Twine.
In it, you are tasked with recovering 14 different puppets from a studio that is about to shut down. It seems like a mix of Muppets and Disney, with a studio next to a giant theme park and all the old history about to be demolished.
You, a former puppeteer, are tasked with stealing the puppets with the help of an anonymous accomplice. The twist is (revealed very early on), when you find a puppet, they come to life! Each puppet has different features that can help you in different situations.
Opposing you are evil puppets that stalk through the halls or vents. They can steal puppets from you. I always used ‘undo’, so I don’t know if you can get them back. If you don’t have a puppet, they just kick you out, which can actually be a nice shortcut!
There are four main areas. I finished 3 on my own, getting all puppets, but needed to poke around the code to figure out how to get in and beat the 4th one. However, you can get a good ending even if you miss out on the final building.
While the premise is inherently amusing, the game is more about the march of time and the loss of childhood memories. There is a subplot that you only encounter in the very end parts of the game about the Black experience in America.
I found the ending to be a bit long, with page after page of fullscreen text. That part seemed like it was meant to be a tribute for Jim Henson (like the game mentions in the credits) or maybe an exercise in worldbuilding, but it was a little bit long for my liking. I may be a bit sensitive to that because I have something similar in my current game (a museum at the end describing everything you did or saw) and I’ve been trying to figure out what a good length of time to spend there is.
The ‘true ending’ I got with all 14 puppets worked out well, I think.
I found the random movement of the enemies a bit difficult to avoid at times, but with UNDO it wasn’t too bad. It provided a bit of flavor. The only place I found really rough was the final building, where there were usually only 2 exits at a time, so moving in and out was pretty risky.
I think fans of big parser-like twine adventures (like Agat’s games) will like this a lot. I enjoyed it!
I think I underestimated this game going in. It seemed just like a regular old Ink game with a silly premise that would be over in a few minutes.
Instead, it was a somewhat longer ink game with a pretty funny premise and a lot more state tracking than I’m used to in Ink games.
You play as a cowboy who was been transported to New York City (I read that in the voice of the old pace picante commercial: https://www.youtube.com/watch?v=Gi6AFz2fbr8&t=13s 1). Once there, you have to find your cowboy hat!
I liked the tone of the game. It reminded me a bit of old ‘holy fool’ operas/plays where someone’s pretty dumb but is resistant to suffering and oddly accepted by everyone around them.
I had recently revisited NYC after moving out years ago and it was fun to see how his experiences paralleled mine (like wandering through the city and accidentally ending up in Times Square, having wild youths follow you around–in my case, the students I was chaperoning–, a helpful city native who doesn’t really care what’s going on with you as long as you don’t get in their way too much).
There was a kind of stat system. I couldn’t tell if it was actually checking stats or just being goofy, but I liked the stat names. And frequently I had to strategize to try to figure out what to do next.
So overall, this seems just right for a mid-size game in IFComp: not long enough that you get tired or bored, not short enough that you feel like you didn’t play anything. Good middle ground.