This is an odd little game with some major implementation problems.
You start out in a room with a tree and a mysterious force. Exiting this room proved too difficult for many IFComp reviewers in 2006. Evidently, it requires an action that is explicity denied by the GUI. This seems to be an oversight, and not a puzzle.
The rest of the game involves exploring a series of generic rooms. There is a minimal walkthrough, but it seems to leave out several interesting portions of the game. I was intrigued, but unable to discover more than a few hidden set pieces.
This is a surprisingly good Twine game from Spring Thing a few years back. I say surprisingly, because I never hear anyone talk about it.
It uses graphics and background colors to distinguish between two different worlds: one, a porpentine-like world with beings of slime and technology, and the other the human world, where a father is struggling with mental illness.
It has puzzles; at one point, there is a long sequence involving the food chain. I found bits of this fiddly, but interesting enough that I was happy when it was done.
The overall storyline was great, and that's what I like best about games. So I recommend this one.
This is an odd game. The author coded up a little puzzle where you find answer to homework questions and then type them in, together with one or two little fetch quests.
They then spent a great deal of time polishing that game and adding extra frills. But the core game is brief, and the means of completing it are clunky.
This is certainly a unique game.
This game purports to be the eleventh in a long series, which is a clever gimmick. The game has several clever parts.
However, it has a lot of little bugs that add up to a good deal. It's self-aware about it (the game's most accurate line is "Oh boy, you sure hope these generic messages don't mean this puzzle is bugged!").
Overall, it was interesting, but I wasn't able to complete one of the three core puzzles, the one belonging to the error message above. I did read the ending after decompiling, though.
I beta tested this game.
This is a unique concept for a text adventure. You are pitted in a Chopped-style cooking challenge against three other chefs. Your goal is to cook a certain recipe in twenty minutes.
Unfortunately, your competitors have their own ideas, and you have some trouble on your own.
This reminded me of Varicella, both in the numerous autonomous actions of others, and in the time constraint. It also left me feeling like there was more for me to discover that I hadn't figured out.
This story uses media in unusually good ways. It has audio, graphics, animation and text effects.
The game is creepy on two levels. On the first level, it has overtly 'horror'-type text, almost over-the-top. On the second level, it serves to illustrate what something experiencing sleep paralysis could encounter, and I found that much more disturbing.
The story had a narrative twist that I found lessened my enjoyment of it as a game, but heightened my appreciation of it as a piece of art or a means of communicating thoughts. Because I think the artist intended it more as a story or art, I've considered it as such and given it 5 stars
Uses slow text, but in an appropriate way. I usually hate slow text, but it makes sense here. The whole piece is well-considered and designed as a whole.
I expected this game to just be a straightforward implementation of the classic logic puzzles (involving getting a fox, a duck, and some grain across a river. Other versions have a wolf, a goat, and some cabbage, and so on).
However, the author assumes that everyone already knows this puzzle. Instead, each step of the classic solution is hampered by a different difficulty.
I felt that most of the solutions were of the moon logic variety, or like late Sierra point and click games. Also, the implementation was at times spotty with the rope, which is a notoriously difficult thing to code.
This is a fairly short science fiction game with 5 or 6 puzzles.
As the other reviewer noted, it was under implemented, with several locations having no description at all. There were other things that were strangely over implemented, such as a certain action in the first room having more than a dozen responses.
The idea was clever, overall, but the game has a real penchant for attacking the character with strong profanity and insulting many things that you do. It has a narrative purpose, but it seems like the sort of thing a young author thinks is intense and meaningful before they begin to get more experience.
I would have given 2 stars, but the puzzle bits were satisfying, so I gave it 3.
This game is a sequence of surreal puzzles. You've woken up in a world where Half-Life 3 has been confirmed, and this is a clear indicator that reality has been warped.
The setting is goofy and charming, but this quick game doesn't have the author's usual polish and guidance. Puzzles, including the very first puzzle, rely on some very unusual logic, making the game more difficult in somewhat unfair ways.
The character descriptions were good, though.
The original Lurking Horror was one of my favorite Infocom games, so I was interested in seeing Veeder's take on it.
This game is closer to Captain Verdeterre's Plunder than to any of Ryan's other games. Like Verdeterre, this game has a tight timer that sends you to your death, and you must play over and over to beat it.
This game exploits that structure for the story in amusing ways, though. You pick up in G.U.E. Tech (from Lurking Horror, itself inspired by M.I.T.), stuck in a time loop caused by the awakening of an Elder God. You are very aware of your previous iterations.
Progress is similar to Hadean Lands, in that you progress by gaining knowledge that your later iterations use. But instead of being tracked in-game, the knowledge is stored in password-like spells. The spell names include mangled versions of the author's name and a scrambled name of a D&D slime demon.
I enjoyed this game quite a bit; the solutions were generally very reasonable, and there was a nice 'power boost' or two near the middle of the game, with the end requiring you to tie everything together. I got impatient with one puzzle in the middle, when I had half a dozen unused spells and the same number of unsolved rooms and I couldn't figure out which ones went together. I decompiled to get past that stage, and didn't have any trouble after that.