This game seems like an advance upon the simple structure of Texture. In both game systems, you drag keywords onto other words. But in this game, you find the keywords, drag them into an inventory, and can pull them out whenever you like. A four-item inventory limit causes pressure in the game.
I like the system. The story is generic hack-and-slash, but I like generic hack-and-slash, so it wasn't bad. It was deeply implemented for all reasonable responses, though.
With a larger inventory, this could support a long and complicated game. The interactivity in this particular game though wasn't quite what I enjoy; it was mostly a try-repeat-again game, and it was frustrating losing at the end due to choices I made at the very beginning.
This game was inspired by the debates in America surrounding the law passed in North Carolina restricting transgender individuals from using bathrooms besides those of their biological gender.
This game isn't really an allegory, as exactly the same things are happening in this world as in ours. Rather, it reframes the discussion using fantasy techniques to give events a greater emotional impact.
I played through one branch to the end, and rewound a bit to get three different endings. The Twine styling and coding was beautiful, with links represented by +'s for links that furthered the study and *'s used for asides.
It took less than 25 minutes for me. The interactivity was interesting, because it spells out the consequences of your choices in an in-game way.
Fans of DeNiro's other works or of topical commentary will appreciate this game.
This game has a great premise: you are a trolley driver on a monotonous route who has a plan which is only slowly revealed to the player.
This has all sorts of potential, and the game throws in some interesting characters and narrative twists.
But it has two main issues: one is a lack of synonyms and other implementation errors; and the other is a lack of in-game guidance.
Other than that, I found it a pleasant game, with a surprising ending.
This was a strange game. It has some great ideas: extricate yourself from a pile of rubble (which reminds me of an old comp game where you start in a pile of dead bodies and have to crawl out). You then explore a small underground complex with a Lovecraftian vibe.
But the game has a lot of implementation problems, leading to numerous judges missing out on big chunks of the game.
I didn't have too much trouble getting out of the pile, like some judges did, but I didn't even so the cabinets or the slicing machine.
Worth trying. I wish it were expanded.
I beta tested this game.
This is a TADS game where you are on a spaceship, and anything you do (for long enough) results in a different wacky ending.
The author keeps you from meeting too many error messages; if you try to do something usually not allowed (like going down when you shouldn't) it justs adapts the game (like having you burrow through the metal). It even includes a battle-ship type game.
It made me laugh, it is pretty descriptive, but it's not polished in some sense that I have trouble grabbing hold of; and I felt confused without the hints.
This short Quest game has you go into a mysterious house. In that house, you have to solve a few short puzzles and meet a stranger.
This game felt insubstantial to me; I wished for more: more puzzles, more backstory, more descriptions, more conversation.
This feels like the seed of a bigger and better game. I could see a 2.0 version of this game being very enjoyable.
This game has you play as a father and daughter travelling to a real-life library (in Harvard, I think?)
You meet a goofy pair of twins that are mysterious and magical. And you discover a special moss that allows you to visit other times.
I felt like the game could have done more with the premise. But what's there is fun; I felt like I learned something interesting.
This is one of my favorite Andrew Schultz games. It has you in a world where pseudoscience is real and real science is pseudoscience.
You play on a giant colored cube, and have to manipulate some transponders using a mood ring.
There's a second puzzle later that I did have trouble with, but overall, I liked the concept, and the game.
This game strongly reminds me of Owlor's pony-based games, even though the game never says that the protagonists are ponies (or humans, for that matter).
Your sister has sent a curse at you, and you have to cancel it out somehow. This is a navigation-based Twine game, and you have an inventory of sorts (you can pick different birds to follow you, and so on).
This game was pretty enjoyable; I would give it 4 stars, but it has some glaring errors, like Twine 'if' errors that post big messages on pages that occur in every playthrough. If those were fixed up, I'd bump up the score.
This game is one that I changed my opinion of over time. When I first played it, I skimmed it quickly, and I sort of dismissed it. I liked the sentence-shortening puzzles, but the text was confusing.
After reading several good reviews over the course of the competition, I'll admit, I revised my opinion due to popular opinion. In this case, I went through, and re-examined the writing, and I realized that it was a good depiction of a character that I disliked, rather than dislikable writing about a bland character as I had initially assumed.
For me, this places the game in the same category as Savoir-Faire, which had a similar roguish protagonist.
This is a high quality game; I'm giving it 3 stars only because I didn't connect on an emotional level. I feel like others will enjoy it even more than I did.