This game is a poem about a rich lord and the devil fighting. It uses colors and illustrations.
You get a big chunk of verses, and then most actions give you a sentence or two of prose, but the correct action advances the verses.
It was frankly enjoyable, the poem about the english lord and the devil brawling.
This game has you pick a text speed, then color.
It has a parser that understands 10 verbs, most of them like save, quit, etc. It uses 'pickup' and 'use' along with directions.
There are 8 rooms in a grid missing its center. Each room has a key. One room has 8 keyholes.
The author claims this was intended as a simple demo.
This game displays some bold text at the top, and then you pick out keywords from that to type in, which then changes the text.
This is essentially a short twine game years before twine was developed. It has short but intriguing thoughts on the nature of IF games.
This is a completely freeform game. The computer gives you commands, which you respond to. It asks for items in the room, and then will try to TAKE or BREAK them, etc., as well as asking for exits and having you move around.
It was a lot of fun, but only for a short time.
This is a fun little Alan game (requiring an older interpreter from ifarchive.org) about running to get to playing ifcomp games on time.
The game is well-hinted; I only had one guess-the-verb problem. You basically just hail a taxi and drive over to your friend's house.
The game is on a timer, but its so short that once you figure it out, its super easy to redo. It also has a clever ending.
There is a surprisingly large amount of interactive fiction where you play as a fish. This is one of them.
This game does a great job of showing how horrifying ice fishing is to the fish involved. There were some odd interactions, and the game was short, but it's a speed-IF ectocomp game, so I can't complain.
This game has you wandering around a spooky halloween town and branches a lot, like a time-cave structure.
It starts with a parody of adventure games (a room full of boring furniture), but gets better afterwards.
This was a speed-IF for ectocomp, which generally means guess-the-verb issues and underimplementation.
That happens here, but not as much as I thought it would be. I didn't read the initial text, and that made the game harder for me, but once that was fixed, I was able to beat the game without a problem.
I found the horror effective. You are a late-night janitor mopping.
In this game, you have a 'brand new' google engine that's spooky: Boogle.
You find out that boogle is more than you expected, in a fairly funny and gruesome sort of way. The surprises are the best part, so I won't describe it much more. Good fun-to-time ratio.
In this game, you are on a 3x3 grid with 4 bad guys and 4 good guys.
I thought the point of the game was to use the elements listed on the rooms to have a sort of rock/paper/scissors battle where you throw bad guys at each other and so on.
Instead, you just move everyone around so that everyone is in the generally correct area. Its fun, but it could have been more. This was an ectocomp game, so what's been done is pretty good.