I had a bit of trouble getting this game to work at first. It's a heavily modified Twine game that uses a kind of parser command format through selecting verbs and nouns via links.
I kept selecting a verb and an object, but nothing would happen. I eventually realized that you had to click the player, then the verb, then the object, then a yellow arrow that would then appear. Thus, most commands (outside of movement) take 4 clicks to execute, while some take 5 (those involving multiple objects).
You're part of a team of four, including a historian, a techie, a tough guy, and you, who is (I think) a reporter. Each of you starts in a different location, but you can command others to move around or follow you. Each has skills only they can use.
Once I figured out commands, I had difficulty finding things to do. I tried 'examining' objects, but most said 'No action available' or something similar. Most of my actions were rebuffed, so I decided to follow the walkthrough exactly.
I found out that several of the 'No action available' objects were important, and, in fact, one had to be examined twice! And your teammatest have to be moved around a lot. I'm glad I had the walkthrough, as I would have been completely stymied without it.
The writing is interesting. It generally uses very complex English, with only occasional typos. Room descriptions were rich, but could become repetitive. In many rooms there are shadows that dance, spectral things you can see, and secrets waiting to be found.
One room has almost exactly the same description repeated twice. Perhaps there were two versions in the draft that the author couldn't decide between, and both were accidentally left in? It's this one:
The air is heavy with the spectral echoes of the past, whispering tales of medieval times. The castle, once a symbol of power and grandeur, now stands as a spectral monument, a haunting reminder of the impermanence of man’s creations.
This place, steeped in history and shrouded in mystery, is a silent witness to the passage of time, its spectral presence a haunting echo of a bygone era. It is a place where the past lingers on, its spectral whispers carried on the wind, a chilling reminder of the castle’s former glory and the transience of human endeavour.
While the large vocabulary and repeated words could be seen poetically, I found myself sometimes longing for shorter, more varied descriptions that gave more specific details about this setting or clues about its inhabitants.
The large number of details became frustrating when they included seemingly helpful things that are not implemented. I wonder why the author took the time to include so many details about the van, when none of them can be interacted with:
The van is painted in a vibrant color scheme: the bottom is bright blue, while the top is lime green. An orange horizontal stripe separates the two sections. On the side of the van, there is a large psychedelic logo that says "Fantasticmobile" in stylized and colored letters. It has a retro design, with a rounded shape and a large panoramic windshield.
Interior: The cockpit has two seats wrapped in a colorful striped fabric. The steering wheel and dashboard have a vintage design, with analog gauges and a large chrome steering wheel. Behind the cockpit, there is a large space that can be used to transport people or equipment. This space is often filled with everything the team might need to solve mysteries, including a map, a flashlight, a camera, and even some tools. The floor of the van is covered with a thick and comfortable carpet.
Features: The roof of the van is openable, creating an ideal observation point for scanning the surrounding landscape. The side of the van has a retractable panel that reveals a laboratory complete with tools and accessories for solving mysteries. The rear bumper of the van is equipped with a tow hitch, which can be used to tow a trailer with additional equipment.
Curiosities: The Fantasticmobile was designed and built by a member of the team, who is an expert in mechanics and engineering. The van is powered by a silent and high-efficiency electric motor, making it ideal for following suspects without being detected. The Fantasticmobile is a true symbol of the team, representing their spirit of adventure and their commitment to solving mysteries.
The author wrote this game in tribute to an early Scott Adams game, and wrote to Adams to get express permission for this game. The letter sent and the letter received can both be seen in the game, one in the intro and one in-game.
There is background pixel art which at times helped me understand the game world, taken from Wikipedia. Occasionally it obscured the text, but only in a few rooms.
Overall, I was impressed with the technical skill of the sugarcube programming; it must have been very difficult to implement this!
I was quite surprised by the length of this game. I finished it in 15 minutes, but it's labelled as over 2 hours. I suspect it's due to replay; it would probably take longer to find all paths.
This is a game about a deserter from an army, but it's in a world where soldiers pilot mechs. There's some hints that the mechs are used in peace-time as well.
I made choices like choosing between fast and dangerous paths or long and safe ones, like investigating a cave, like whether to help strangers.
There were some minor typos, but asides from that the description is very physical, emphasizing terrain and rocks and soil and water, which gives the game some nice grounding. You can tell the main character cares a lot about his family.
Overall, an interesting setup and game. I'd play another game by this author.
I’m not finished with this game, but have played more than 2 hours. I’d be happy to finish it later, though!
I’ve seen this game before in the German Grand Prix. I had a goal to beat every game, but when I saw this very large puzzle fest with many complex German words I was overcome by the difficulty and gave up on the Grand Prix.
So it was nice to see an English translation! It also seems to have been updated with new puzzles and more points (2000 vs 810).
You play as a magician seeking a mystical jewel of life hidden in a master magician’s lair. Once you find it, though, you realize that getting out is a whole different problem.
The game has a humorous tone and a wide variety of puzzles. It leans a bit to the risque side, as the master has pornography and is known for seeking after young women.
Gameplay can vary between traditional parser and choice-based, depending on your settings. In choice-based mode, nouns have a drop-down menu with actions, some of which involve other nouns. There are many possibilities, which is good and bad; good because you have to think and can’t just lawnmower through all choices, but bad because it can be hard to find the right option.
I found the puzzles very interesting, especially those involving the stuffed animals. My biggest difficulties were with objects where you need to USE one object WITH another, but if you get the order wrong it doesn’t work (so, for instance, using a key with a door might work but not a door with a key).
There are some minor errors here and there that can be confusing. I had a problem with a snake that I messaged the author about but which I think might be soon fixed, so I’ll update once I get past that part. There is a very helpful hint system with three levels of hints, although occasionally some things don’t have hints or the hints aren’t a complete solution.
I think the only drawback some people may not like is the sheer number of options, with many rooms having many objects which have many interactions. Playing it as a parser game can help, but some objects don't respond to their in-game names (like 'left shelf' must be referred to as 'leftmost shelf', I think). I think the people who will like this most are people who like Steve Meretzky’s games (I feel like the tone and puzzles are similar) and are patient with working through puzzles involving a lot of careful examination.
Alas, upon starting this game and solving the starting puzzle, I saw the following room description:
> A small room with nothing but your Cryotube in it. You see the release mainframe to your right and the Port door to the west. The mainframe's tacky lights and fixtures blink erratically. Captain Kirk would be proud. The Port Door has a red light above it indicating it is locked.
>
> The vastness of space can be seen from this room. Thousands of stars surround you, planets streaming slowly across the sky go in all different directions.
>
> You can see Port door, Cryotube (empty), Hunting Knife and Bloody Note here.
This says a few things to me. One, that this game has Star Trek references and an enthusiastic author who loves space (good); two, that I'm in a class science fiction spaceship game (could be good or bad); and three, that the author is fairly new to Inform and its rules about capitalization and initial appearance rules (not something that I look forward to).
The rest of the game bears these ideas out. You are awoken from cryosleep to find most of your crew slaughtered. Your goal is to search through the ship to find out what happened and to make sure you live.
The game is pretty grim, lots of blood and bodies. Gameplay isn't too bad, with SEARCH and EXAMINE being pretty useful on multiple occassions. Make sure to type ABOUT to get instructions on one key puzzle!
Overall, I think the game had a neat idea that was hampered a bit by inexperience with Inform 7, and the writing could have had a little more description and detail. For instance an early room says: "Nothing of
interest is here. It looks like any old ship hallway that you’ve seen
millions of times." If that's the case, why include the room at all? Why have a room that even you, the author, don't like writing about?
The nice thing is the game had several fun moments and the author will only get better with Inform over time if they continue to learn, so I would definitely play more games by this author in the future.
This is a parser game set entirely in real life. You are an Italian man on a weekend vacation with a beautiful young woman. Your goal is to check into a hotel and eat breakfast. And that's the game!
The game is both polished and unpolished. On one hand, many things are implemented smoothly, and there is quite a large number of background objects in different containers and so on that work right. The screen has some color to it, and special characters are used to show good and bad reactions to things.
On the other hand, I had a runtime error (moving 'nothing' into a bin). Several important objects were not in the descriptions and had to be guessed that they are present. So it's a mixed bag.
The girlfriend is highly interactive. She will constantly comment on what you do, and will suggest what you should do next. If you are not fast enough to please her or do behavior that she dislikes, she will chastise you and you will receive a negative symbol (represented by a spade). If you do what she wishes she will praise you and give you a heart symbol.
Just as in real life relationships, I find myself constantly on the hook for many faults, such as leaving a bathroom door open or not sitting while eating. My day was a series of never-ending criticisms, which only multiplied as I fumbled around trying to satisfy her unending list of demands. Perhaps the genre of the game should be 'social horror'!
In any case, the game is good at several things that many other games are not good at, like providing a realistic and detailed hotel setting. On the other hand, I found myself at odds with both the parser and my girlfriend. So some good, some bad. Overall it wasn't long and not too difficult; I used the walkthrough once in order to find the newsletter.
Parser games let you type in whatever you want. They only respond to a small fragment of that. If I open a random parser game and say 'I endeavor to hop on my right foot fifty-five times before squawking like a parrot', then it won't respond with meaningful feedback (I know AI can respond, but the chance of that response containing content intended by the author that directly pertains to my command is low).
This is one reason new parser players struggle; how do you know what to type?
Parser games traditionally solve this in two ways. The first is by the community adopting unspoken customs about what commands are important. By experience, players come to know that 'X ME, 'INVENTORY', 'TAKE', 'DROP', 'PUSH', 'ENTER', etc. are generally understood and work well.
The second is by giving the commands in-game, either explicitly (like limited parser games that list the required vocab) or implicitly (if the game says, 'You feel a strong desire to yodel', then you can reasonably expect to be able to yodel).
This game takes neither of those two paths. In it, you play through various related scenarios about a traffic jam in an intersection. Many, if not most, of these scenarios are solved by commands that are both unusual in parser games and which aren't provided or mentioned in-game.
That makes this game pretty hard. Adding on to that, there are some default actions that don't have responses, making it hard to know what to do.
The storyline is a fun concept, and I enjoyed the ending, but I ended up using the walkthrough for about 70% of the game. I won't elaborate too much on the story as there are some early spoilers that give much of the flavor of the game, but suffice it to say that this is a puzzle about examining a system of interconnected events and trying to figure out how to adjust them in order to save yourself.
I think the game could benefit from responses to an ABOUT command to give expectations to the player. While I personally would have also liked more nudges in-game or a better idea of necessary commands, I realize that that may not match the author's vision and that they may have directly desired for players to have to hunt and experiment for a while. If that's the case, I think it's fine to leave it as-is.
Felicity Banks has entered IFComp many times before with clever Choicescript games that contain themes like magic, alchemy, cats, and Australia (many of which show up in this game as well). Those games often get a post-comp release that is expanded and then put on Hosted Games.
This game is about a world where magic can be awakened in anyone through unknown means. It's treated like an infection, and society is built around blocking any access to magic-causing things, like using plastic plants instead of natural ones.
When magic awakens in you, the government enforcers come to get you and throw you into a magical prison/school where rival gangs attempt to fight or kill each other and people are sorted into magical categories (like elves, trolls, etc.) based on their abilities (I recommend reading the notes in the stats section).
Speaking of stats, I didn't check them during the game. Some games have really hard stat checks that constantly get in your way, but this game I just roleplayed and I generally did pretty good and only messed up once or twice.
The story and characters were fun, although some things really stretched my suspension of disbelief: (Spoiler - click to show)Are literally all of our friends non-magical people pretending to be magic? To be thrown into a prison? Where it's said that people die?? But they don't really die. Except people are fighting with bladed weapons and pretty much do get close to dying. Also magic has no visible drawbacks whatsoever but is locked down. It's the kind of story where hand-waving makes sense, but sometimes there was so much handwaving I almost thought *I'd* start flying!
I only used magic a couple of times. Besides my awakening, I only had one chance to learn more magic. I thought there'd be more, so I just focused on fiery magic, my strength. But no other chances to learn came up, and I'm not sure I ever actually used my charm. So if this gets a post-comp release, adding more magic-learning and magic-using opportunities and more time spent with friends/relationships would be great. What we have here fits well into the time constraints for the comp well.
I waited to play this until I had more time because I generally enjoy Felicity Banks's games and find them substantia, and I'm glad I did.
I beta tested this game.
I have to say right now that I played this game twice, once in Chrome and once in Firefox, which I downloaded just for this purpose.
It is MUCH better in Firefox, where every character is voice-acted. I would really strongly suggest only playing it that way.
This is a long choice-based game with full voice acting about a character who takes up photography as a 'bucket list' item while the apocalypse happens due to a zombie virus.
Your camera purchase serendipitously leads you to find your former childhood friend nekoni online, who you reconnect with, ending up in a discord of former childhood friends.
Playtime is split up into 4 seasons, with an intro, 3 days per the first three seasons, and one day for the final season.
In each day, you'll hang out with your dog, have the opportunity to go to one of several, then hang out in discord, choosing which friend to chat with, then chatting with your friend Neko in a voice call. Your mom also might call.
If you choose the same place to visit each day, it unlocks someone to help you during a crisis later. If you chat with the same friend each day, you unlock a special ending centered around them.
Playing twice gave me really different experiences; in my first one, I hung out with a snail guy at the park; in my second, I hung out with a heterochromia guy in a coffee shop. In my first, I chatted with Artemis the most; in the second, Rainer.
I'm glad I tried multiple paths. One of them (the [spoiler]Rainer[/spoiler] path) unlocks author commentary on the game.
In it, the author mentions that part of the game is about something e visualized for a long time, and this is a chance to experiment with it to see what it would be like.
I think that explains a lot about the plot and setting. Some say dreams are a way of the brain coming up with 'what if' scenarios and testing them out. That's what this game (at least partially) is!
So there is a zombie virus, but much of the game is about the past and discord drama. The virus can be seen as a stand-in for both Covid and for neurodivergence or coming out. The vast majority of characters are LGBTQ+ or allies and respect pronouns. Bad things still happen (at least two really dramatic events occur) but they aren't the norm. The protagonist can positively affect the lives of others.
Thinking about it, the game can be therapeutic. Both of the worst things that happen to you personally are the kind of scenario you can think of in the shower and stress out about, so writing or playing a game like this can be a nice way to work through it.
I liked the voice acting; on this playthrough, the mother's voice and neko's contributed the most. The pictures were great; I especially liked the papercraft.
Not everything is perfect about the game; it feels really long, and it's not apparent at first just how much freedom there is. Due to the personal nature of the game, some choices don't feel authentic to who I imagined myself to be. But it helped when I realized something; I read the Great Gatsby earlier this year. I used to really dislike it, but once I realized that the narrator wasn't intended to be perfect or for us to always agree with him, I liked it much more. It's the same here; I don't think Yancy is meant to be perfect. I think part of the idea is to see what happens to someone who is doing their best but sometimes messes up.
Overall, this game gave me a lot of food for thought. It made me a lot more sympathetic to aroace people, as, while I don't identify as such in the longterm sense, I realized that I have a lot of those feelings right now in my life. And the game helped me imagine different scenariosin my life as well. So a lot of food for thought!
I'm surprised this one has no review yet, I think this is the most fun jkj yuio game I've played so far.
It's a direct use of Dr Who characters and lore. You play as the doctor, with companion Bex, who only appeared in an audio drama (unless the name is a coincidence). You've accidentally teleported into a Dalek base and need to get out.
The game is a light snack, a thirty minute adventure with few puzzles and mostly exploration. The Daleks here are powerful but not the strongest they've ever been, lacking some core skills they've had in other adaptations.
The 3d models jkj yuio makes look a lot better in this than before, you can tell his skill is increasing. I think the mechanical nature of much of the scenery in the game helps with that, but also the faces are less uncanny-valley.
Overall, I enjoyed this. Is it because it relies heavily on a media franchise I like or because of the author's own merits? Maybe both; I feel like the author's enthusiasm for Dr Who led to a strong effort. In any case, this doesn't take very long to play, so it's worth checking out.
This game was quite different from most IF games I've played.
It's a slice of life game about a man and his girlfriend/wife who live in a cheap flat. He works nights, she works days, and today, on the eve of a new millenium, he is sick.
I was surprised when at the end of the day, (Spoiler - click to show)I found my wife dead at work. I was even more surprised when (Spoiler - click to show)there was a bright flash and I woke up at what I thought was the next day, only to see my wife still alive. That's when I realized this game was (Spoiler - click to show)a time loop. (all these spoilers are for things that happen in the first day only).
Gameplay consists primarily of interacting with others through menu-based conversation, collecting items (all of which (Spoiler - click to show)persist through the time loop) and trying to think of ways to help your wife.
There are a couple of small bugs and typos, which I've notified the author about and which should be easy to fix, although I had an issue where after I restarted the game I couldn't load any saves, which might have been an HTML TADS issue. Fortunately, the game is the kind where if you know what you're doing you can get from the beginning to end in very few moves.
I loved some of the characters in this, like Vincent, and enjoyed the multiple endings. A few times I really couldn't figure out what to do; I used hints once, I think. But overall this game was a good time and really a clever idea that was executed well.