There are a ton of ways to author IF. One way I've seen is to experiment with different styles in an attempt to find what players like, and respond to feedback by making big changes in future games. Another style is to keep making exactly what you like, making games that are all alike, consistent with each other. There are other ways, too, of course.
The games by this author seem to fall in the latter category. Each of these games is written in qBasic by the same system and features a large building that contains different areas containing diverse historical or other themes, often accessed through portals, minimal descriptions of areas, potions or elixirs, riddles and codes, and multicolored devices. The idiosyncrasies remain the same as well, such as objects in containers not being 'in scope', so you can't examine or take things in an open container directly, instead requiring the command TAKE ALL FROM ____. The author has a type of game he enjoys making, and I appreciate the consistency.
I played around for 10 minutes or so then went to the walkthrough, as I knew from experience that this game would be hard to finish in two hours without doing so.
I ran into some trouble with the parser. For instance, 'STAND ON LADDER' or 'STEP ON LADDER' didn't work, but 'CLIMB LADDER' did. In a room described as having many books, X BOOKS said it didn't understand, while X BOOK said 'you don't see the small book', an object I had yet to encounter.
This game is best enjoyed by enthusiasts of text adventures that prefer the pixel art/command line look, like puzzles over story, and want something long and tricky but fair to digest. An author with a similar feel is Garry Francis, for those looking for even more.
I played this game for a couple of hours, but didn't find the ending. I ended up poking around in the code, though.
This is a choicescript game with some neat css styling. In it, your sibling has been abducted and you have to find them.
Gameplay consists of moving around quadrants. There are 100 quadrants, and it costs fuel to move between them, a small amount for adjacent quadrants and a large amount for distant quadrants. Each quadrant has 4 sectors, which costs battery power to move around.
The game is procedurally generated in a minimal sense; each planet has a randomly selected 'level', which determines how many shops and things there are. Then text in each shop is pre-determined with blank slots that have words chosen from a random list.
I quickly realized that almost everything on a planet was pointless except for the trading and refueling. You can buy info, but it's rarely helpful, usually talking about planets so far away that fuel costs eat into your rewards. Travel guides don't seem to do much.
So I just bought and sold and moved around. I found an asteroid and claimed it, and started improving it.
But there were significant bugs: for instance, mining never has anything in it. Peeking in the code, it's hard coded, line by line, for 350 lines, for there to be nothing in the mines.
More severely, there are separate variables for available cargo spaces and total cargo, and only one is updated when upgrading your asteroid, so every time you upgrade your asteroid you permanently lower your cargo capacity.
I saw in the code that you can find a cheeky companion (didn't see how), possibly get married, and that there is an ending coded, but I'm not sure I'll be able to find it.
Dialogue-wise, in the main story bit, the game has character, but it likes to play tricks on the player in the sense that the guy you're talking to will treat almost anything you say as something wrong. I wasn't used to that, but it worked overall.
I think this game needed a lot more playtesting, including by the author; it doesn't 'feel' like the author played through a complete game by himself, and I'd heartily recommend doing that a couple of times, tweaking the game to make it easier or harder as needed. I would definitely raise my star rating if that polishing happened!
This game placed well in the 2022 Parsercomp competition. It's in Basic, with a custom parser; most games written in Basic with a custom parser are pretty bad, but this one is good. It's only as I write this review that I realize I've played another game by this author, from last year, so it seems this parser has had plenty of time for polishing.
This is a time-travel adventure. Descriptions are sparse and leave a lot up to the imagination. Puzzles are often riddle-based or combination-based; individually, they are often obscure, but as a whole they have consistent internal logic.
The parser generally works well; it has a few oddities that I noted in my review of Somewhere, Somewhen, and which others have noted as well; since the author has been aware of them for some time, I doubt they will change, so won't note them here.
I found it all generally pleasing. I almost never played text adventures as a kid, but there were two I played a lot in 5th grade in the 90s. I remember one of them being a Wonderland-like game that had gardens and interesting areas, and most puzzles were riddles. This game has very similar vibes to that era of game, and I found it charming.
Overall, this is a big game (I played about 4 hours and used a walkthrough about 11 times), and fun. I'm glad it was entered.
This is the 14th game by Larry Horsfield, counting all the ones listed in the credits, and is so think the fourth or so I’ve played. For years IFdB’s old recommendation algorithm would suggest Die Feuerfaust to me as the next game to play but I never got around to it.
One thing I’ve learned about his games s that they are written almost like movies. It’s like he sits down and thinks “what would be an awesome scene here? What would be a cool move?” and then fleshes the game around that and adds obfuscation. Not necessarily classical puzzles, in the sense that you use logic to figure out what to do, but obfuscation in the sense that things are hidden behind some layer of searching. For instance, this game has right almost identical rooms called Living Quarters, half of which the game has you leave automatically and the other half of which contain an important item hidden behind some combination of “search”+preposition+room object. I had fun trying this part without the walkthrough and felt proud that I found tons of stuff in the base after an hour or so.
But I had missed several key items and actions (like loosening the straps on the rucksack) and was only 10% of the way through the game. So I typed in the walkthrough and enjoyed the movie, which was actually entertaining.
I think it would be possible to eat this game without hints. For me, playing an hour or so a day, it would probably take a month and need the help of people online who were playing with me. However, I found ore satisfaction in this way of playing. Thanks for the game!
I played this game for quite a long time. This is a German Grand Prix competition game from 2022.
It's a downloadable executable that requires an up-to-date version of .NET. It's written in German, and is a custom parser game that contains 6 different windows, each with clickable links (one is the main story, one is constant links and directions, another is all objects in the room, another is inventory, another is a static room description).
The idea is that the whole game can be done either through typing or through link choices. Each object has its own set of links. Overall, it made play simpler, but frequently this led to an overabundance of links. For instance, most rooms had 7 or more furniture objects that did not matter in the gameplay. And many links were redundant. For instance, 'climb on top of' and 'get down' and 'go to' links were always there but never seemed to be used.
The story is that you are hunting Phoney, a 'hamberder' loving man who leaves behind bankruptcy claims and red hats to go through a portal where he rules an island through 'Phoneyvision'. Phoneyvision makes everything seem better than it really is. For instance, his wife is reality is a sticky blow-up doll, but in Phoneyvision she's a model.
Unfortunately, Phoneyvision only seems to work in two locations for most of the game. I had to restart once because I used phoneyvision in the wrong place and entered a void containing nothing but a rotten hamburger. I feel like it's a bit of a missed opportunity.
Gameplay mostly revolves around surviving a grim and darkly humorous world populated by parodies of Trump's associates, such as the cannibal ghoul that is also Trump's lawyer, or the poisoner/tax-collector named Middlefinger (not sure who this one's a reference to). Rotten food, mean-spirited pranks, and general filth and decay abound.
The UI has a replay option to allow you to go back to any time in your story, but every time I used it it got stuck in the first room of the replay. I tried saving, but when I closed the program and re-opened it my save wasn't there.
Overall, I think the engine is impressive but could be improved. This is part 1 of a four part story. I don't really enjoy mean-spirited humor, and felt frustrated with both my bad German and trying to understand the game's puzzles, but this game stuck in my brain so I played it for several days, getting help from the author. I'm rating it as '2-10 hours long' in my classification system, but a native speaker might finish it sooner.
There is a genre of game in Twine which is massive, sprawling, and focuses on stream-of-consciousness style text. Furkle's early games were the trendsetter, especially SPY INTRIGUE, and other games like Charlie the Robot and Dr Sourpuss have branched the genre out into many areas.
This game is unusual in that it employs the fever-dream word-flood format but is also an epic fantasy story.
It is difficult to piece together storyline in this genre of writing. In this specific story, sentences can sound like this:
"Azalea ersatz lunars crackled glowing over semitranslucent ambient films this headache brutally pounds out in stechschritt to a buzzing id blockage"
One sentence I measured was almost 600 words long.
Attempted plot summary:
(Spoiler - click to show)Other sentences have more coherence. As far as I can tell, the main thrust of the storyline (told over 27 chapters, some much shorter than others) is that you are a person in a water world who has made a theft or bad business deal, and ends up killing someone over it. You enlist at sea on a quest to visit the submergence. On the way, you fight a sea monster. Then you must ascend a type of tower, which wasn't an original stop. As you do so, you seek out the Vedas, who are either Gods or nobles or something else. You request to become a Veda, or something else more than you are, which comes with a name change. Your mother was a Veda. As part of the transformation you cut off your finger? Then you visit the submergence, and someone activates a world-breaking device.
At times it seems you are someone else, or maybe it just focuses on two members of the crew, but there are two people or gods or something with very similar names (like imimnemo and emimnemo), but this is also confusing because the main character of the main story has two names (like Leinur Emimnu) and different characters use different names.
Overall, there is an emphasis on pain or emptiness of life or the quest to escape existence. It ties into Eastern traditions with statements like:
"There is one question to which I do know the answer: who we are when they wish we were not:"
but also Western ideas like sin.
Overall, it's wearying to get through; the game says so itself and describes itself like a migraine. I had to rest several times while reading it, even though I was speedreading after the first 4-5 chapters. But I'm trying to build up tolerance for Finnegan's Wake some day (I made it through 30 pages once before giving up), so I felt like this was a good practice run.
Edit: At some point, characters are making up monsters and fights like a D&D game, narrating them to each other. It's possible this is the entire story, and it's possible it was just a side diversion among the crew.
This game reminds me of what you'd get if you mixed the 'buddies' movies (like Space Buddies) with Secret Life of Pets and Sherlock Holmes but both characters are Watson.
You are a dog on a leash. You like you're owner, but don't want to be on a leash. You escape, and eventually find another dog.
Then the game opens up into a huge map, with I swear 30+ locations. Many farcical situations arise, including things like kick-flips, ollies, pretending to be a dog mannequin, wearing a dog bow-tie, and an enormous chunk at the end where you (Spoiler - click to show)stop a burglary of a museum.
It's a very long Adventuron game, one of the most complex I've seen. It's charming and funny.
My biggest sticking point was just not knowing what to do. Different IF communities have different conventions on what's considered 'fair play'. Most games I spend a lot of time around with (like old IFComp games) tend to only use standard verbs or verbs directly mentioned in the text. In this game, I had to fiddle around for a while, especially with an embarrassingly long 20 minute session I had trying to solve the first puzzle. I didn't want to resort to hints, but after that, I used them copiously.
I especially used hints later on because the game often sets up and plays out hilariously funny scenes but with little motivation. As a hypothetical example (not in the game), it'd be like hearing an alien is attacking the city, and then you see a line of dominos leading into an alleyway. Pushing the dominoes would tumble them down, and then you'd discover there's a giant cannon in the alleyway which the dominos trigger, shooting and defeating the alien. This is an absurd example not in the game, but illustrates the kind of logic: it makes sense in hindsight, but otherwise it's kind of hard to guess that you need to do it.
This is a common issue with humor games, where you have to balance player participation with setting up good punchlines. For my part, I enjoyed the humor and am willing to sacrifice a little agency for it.
I did experience one difficult bug, near the end. When I had succeeded in the biggest task of the game, (Spoiler - click to show)foiling the robbery, I dragged the robber out of the water and tried to lead the police to the museum. I got lost though and accidentally re-triggered the water scene in an infinite loop. I got out of the infinite loop by reloading my browser window, which took me back to my previous turn, and going a different direction.
Overall, a fun romp, one of the most enjoyable long Adventuron games, and highly recommended.
There is a long tradition of big Lovecraftian games in IF (Theatre, Anchorhead, The King of Shreds and Patches, Lydia's Heart, Ecdysis, etc.) This is one of the most recent such entries, and one I beta tested.
The setting is that you are moving to a new city for a scholarship at a foreign university. You move into an old, isolated house and all sorts of strange occurrences start to happen.
This is a sprawling game, including big locations (including a town and a village), and includes complicated set-piece puzzles like big machines and run-ins with cultists.
Overall, there's a rich background and detailed writing. To me, the thing I struggled with the most was the pacing. Some major events take place as almost-instantaneous cutscenes, especially early on, while more mundane things get dragged out unnecessarily at times. Still, this is a solid and enjoyable game, and I can recommend it to people looking for more good Lovecraftian games.
It's become increasingly hard to review Ryan Veeder's games because they're generally all the same: 'This game does something very creative that I hadn't really seen before and is polished and funny. One of the best games I've seen in a while yada yada yada. If this game was by a new author, I'd think they're one of the best new authors out there.'
And that's all true here, too. This game does something I had once considered the 'holy grail' of modern IF, which is to combine parser choice in a logical way. In this game you use Twine in an overworld with a map, which leads to Inform 7/Vorple mini-games that seamlessly transition back into Twine. Its all hosted on the authors website using the autosave feature first used in his Fly Fishing game. My only concern is for preservation; is there a way to ensure the game could be saved for posterity?
Storywise, the framing story is the same as last year, a funny take on literary culture and the way we handle celebrity writers. It contains 5 (or so) mini stories:
Letavermilia: This is a linear (story-wise), puzzle-based space game. You play as a bounty hunter chasing after a criminal who is also named after a horrible plague. You chase them from world to world, with each world having a puzzle you must solve to find the 5-digit autopilot code needed to move on. Solutions range from exploration and mapping to a straight-up cryptogram (the latter being my least favorite activity of the whole game, but easily solved online and solvable by copious in-game hints). This game features some genuinely chilling moments and some funny ones as well, and demonstrates Veeder's predilection for deeply implementing unnecessary side systems. This one takes an hour or so to play.
Nyvo the Dolphin: This is a Metroidvania-style game where you as a dolphin explore a wreck filled with scientific equipment, which grants you increasing capabilities. This was horror in the sense of Beetlejuice or Addam's family, where our cheerful protagonist blithely navigates the remains of past human devastation and death. This one took about 30-45 minutes. I had a little trouble navigating, so mapping might have been good, but I enjoyed the power curve and the finale.
Singing for Me: this is a Lovecraftian (or maybe, more Blackwoodian or fae) small town living simulator, in many ways reminiscent of AKheon's recent Ascension of Limbs or titles like Stardew Valley. You play as a recent move-in in a cabin, and typing LOOK gives a list of places or people you can visit. Each visit takes the entire day. You can also buy stuff, where buying one thing takes the whole day, or sell many things at once. As you explore, you discover more locations and people. Like Stardew Valley, there are significant holidays that you can experience on a set schedule. Through these, the main story is developed in a classic 'creepy small town' style like Midsommar or The Village. I enjoyed this one; I was worried I wouldn't be able to see everything, but the game gives you plenty of time to focus on one or two goals that matter to you. I spent a couple of hours on this.
Visit Skuga Lake: This game had the most traditional gameplay but used a mechanic with quadratic complexity. Basically, you start locked in a closet, but soon break out with the help of (Spoiler - click to show)an amulet with an empowering eyestone. You then wander a large map, gaining two new classes of powerful items that interact with each other in an enormous amount of ways. I'll admit that I ended up 'lanwmowering' many options to find what worked, but it was also fun to experiment so it didn't really feel tedious. I played this for about an hour and a half.
Finale (called (Spoiler - click to show)Hunted): (Spoiler - click to show)This story was a bit confusing, but felt fast-paced and appropriate as an ending. It was Christmas-themed and felt like an action movie. Scenes focused on movement and basic take/use gameplay. It wasn't as compelling mechanically as the earlier pieces but story-wise and emotionally was satisfying. This took less than an hour.
Additional comments: (Spoiler - click to show)There is a secret fifth game. I was able in this one to read many books, see a family tree and look up people in it, make coffee, and find a nook, as well as talk to Allison Chase. I wasn't able to find any use of the nook or book or tree, so either I missed out on the point or this was just a 'chill and vibes' section like the end of Rope of Chalk. If the latter, I think it worked well.(Spoiler - click to show)
I've enjoyed all of the Vampire the Masquerade titles from Choice of Games.
The first game in the (loosely-connected) series, Night Road, won an XYZZY Best Game award and a had a very out-of-this-world style with cray labs, magicians, ancient vampires, and a CRPG-style quest structure you could pursue in multiple orders.
The next game, Out for Blood, featured a human protagonist in a small town and focused on running a shop, developing abilities like intuition or gaining weapons, and handling a small-town vampire clash. It was lower-powered and a smaller focus.
This game sits nicely between the two. You play as a powerful but out-of-shape vampire in Ottawa whose Prince has gone missing at the same time that Anarchs are raiding the city. You have to rediscover your old strength while solving multiple mysteries.
The number of stats is heavily decreased in this game compared to the other VtM games (and Choice of the Vampire). Now there are only 9 or so main stats. Disciplines can be used, which is my favorite part of VtM games, but you either have access to a discipline or not, no growing it. The disciplines basically operate like a 'be awesome' button that is later penalized by high hunger, which can take away your freedom to choose as your are forced to feed. I played as Toreador, and enjoyed using Auspex and Celerity the most.
Focusing on a big mystery is a bit of a gamble in a big Choicescript game, since the player always knows the truth after one playthrough. This game deals with the issue by having many endings depending on what you do with that information and how you resolve the issue. In the end, there are several factions you can unite with. Also, there are many sub-mysteries to solve.
There are two romances for now, but each is fairly well-developed. The one I went with seemed much better integrated into the game than most romances, probably because the author was able to focus more deeply on each romance rather than fitting in a ton of different ones.
On an individual line-by-line basis, the writing is entertaining and flows well, and the pacing in scenes is well-done, with few slow spots, making this a page-turner.
I've written for CoG before and previously received a lot of review copies of CoG games for free, but this is one I bought myself for fun.