Reviews by MathBrush

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PURE, by PLAYPURPUR
3 of 3 people found the following review helpful:
Well-written, raw symbolic story with a few bugs; part 1, with more to come, September 7, 2025
Related reviews: about 1 hour

There's a tradition in IF running through Anna Anthropy and Porpentine and carried on by others of writing body horror symbolic of the trans experience. This game is firmly and intentionally in that vein; the author explicitly says:

"Like many transgender artists, I tend to gravitate towards body horror as a reflection of my trans lived experience. For transgender players, I suspect the allegories present in PURE may resonate with personal experience."

In this parser story, you are accompanied by an heir (whom I saw as representative of wealth and power and possible romance) and two guards (who were often cruel or rough and who could represent society, police, the implied threat of violence) into a underground area of unspoken significance. You are filled with dread.

And well you should be. Like the progression of disturbing and dramatic rooms in the opera Duke Bluebeard's Castle, each room you go through presents you with some horror or dread, as well as symbolism. You perform symbolic acts like matching statues or solving riddles using items while simultaneously dealing with horrific bodily injuries to both you and those around you. Wording is intense and strong, but the text treats the violence in almost a holy light; this is not violence for violence's sake, but violence as a means of communicating the strength of someone's feeling.

Or, I could just be making it all up.

The game ends at a dramatic point, setting us up for part 1. It works as a standalone, though; if the author had written a few paragraphs of ending text, I would have seen this as a complete work.

There are some bugs and typos in the work, and I would definitely raise my rating if they were fixed. The errors I saw were things like default text printed after custom text (a common thing in Inform 7 when doing a 'before' rule but not putting 'instead' at the end of the last line) and typos like 'scone' for 'sconce'. There are some programming things the game does very well, like colored text, so I know the author must be good at coding.

This is a good work, and it's exactly the kind of thing that I think makes IFComp worth playing: personal, raw work that the author cares about and which tries to communicate something.

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Warrior Poet of Mourdrascus - Part I: The City of Dol Bannath, by Charles M Ball
1 of 1 people found the following review helpful:
First act of a combat RPG in a desert setting, September 6, 2025
Related reviews: about 1 hour

This is the author's first parser game, but lacks many of the bugs and rough edges that first games tend to have. I don't recall running into any errors during gameplay.

In this game, you're a warrior/poet who is visiting a coastal desert city. You have to sell your camel and find out where your enemy has fled, a professor with something called the mantablasphere.

The game has combat, with different items you can equip. Unlike some recent combat RPG games I've played recently that were extremely difficult with almost no room for error and few opportunities to heal, the combat in this game was fairly mild but still interesting, with a few opponents and multiple opportunities to heal. You can fight with weapons or use poetry to hurt others (this functions as a weapon but with humorous descriptions of the fight).

The world felt really big at first, but once I explored I saw it was manageable. The map accompanying the game helped. A couple of times I got stuck because I did examine room descriptions and people carefully enough.

The game ends before anything super exciting happens. And the world seems a fairly generic representative of fantasy. It varies from goofy (like having food named after tv and movie creatures like the mogwai) to serious (a guard asks you to report crimes for money). Creatures like goblins and elves inhabit the world without any real exploration of what their presence means. An inn is just an inn; a castle just a castle; a merchant is just a merchant; a church is just a reason to have a cemetery; pirates and thieves work together but there's no hint of why or their purpose. Each part of the game locally makes sense and work, but if you step back globally it's hard to see a bigger picture.

Because of the smooth programming, I'm glad I played the game. For the next installment, it would be fun to see more of what makes this world unique.

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Between Two Worlds, by Liam Parker
2 of 2 people found the following review helpful:
Stop a cult and work with magic and faeries while dealing with politics, August 24, 2025
Related reviews: about 1 hour

I've been going through the cheapest Hosted Games, which are self-published games hosted on the Choice of Games platform.

This game has you play as a young adult in a war-torn kingdom who bounces between rival factions for the government while escaping a cult and gathering magic items.

The core concept of the game is a good one, and there is some fun in using magic spells and working with your one-eyed friend/romantic option partner to face off against enemies, and there are some mysteries set up with satisfying payoffs.

It needs a lot of work, though. There are numerous typos, including on the first full page of text. The pacing in terms of paragraph breaks, reactions to significant events, page breaks and word choices is really off. In four succeeding paragraphs, the player can have a loved one violently die, train for a week to buy a horse, ride it for a couple of days, then leave it behind, all while cracking jokes. Your partner can randomly offer you sex 'with no strings' despite very little other romance happening in the game. For some reason, the country map is a map of Turkey.

I think the author is capable of making this very solid; typos can be fixed with more beta testing, and the pacing whiplash could be solved by putting each major event on its own screen and fleshing it out with some more reactions by the player or descriptions of the surroundings or events. This definitely seems like the talent is there, but more time could be invested.

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What Happened Last Night?, by Kie Brooks
A gauntlet-style murder drama game, August 9, 2025
Related reviews: about 1 hour

At 4900 words, this is the shortest game you can purchase from Choice of Games, and is listed under its Hosted Games label.

It’s a gauntlet-style game with two chapters and no save. At any point, most options will kill you and make you restart the game. I replayed around six to seven times.

You wake up next to a dead body in your bed and need to figure out what happened. I was able to reach an ending where I was alive and powerful but never really discovered the truth.

The writing is terse and characters, plot and themes are underdeveloped. However, it’s not horrible, and can be played for free after an ad. It’s managed to get a 3.9/5 rating on the app (around 20th from the bottom) and hundreds of ratings.

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Trees Don't Tell, by Taylor Zane
A puzzly Choicescript game about a forest and demons, August 9, 2025
Related reviews: about 1 hour

This is the third-least rated game on the Hosted Games app. While some games have tens of thousands of ratings, this one has had 9 ratings in 5 years.

It’s a puzzle game. There are six or seven chapters, and each chapter has a “correct” path and multiple dying paths. Making it through one chapter means that you don’t have to replay it if you die.

The game is surreal, with a forest full of shadows and ghosts and demons.

The writing had some good descriptions but seemed more intent on atmosphere than communicating helpful descriptions. We are constantly becoming disoriented and confused, the trees are always full of shadows, there are strange sounds and growls; all good elements, but it can become kind of repetitive. There are also a lot of typos. I myself have a lot of typos in my own writing, but I try to use spellcheck and get friends to read the game to look for mistakes, and I think that would be helpful here.

It eventually ties into some (Spoiler - click to show)Mayan mythology, which was an interesting twist.

The puzzles include mazes, repeating actions, finding keys, etc. It is difficult to predict the effects of your actions. The main verb in most choices is “Percept”, which I looked up and is a noun (different than precept), but in the game it seems to be used like “perceive”.

Overall, it has a lot of rough edges, but I didn’t regret my playtime and I feel like the author must have learned a lot by writing it.

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Swap Wand User, by Sarah Willson
1 of 1 people found the following review helpful:
Word transposition puzzle game, July 4, 2025
Related reviews: about 1 hour

In this game, you have to move words around with a special SWAP command. The opening move, in fact, can be deduced from the name of the game.

Part of the game is figuring out what to do, so I'll put the rest of the discussion of the game and story in spoilers.

(Spoiler - click to show)
This is a series of increasingly complex sentences where some words have been swapped with each other.

So, you're trying to get words in the right order. This is made a bit easier by the fact that only words of the same size can be swapped, and by capitalization rules.

It honestly must have been hard to ensure that words weren't duplicated (which could have caused some issues with commands being well-defined).

I was spoiled by an online review about the plot, but it's okay, because that's what made me want to play.

The plot is slowly revealed that transposition technology can swap the minds of living things around. This can, however, cause cognitive decline. The messed-up order of words can be seen as both representative of the wand and of the cognitive decline.

Near the end, sentences come faster and less-well-formed.

The final choice was interesting. I found two endings.

I liked the understated creeping dread of this game, great work.

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Cut the Sky, by SV Linwood
4 of 4 people found the following review helpful:
Limited verb swordplay/action game in a desolate world, June 30, 2025
Related reviews: about 1 hour

This game has you play as a travelling warrior equipped with a legendary sword.

Everywhere you go, you can talk to people, look at things, wait around, and, most importantly, CUT things.

Most of the puzzles revolve around a combination of talking and cutting the right thing at the right time.

Gameplay-wise, this game reminded me (positively) of the games Gun Mute (a linear sequence of fights with a powerful weapon and limited verbs), Tales of the Travelling Swordsman (a powerful sword-bearing hero defeats one challenge after another with their trusty sword), and a little bit of Forsaken Denizen and Attack of the Killer Yeti Robot Zombies (strategically defeat enemies with a lot of action). This isn't to say the game isn't innovative; its combination of melancholy, conversation, world-building and mechanics is good and new.

I especially like the conversation. Gun Mute and Tale of the Travelling Swordsman both went out of their way to have non-speaking characters as a major plot-point, leaving combat as the focus. In this game, conversation and cutting take up roughly equal roles.

I love the storybuilding here, which manages to give a good sense of progression in scale and understanding despite the (relatively) brief length of the game. It feels weighty, like the story of a much longer commercial game.

The puzzles were fun. I got stuck two or three times. Once, it was a fun fakeout. Another time, I thing the game funneled me into an alternative puzzle, which worked well. The last time I used the in-game THINK command for a hint.

Fun game, fun story.

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As the Fire Dies, by Deborah Chantson and Alex Carey
Explore a dream scape with puzzles based on gathering items, June 30, 2025
Related reviews: about 1 hour

This game was entered into Spring Thing 2025. In it, you play as someone near a fire in a cave. You are going to sleep, and going to dream. In the dream, you explore a fantastical dreamscape.

A recurring feature is that you continually have a timer and you die if you don't periodically wake up. I don't know what intended play is but I just woke up and stoked the fire after every choice, and used the 'back' button if I ever selected a choice with no new options.

I'm going to look at this with 5 different criteria:

+Polish: I didn't encounter any bugs and the writing was smooth and typo-free.
+Descriptiveness: The world seemed vibrant and interesting (in dreams).
-Interactivity: I didn't really enjoy the frequent waking up mechanic. It did pay off at one point, which was cool, but most of the rest of the game felt like I was just repeatedly scouring the options till something changed.
+Emotional impact: The game was amusing and the dreamscapes made me feel whimsical.
-Would I play again? I did feel kind of frustrated with the waking up thing, and the ending felt like it lacked a little weight.

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Wayfarers, by Gina Isabel Rodriguez
2 of 2 people found the following review helpful:
Games within games: wounded soldiers in a virtual world, June 29, 2025
Related reviews: about 1 hour

This game threw me off (intentionally) at first when it didn't allow me to make a new save and had me continue. I thought I must have played a while ago and tried to reset, but it didn't work, so I kept going. It turned out it was (Spoiler - click to show)intentional, as the person I'm playing as was playing the game within a game. Pretty cool!

In this story, we play as a wounded soldier, and I mean really, really wounded: quadruple amputee, difficulty seeing and hearing. But you're able to interface with computers. And you can get therapy through virtual games, where doctors pose as NPCs to ask you questions.

You have a friend in the games, named Ada. While you play, you have flashbacks to your time in war. It seems like a semi-fictionalized version of America's constant wars in the middle east, with an 'endless war' in a desert-y area. The fiction part is about people surviving and being rehabilitated with expensive health care then shipped out to serve again.

I had different ideas for how the story could wrap up in a tidy way but it was left with several things open to interpretation, in a way that worked well for me. I enjoyed the variety of animations and text effects and fonts and the way the game differentiated different speakers and settings. Great work.

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Canvas Keepsakes, by C.T. O'Mahony
A funny and gripping story about an artist who brings paintings to life, June 27, 2025
Related reviews: about 1 hour

In this Twine story, you play as a down-on-their-luck artist who is trying to sell a painting. Unusually, you have the ability to enter your paintings and retrieve things from them, including magical creatures, called Artifexes. You usually keep one 'keepsake' from each of your 'canvases'. You need to sell a painting in order to keep on top of bills but there's a problem with your newest painting (and your newest buyer).

There are three things I liked about this game:

-The real-life parts were convincing. Our character seemed like a lot of artistic-type young people I know, in the way they act, the language they use, their relationship with family. The parts where the dishes just aren't done and that makes them too depressed to do the dishes, and that makes it hard to do anything, is very real. I also suffer from depression, and it changed my life when someone said that I shouldn't feel guilty for using paper plates if it improves the rest of my life. I do that now and it's really cut down on the amount of dishes I have to do. I also make sure not to buy too many dishes so that it can't get overwhelming. Anyway, I related to this a lot.

-The magical parts seemed consistent and well-thought-out. It felt like part of a TV show or series and the kind of thing where people could keep wikis on the info, as opposed to the kind of slapdash 'use your imagination and focus on your feelings' magic I often write.

-The choices felt like there were real consequences and reasons to pick both. Even if there weren't consequences some times, choosing to be angry at your jerky but lovable cat or apologizing to it felt like it mattered.

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