I like surreal creepy games set in modern times (like creepypastas or the game Cannery Vale). This game is in the same kind of vein, and it was fun.
It's a fairly brief choice-based game. In it, you're headed home for the day when you hear a ringing coming from a phone booth.
There're a lot of customization options at the beginning and several branches later on. I first did the 'go along with everything' ending and then tried various non-compliance endings.
Due to the surreal nature I couldn't tell if the 'ignore everything and go straight home ending' had a bug in it or was doing a creepy memory thing. I like the second interpretation more.
A fun game overall.
Jacic is a well-known (to me) choicescript author that has done some cool mythological games in the past.
This pair of games has a similar high concept and some complex, interesting writing, but fails to due either of those justice in its short time frame. Each half-game is just a few choices; the second one is actually just a single choice.
The concept is fun, though. You are an unnatural being, and you don't know if you'll live to see the next day. Walking the streets of a city, you have a dangerous encounter that makes your powers known.
Fun idea, nice writing, but it felt like it could be more.
This PunyJam game shows a lot of skill at different programming tasks but feels like it was incomplete. I'd be happy to bump up the score if it were expanded.
You wake up in your room on a day that feels like it will be long. There are no instructions besides telling you that you should wake up.
So I wandered through the building, picking things up as I went. On my way out I grabbed some coffee, and then I went to a new building, solved a simple puzzle, and the game ended.
The game does enough that I can tell the author has some pretty good programming and the writing was interesting (like with the three objects in the box at the beginning of the game). It just felt like a lot was missing, like overall guidance or more material.
It's possible I missed some secret that hides the 'true' gameplay so feel free to let me know if that's true!
This was a Spring Thing game in the year I started participating in IF (2015), but I never played it originally.
It's a poem that seems to have a lot of autobiographical parts (although of course it could just be written that way). Lines of the poem can change if hovered over or clicked, and icons can appear, or words change into icons or images.
The poem (and some prose elements) is about Doggerland, a place in Northern Europe that is now submerged under water. The game also mentions things like IVF, body dysphoria (briefly), global warming, etc.
I thought it was really well done. There is one choice, as far as I saw, but a lot of interactivity.
This game looked familiar to me, so I know I've seen it, but for some reason I never played it. I think I assumed it had explicit content (which it doesn't, although it does have intense events and adult situations intermingled with romance, so maybe I made assumptions).
It's really well-written, as any fan of Harris Powell-Smith might expect. You play as a cob in a kind of cyber future who has to go to a nightclub to see their informant. Their is an emphasis on emotions, sensory descriptions, and music.
It's a texture game and pretty short, but there are a lot of options and it felt like I had real agency, whether that was an illusion or not. A lot of effort went into customizing the 'hover' message when dragging actions over objects.
A nice, short game.
The games by this author have been heavily advertised across Reddit for a few weeks now, so I decided to check them out.
This game, when I downloaded it, had text that seemed to be somewhat repetitive. There were tons of extraneous details to it as well. It mentions things like a vital journal or an important clue, but if you type X Item or TAKE item like the HELP menu suggests, nothing happens. The only way I can find to interact with the world is to move with compass directions. But things mentioned in the text like a hut can't be entered, all you can do is move around.
There is a timer at the top as well. The combination of the timer, the downloadable exe, and the barebones mazes remind me a lot of the group DBT, who released 53 different similar BASIC adventures before. I don't think it's the same people (and I didn't have any problem with their work), I just wonder if there's some sort of template for BASIC adventures that includes a timer.
I'm going to put 2 stars for now, as the interactivity and polish are low due to not being able to interact with objects. It's possible I missed something really big and you can actually do more than just move around, so I'm happy to bump up the score if that's the case.
This is a relatively brief Inform game written with lush language and originally entered into Spring Thing many years ago.
Every word is dripping with luxury. You are a Khan and have excellent food and wine and everything you'd ever want at your feet.
The game is pretty short, but has some surprising events in that brief time. I'd say that it's highly unusual for both its subject matter and its style of language.
It is mostly polished, with a distinct voice, but some default responses sneak in that contrast harshly with the desired tone. The interactivity is also difficult to guess at times.
However, it is descriptive and captured my fancy, and I could see myself playing again.
This is an unusual game from a long-ago Spring Thing. It's a choice-based game where you play as a hexagon that lived inside the pages of a geometry textbook at a school. Now that school's out, you can wander around.
You basically get three choices (where to go, who to talk to, approach them or turn back) and the vast majority of the twenty or more paths is "they kill you because you're not like them". There are 2 paths I found where you win.
It might be a metaphor for discrimination, but I get the feel it was just more fun for the author to come up with new polygon-based deaths. Overall, I chuckled at some of the geometry but found the game design unsatisfying.
This game is a lovely metaphor for many things in life. In this game, you die every single day, and it's very inconvenient. You have to find ways of arranging your life around this fact. No one else really seems to notice, or if they do notice, it gets downplayed. Giving into it completely can ruin your income and friendships, but overdoing it can kill you faster or make you feel hopeless.
This metaphor seems a lot like the 'spoons' metaphor, where someone who has low energy (such as from chronic illness or depression) uses spoons to measure how many activities they can partake in during a day.
So you could see this game as being about chemotherapy, depression, anxiety, fibromyalgia, endometriosis, losing your faith, etc.
I played through to two bad endings first. I wondered if the game would show that there really is no good solution, or if it offered the hope of their being a solution of some kind. If you want to know which type of ending it has, I guess you'll have to play it.
I definitely think there's a lot of value in its overall messages. I have mild to moderate depression and am a single dad, so there are some things I struggled with for years that now I take shortcuts on, like using paper plates to cut down on dishes. Overall, I think this game will resonate with many people and I expect it to place highly in the Petite Mort competition.
(I also liked the self-referential part of the game about making a game. Is this the long version or the short version, or is it mostly ficitional and not self-referential at all?)
This was a clever game. I was nervous at first at how much text per page there was, so I clicked random links without reading to see how long the game was. I was surprised to see it end after one choice and two linear links.
But I was wrong.
This is a gauntlet-style game, where you have to make the right choice to proceed, or the wrong choice and fail. There are three choices.
The overall concept is one from old folklore (the kind recently popularized by SCP-4000) [actually, that was 6 years ago. So not that recent]: faery creatures must be spoken to very carefully to avoid shenanigans.
In this case, you have made a deal with a supernatural being for money. And to receive it, you have to be exceptionally careful in what you say; the exact kind of care you need to take is revealed as you play.
Overall, this was lots of fun, with a cool ending transition.