I actually had a rather frustrating experience with this game. In this year's IFComp, there were three games submitted that were download-only, had the text slowly spool out without an option to advance, and had white text on a light background photo. They were heavily criticized for these three things.
That's why it's surprising to see an experience IF author (with access to this information) make a download-only game with slowly-spooled out white text on a light background photo/animation. I had to increase the font size significantly to see the game. I also had to look away for something on the last screen, and the text faded away before I was sure what it said.
Despite that, I enjoyed the game. It has strong parallels to one of my favorite short stories, The Judge's House, as well as System Shock (which I've only experience filtered through Cyberqueen).
The game manages to develop a great deal of backstory without slowing down the game too much. The ending is strongly foreshadowed, but this only helps to build tension.
The non-linear presentation combined with image changes gave the game some more interactivity as it requires you to puzzle out how it all fits together.
This is the second elevator-game based Ectocomp game I've played this year. Both are effective in their own way, but while Going Down derived it's effectiveness from understatement, The Elevator Game is much more in-your-face.
Like Owlor's other games, this game is loosely based on My Little Pony (in the sense that the characters are ponies with a similar art style), but otherwise the mythology and other world building details are different.
The game is fully illustrated, with some of Owlor's best work here, particularly in a sequence when you watch the elevator game taking place through a security camera and 'pausing' the camera reveals hidden objects.
I think that, for what Owlor is going for, this is a real success. But I found the horror to be a bit too over-the-top to be really effective; I'd like more moments where things were left to my imagination.
This is a game that should be enjoyed at a slow pace, even though it's not too long. The slow-burn is the point, and it's good! I also recommend sound.
A friend of yours wants to play the 'elevator game', a creepypasta-esque game where you have to go to different floors in different orders, and you are supposed to end up in an alternate universe.
The elevator is mimicked here with muzak, elevator bings, and gentle use of graphics. I liked it! But it's hard to rush through.
This game is about a relationship between you (the angel Gabriel) and Demeter, a human man.
It’s a 2-room game, and the main object is to find objects of various colors to complete a rainbow. The game cheats a little by hiding colors in meta ways, but I found the color hint reasonably fair, well implemented, and fun.
This game has you exploring a fairly minimalist underground factory. Each room has one thing in it (except for a complicated office with several things), and most things are undescribed.
There are 3 or 4 puzzles, which are pretty good, but could use significantly more synonyms programmed in.
I liked it in general, but found it frustrating. The release notes were good.
This game has you tapping the space bar in rhythm to simulate swimming. As you continue to swim, the game's story progresses. If you stop swimming, you get an alternate version of the story. By progressing between swimming and not swimming, you finish the story.
It's a magical realism story centered on one moment in time, as you swim from one beach to another. I found it effective, but the interactivity wasn't quite what I liked.
This game is purposely modeled after Depression Quest. Instead of Depression, it models Anorexia, and was constructed as part of an academic sort of study.
This game is fairly long; if you load it up in Twinery, it has a huge amount of nodes and more than 5 endings.
However, the game often felt detached to me, and I ran into several broken pages that I had to back out of.
This game is chock full of atmosphere, with compelling story and writing. Many 2017 IFComp judges found it compelling, and I predict it will receive at least one and probably several XYZZY nominations.
You play as a young witch in a Finnish village whose mistress has died. A dream has haunted everyone in town: a fighting force of strangers is coming in boats.
The game is fairly short, but well-done. There were a few guess-the verb spots, though. Overall, I recommend it.
This well-done game presents a murder mystery/creepypasta through a series of faux Wikipedia pages.
By clicking on link after link, you slowly come to realize the scope and depth of a deep plot. Unlike a normal murder mystery, this one has creepy pasta vibes, similar to SCP or the Russian Sleep Experiment, except more grounded in reality.
I found it interesting and compelling, although I felt it was a bit pulpy, and occasionally became tedious finding the links. It's the kind of game I wish I would have thought of.
This game is pretty aimless; you are on a bus that runs into something on the street, then you go around the park.
I think this part of what 'slice is life' is defined to be; there are no real goals. You can buy soda, talk to an old man, take Tylenol (which has very different effects than the Tylenol I'm used to. Unless it's Tylenol pm; maybe that makes more sense).
I found two different endings.