This game reminds me for some reason of Michael Ende's Momo.
In any case, this is a quest hyperlink game that has you travelling on trains. You are on a subway line, you can wait or get off at each station, then travel on a new line in a new directions.
There are a dozen or more lines, with quite a few stations.
As you play, very good text effects begin to show up. A metastory appears.
There is unnecessary strong profanity; however, on Chrome, profanity filters filter it out.
This game is a bit shaky but has a great storyline about fantasy racism. The main character is dark-skinned, female, and can see in the dark, and everyone hates them.
This game was startling in its originality. It was also fairly buggy, with big typos that were missed.
It contains some combat and puzzles, with the interactivity at times just too underimplemented.
Contains some strong profanity.
I liked this game, though it was cut short and was buggy near the very end.
You play as a foster child sent to another world, where they look for their brother Ben.
You explore a wild fantasy world, primarily inhabited by robots.
The game uses interesting cinematic techniques like intruding italics text from the real world.
I liked it, but it stops right in the middle.
This is one of those games where you wander about, having recollections come to you (like Wrenlaw).
The game has a sprawling geography; outside of the first area, each movement can take you through different climates.
It is short, a bit buggy, and kind of quickly put together, but I enjoyed it. It has MIDI music that I did not hear.
This game is very good, similar to Ad Verbum, although I found it underclued and a bit frustrating.
There are three rooms with three challenges (after a brief intro). In the first room,... well, it might be more fun to play through.
Suffice it to say, it's almost like a test for adventurers based on standard IF tropes such as room descriptions, object names, and so on.
There was a sequel in 2017 with similar puzzles, which were also good.
This is my final review for the Official Ryan Vedder Weekend Review Contest with guaranteed prize, giving me a score of 8 (due to having reviewed the other games earlier). Due to lack of publicity, the contest has been extended until Monday night at midnight Moscow time. Just post your Veeder reviews on ifdb (the Veedercomp games also count). 2nd and 3rd place winners get something too.
This game confused me at first; I didn't Get the mechanic that advances the game until my second playthrough.
You are in a park, looking for a geocache. There is a satisfying trash minigame.
I found it touching; if it is a parody, they say that parodies of extremism are indistinguishable from extremism, so the extreme schmalziness is something I enjoyed.
I love this game, but it was too hard to figure out how to progress (it's probably my fault for not reading the text after a major hint in my first playthrough, but oh well).
This review is part of the Official Ryan Veeder Weekend Review Exposium with Guaranteed Prize.
For some reason, when I saw this game, I didn't want to play it. Then many people reviewed it, and I still didn't want to play it. It seemed like it would be confusing with a lot of red herrings.
Then I tried it, and stopped, because I am overwhelmed by red herrings and use walkthroughs on every game.
Then I had to write a review for this exposium, and I played it. The writing is great. Unplugging the router was a joy in itself, despite its lack of gameplay effect. The juxtaposition of the wooden caterpillar with the other objects in its room frightened me (I think I thought it was on the bed?).
The combat was satisfying once I worked it out, and conversation was surprisingly good.
This is a good game, but it stressed me out due to my gaming style.
This review is part of the Official Ryan Veeder Weekend Review Communal Effort with Guaranteed Prize.
This is a spin-off of Robin and Orchid. You are investigating a haunted house, and fall down a hole.
The best part of the game is the demonstration of the three main methods of conversation.
The least best part of the game is the hinting. While it is generally good, there were times where the hints just kind of kicked out at important moments. The inexperienced adventurer that I was playing as got frustrated at not, for instance, knowing how to get through the door.
I enjoyed the ending considerably, though.
This review is for The Official Ryan Veeder Weekend Review Tournament with Guaranteed Prize.
This game is a prequel to The Statue Got Me High, but you don't need to have played the latter game.
It contains classic elements of the Veeder mythos, such as red herrings, consumable food, actions that seem simple but maybe take a little longer to type than the other anticipated but you never know, and NPCs whose tone of voice is in direct contrast to the content of their conversations.
This game makes a 5 on my scale, but only barely. According to my criteria, it is polished (no bugs here), descriptive (why not?), has an emotional investment (I hated Edward), the interactivity is okay (I had to decompile it once, but I wanted to decompile it, so that's something), and I would play it again.
But it just scraped by in each category, so it might not be as good as a 4 star game that did great in one category.
This review is part of the Official Ryan Veeder Weekend Review Competition with Guaranteed Prize.
In this game, entered in the Haunted House Jam, you play (in 3rd person) a (winsome) character named something with an SH that I forgot.
There is a small map, and a puzzle involving a stick (which was listed as a rope in the inventory) that failed to draw me in.
However, the quality of the writing was par, and the experience with the dark figure and the other experience with the empty bedroom were vaguely similar to experiences I've had. I would play it again.