This game contains a wide variety of scenes that are not related to each other very much, except by a small thread at the end. It includes things as diverse as Dr Who and fantasy as well as American history.
Only the main thread of the game; anything else was not implemented (for instance, you can't PRAY at Mecca).
It was interesting, but ultimately incoherent.
This game has you teleporting to a moon base to investigate a disappearance and stop a monster.
It has an instant death puzzle, but thankfully no mazes or light source puzzles. The game is well-clued, and its fairly easy to know what to do at all times (except right near the end).
The game has numerous spelling and grammar errors, but otherwise could be dressed up to be a fun game.
This game casts you as an unusual 'we', with unusual descriptions of rooms and a bizarre atmosphere.
I am surprised this game is not discussed more; however, like most little-discussed games, this is likely due to the lack of cluing.
The game is reminiscent of some ancient dark ritual, of Beowulf or Peer Gynt.
This was the first TADS 3 game entered into IFComp.
You are someone in the future who meets a woman at night, knowing she would be there.
You then have a flashback to how you got to that point.
I had trouble guessing one of the very first commands (pointed out in David Welbourn's walkthrough).
It's a fun game, but learning more about it is what makes it enjoyable.
The early Quest engine had a number of issues, mainly that you had to define each action separately, and it didn't do synonyms well. So much of this game is 'guess the verb'. I downloaded an old version of quest to play it, as gargoyle was having some problems.
You play a woman who becomes a superhero after a mysterious hilt comes into her life. The game goes from scene to scene. I couldn't finish one scene due to a bug (I think I had the wrong interpreter yet again), but opening the quest file in Notepad++ revealed the ending, as the game is completely linear.
In this game, you are in a facility that is wired to blow. Most rooms are empty, except for some with one item. Like Scott Adams, it has a two-word parser.
It was fairly fun, but it could have had a greater depth of implementation, and there was some 'guess the verb' stuff going on later. It also had an annoying maze.
Fun for those looking for a quick snack.
This game has three main puzzles, and is a cinematic game with nice background descriptions.
I struggled a bit with the game, as I didn't speak german. But it is very short, and the medieval background was really fun.
I've provided a small walkthrough:
(Spoiler - click to show)To get over the wall, jump then pull yourself.
For the forest, stick sticks in the ground.
For the man, alternate fighting and talking, with a lot of talking.
This game is just a light puzzle plus a series of locks and keys. The keys are bizarre; a weapon, a jar, they can all be keys.
This just seems quickly programmed in an old an bad language. I wonder if the author wrote it years before and spruced it up for the comp. It does have some nice Ascii art, and some fun ideas, but it needs a lot of work.
This game has you exploring a little abandoned islet. It really reminds me of the little prince with its illustrations, especially a sheep, a snake, a desert, etc.
It has a music-based puzzle (without sound) that was nice. It was all very light, though, and had you take some actions that are rather unguessable. The pictures were pleasant, though.
This is a somewhat kafka-esque game which is translated from spanish. It was later retranslated as 'dead reckoning' (which can be found at the Olvida Mortal page, not the other game also titled Dead Reckoning
You wake from a sort of fugue in a very, very long line. You can't remember why you're there.
The game was essentially fair, and had great atmosphere, but it had one really, really bad 'guess the sentence' puzzle involving the SAY TO WOMAN "something something" type command.
Has some brief strong profanity.