This game uses the Adrift parser, which is inherently problematic.
It is a sequence of small rooms with really unclear puzzles, including a sound puzzle. The puzzles are really irritating.
However, this game did not come last in the competition. It's possible that hardcore puzzle fans may enjoy this game.
In this game, a female college friend gives you (a male) a disk of Advent 550 to help you over the blues.
You end up playing the game, and falling asleep with your friend on the couch. You have a trippy dream involving will crowther.
The Adrift parser isn't that great (I used 3.90), but the game pulled some clever tricks for the game-within-a-game. I actually enjoyed this, but I had to put it in the Adrift Generator to find all the necessary tasks.
This is a game with a big map but only 2 or 3 puzzles. You explore a creepy house (with some timed text effects at the beginning, creepy music/sound effects, and a popup image in the middle that's not supposed to be scary).
I ran this on Adrift 3.9. Like all adrift games, it has major problems. This game also has big text dumps.
Deadline Enchanter was one of my first games I ever played, and still one of my favorites and a strong influence.
This game came before deadline enchanter, but shares its same feeling of utter bizzareness.
You are the ruler(s?) of a kingdom that has been ravaged by a ghost. There is wearable honey/history, and all sorts of other interesting things. I love this little game. It plays on gargoyle.
This game purports to be an exploration of the Christian faith. You are the son of the centurion who stood on Golgotha, and you are sent on a quest to explore various cities.
In each city, you explore different areas, and see NPCs, but you don't have to do anything.
As you leave each city, you are given a choice of three directions to go in corresponding to 3 beliefs. You have to choose the correct belief to progress.
The game seems to me to be a subtle parody. The graphics are at times ridiculous (the meditating shopkeeper); the character is very excited at how clean the angel is; your character ends up suffering quite a bit, but is grateful that thieves left him his shoes; it all seems a sort of fun-poking 'from the inside' the way that Jacek Pudlo troll RAIF 'from the inside' (where you pretend to be a fan of what you hate, and then say things that other fans are embarrassed by).
This is a wacky/goofy game with humor typical of the early 2000's (think Strongbad-era).
You are a penguin and have to do a variety of bizarre things. The game is a one-room-at-a-time game. You can experiment, but reading the hints is probably the best way to go.
This game has you wandering around a beach, just exploring and experimenting with life.
This game has around 40 endings, some after a very short time, and some after a very long time. It has some fairly complex NPCs.
As a beach game, there are several references to babes and illicit activities under boardwalks, and some fairly non-explicit scenes involving such. There's also a touching scene with a toddler.
This game is a well-written and programmed Lovecraftian horror game set in the time of slavery and wooden sailing ships.
You wake up, bound and gagged in a fascinating sequence, before landing on a mysterious island.
This game does a good job of being disorienting and horror-filling. It is grotesquely violent at some points, and has some non-consensual and non-explicit advances by one character.
This game is a short, linear story in a windows executable file where you mostly just click 'next' over and over again, with one or two choices you can make.
It's about a young boy who is being sent to juvenile detention after killing someone. It is very short.
It is in an RPG engine with hit points and so on. The author has the hit points represent ages.
This is a very touching game, whose ending gave me shivers.
You play a variety of characters, many of whom are (I believe) Canadians sent to fight in WWI.
The game jumps from character to character and situation to situation in an interesting way, likely influenced by the previous year's Photopia.
However, the interaction is given by choosing an action from a drop down menu of 3 to 4, and then guessing the exact words the game wants you to type. This is essentially impossible without the walkthrough.