This games, an entrant in last year's Spring Thing, is an Undum game (meaning you can click on links to advance the story, graphics are included, and the story can be scrolled back to see what came before.
The story is about a small group of anarchists rebelling against an oppressive hierarchy. While the game uses magic, it feels more like a stand-in for power that allows the author to discuss class struggle in an attention-grabbing way.
I feel like this game has something to say, and does so in a way that deserves attention.
This is the author's first Twine game. It uses no styling, and is based on goofy, crazy humor. These are usually signs for disaster, so I was skeptical when I saw it was highly rated.
But this game has a lot of thought and some actually pretty funny humor. You play a villager sent on a quest to find a magical item that can save your people from a tribe.
The narrator frequently talks with you, and the game discusses the balance between choices and story and free will and so on, but only in a goofy way.
I enjoyed this story, but I had low expectations. People expecting it to be great may be less impressed, but this is a long, funny Twine game.
In this game, every 'room' is a conversation with a new individual. Topics that you can discuss are highlighted in brackets or by other means depending on the interpreter.
Interestingly, every topic you learn in one location can be used in another. An important command here is 'GOODBYE', which I didn't learn for a while.
The story is intricate and interesting, told only in conversation. You have returned to a city dominated by a new god and his priest, Salyndo. You try to find a way to overthrow it.
Short, but breathtaking in the images it gives you glimpses of. I used 'help' about 5-6 times.
Strongly recommended.
Chandler Groover has put his characteristic mark on the magician genre. The game is similar to "An Act of Misdirection" in tone and concept (where the player is forced to perform magic tricks without completely knowing how, in a grim setting). However, the focus is on atmosphere over puzzles. I felt on the edge of my seat the whole time, wavering between fear and mild disgust.
The game is about dueling magicians who will go to any length to disrupt each other. This part reminded me in a good way of The Prestige, especially as the magicians use new tricks to upstage each other and try sabotage.
The game is thoroughly polished, and credits a lot of testers for a compact game, which helps explain its smooth gameplay. I encountered no bugs, and the parser was very well-stocked with synonyms. Playing this game was like watching a thriller, with the parser so slick that it essentially disappeared, leaving the player to interact directly with the story.
This game is generally about exploring in a submarine. You catalog new species you find, you can descend, ascend, or go left or right.
Perhaps the best thing about this game to me is the ability to make and execute plans. I had an idea from the beginning of what I wanted to do, and the game let me do it very well. You are constantly presented with choices to explore, to go deeper, to chase something, to return.
You have an air meter that goes down when you make choices. The beginning is more linear than the midge me and endgame.
I only played once, but it seems to be highly branching.
This game is a short 3-act play of sorts. You have to live through a single evening through the eyes of three people. I found this story to be compelling because it asked me to identify with people I usually would not have identified with.
In each subgame, the actions are relatively basic; I did not have to use hints or a walkthrough, which is unusual for me. Eventually, the game will hint at what you want to do.
Stephen Granade is one of my favorite authors, with the ultra-hard Losing Your Grip, the comedy Child's Play, and the mid-length escape game Fragile Shells.
This game won the first ever unrestrained section of Ectocomp, which was traditionally a speed-IF until 2015, when it was split into a speed-if section and an unconstrained section.
It is a sort of psychological thriller, when 6 friends (or former friends) visit a cabin to carry out the wishes of a dead friend. Everyone has something to hide. One of the highlights of the game is a drinking game about truth, where you decide how to play.
The game has violence and strong profanity, which is not something I generally recommend, but I enjoyed this story, and I have to admit it. It set a high bar for future Ectocomp games.
This game is a peaceful, calm exploration of nature, the way She's Got A Thing For A Spring or A Change In The Weather would have been without puzzles.
This game was a Landscape entry in the IF Art Show, so the emphasis here is on detail, setting, the five senses, and so on. I loved the nature feeling here.
There are multiple paths you can take, but I just played through once. There are some exciting random events, and some philosophy.
Recommended for everyone.
Adventureland was the first commercial adventure game, written by Scott Adams. It was all caps, with short, simple sentences and basic verbs.
This game is a homage to that, a Speed-IF with 7 treasures, an interesting map, and several enemies.
The game is actually very appealing; people haven't changed in the last 40 years, and there is a reason that adventureland was appealing back then. Pure minimalism really stokes the imagination. I got the same sort of feel I have talking to characters in the original Zelda game.
It's short, but difficult. With the small number of combinations possible, however, it should be possible to beat it. Pretty fun!
This game would work great as a text adventure (which it is), a point-and-click, a sidescroller, and frankly just about anything.
You are stuck with a rat captain and have to get out of sinking ship as fast as possible, grabbing whatever treasure you can. There are some mild puzzles (and probably some harder ones I couldn't figure out), but mostly you just try to figure out what's worth saving.
This is pretty fun. I enjoyed spending a ton of turns trying to get an obscure object only to discover it was completely worthless. Sometimes things are not what they seem (diamonds in the rough) and sometimes they are what they seem (dirt clods in the rough).
Lots of fun, and super short (to maximize replay value). I recommend a few playthroughs for fun.