Ratings and Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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Sidekick, by Charles Moore
3 of 3 people found the following review helpful:
A wild western comedy where you, the sidekick, are really the hero!, October 16, 2024
Related reviews: 2-10 hours

Now, this is another game I tested, but, sad to say, I didn’t finish testing it at the time, because it’s actually pretty hard! I have finished it now, though.

This is a long, difficult Dialog parser game that uses Dialog’s hyperlink system to turn itself into a parser-choice hybrid.

In it, you play as a sidekick to a cowboy hero who is famous for saving people from villains. The secret is, though, that you are the one who is actually saving everyone!

The game is expansive, and largely revolves around getting Buck out of trouble, defeating henchmen, and investigating the outskirts of town.

Gameplay is very hard. You can lock yourself out of victory; to avoid that, you can set ‘winnable on’. If it’s in ‘easy’ mode, you’ll know right away that you messed up. If it’s in ‘hard’ mode, you’ll only find out a few turns later.

The solutions to all puzzles revolve around objects that are far away and that usually aren’t labelled or associated in any way with the area you need them in. Given that this is a big game, that means that the best way to progress is likely carefully mapping out the world and taking every object you can find, looking at what verbs it’s capable of, then trying out obstacles one at a time.

Alas, there is an inventory limit that comes into play fairly often. I think you might be able to carry some things in the knapsack, but I forgot to try that this playthrough.

As a side note, multiple puzzles require you to throw an object into an adjoining room, which isn’t standard in most Inform/Dialog games, so keep an eye out for that!

Overall, I think this game deserves a long, careful playtime that will likely exceed the two hour IFComp limit. So I recommend trying it out, and coming back to it after the comp if you like it!

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String Theory, by W Pzinski
1 of 1 people found the following review helpful:
A tense Thanksgiving hiding your sexuality and learning secrets , October 16, 2024
Related reviews: 15-30 minutes

This game was interesting; I'm not sure if it's actually complete or not, as the story ended a little abruptly for me. It did give me an ending screen, and I downloaded it and checked and found a few side stories I missed, but overall, it felt like a plot arc was building up to something but just kind of stopped right before the apex.

This game is about a tense Thanksgiving with family that doesn't really get you and a variety of unusual occurrences. Plot threads include a bigoted uncle, hiding your sexuality, learning family secrets, and (Spoiler - click to show)experiencing weird visions.

Also, everyone treats you like you're vegan but it seems like you're not really heavily vegan? That part wasn't clarified, but most of the plot points aren't. This seems more like a character-focused mood piece. You can talk to your uncle a bit, and you can decide how much to interact with your boyfriend on the phone, but (Spoiler - click to show)the visions you see don't really seem to have a resolution that I could find.

So I'm not sure how I feel about this story. The writing was good; I was invested in the characters and the overall feel. I just felt something missing in the end. But at least it's good that I wanted more of the game and not less!

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Turn Right, by Dee Cooke
Try to navigate a difficult experience on the road, October 16, 2024
Related reviews: less than 15 minutes

I think this is the only Adventuron game in the competition. I always like Dee Cooke's games, but seeing how short it was made me wonder if it would be able to tell a complete or engaging story.

It ended up being funny, relatable, exasperating, and had quite a good chunk of writing in it.

It's pretty simple. You are trying to pull out of a supermarket by turning right (which for me in the US would be the equivalent of turning left). I saw a complicated map and thought I'd have to navigate complex commands, but it didn't turn out that way...

I won't say how the game ends but I was amused and honestly impressed by how many different scenarios the author could think of to cause problems with turning right. It reminds me of living in Philadelphia, where I felt like I had this kind of experience a lot. I'm glad I'm in Dallas now, where things are thankfully a lot better.

Very amusing, and I found no errors.

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Imprimatura, by Elizabeth Ballou
2 of 2 people found the following review helpful:
Select your favorite paintings from your father's collection, October 16, 2024
Related reviews: 15-30 minutes

This was a short, lovely game. Your deceased father was a prolific painter, and he left you a choice of 7 paintings in his will. You can sift through the paintings and choose the 7 you want the most.

Each painting has a different style and emotion. The game intuits what you’re going for in your collection, and a segment at the end is based on that, with a series of illustrations (but not of the seven paintings you choose).

This game is like an eclair to me: small, simple, but exquisite in taste. The CSS was nice, the background music pleasant, and the writing such that I enjoyed each sentence.

There’s not much to do outside of selecting the paintings, but this is the kind of game that I don’t think would be served well by expansion; it seems complete in itself. I had a good time (maybe because I chose the happier paintings and it reminded me of good times with both my father and son, and because I’ve gotten into art this year and loved getting new ideas). I do think it would be neat to have the drawings of the paintings in-game, but I understand why they’re not there (hard to make, especially since they’re described as high-quality, and our imagination can perhaps produce a stronger effect).

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Bureau of Strange Happenings, by Phil Riley
1 of 1 people found the following review helpful:
X-Files-style low-budget bureaucracy with supernatural shenanigans, October 16, 2024
Related reviews: 2-10 hours

**The Bureau of Strange Happenings** by Phil Riley

This is a long, polished parser game that took me around 4 hours even using copious hints.

You play as an agent with they/them pronouns in the Bureau of Strange Happenings, a government agency that has recently been defunded due to political shenanigans. You end up in a small town strip mall and, even worse, all your devices have to be turned in and replaced.

Unfortunately, your phone has been locked inside your new desk. Getting it out is, in many ways, the big puzzle of the game.

I was excited to see a game about supernatural happenings, but I was kind of bummed because for the first 30-50 minutes I was met with a series of mundane challenges and events--trying to get into a laundromat, using a pawn shop, etc.

Using hints to get past that, I realized that it went so long without supernatural shenanigans because it was the prologue for a much bigger game. I remember after a couple hours of play landing in a large suburban town with over a dozen locations and thinking, 'okay, I'm going to bed, I'll handle this in the morning'. There's a lot of content, and it's super-polished; I didn't encounter any bugs.

I do think the entrance point for the supernatural was perhaps too obscure; I had to find one of many rooms, and in that room which had many objects examine something that was only briefly mentioned, and then go to a specific location to use it. I don't think I would have ever figured it out without either using hints or careful examination (which, to be fair, is true for a lot of parser games).

I enjoyed the unusual directions in this game. I also enjoyed several slow realizations about what is going on; this game really includes a lot of 'delayed punchline' or Chekhov's gun moments.

The difficulty level is high, and I relied very heavily on hints. There is a large proliferation of keys, knicknacks, red herrings, books, and so on.

Story-wise, it's heavy on atmosphere and world-building over pure plot. The game makes use of (Spoiler - click to show)lizard people as the main enemy; while some have used this concept as anti-semitic conspiracy in the past, that doesn't seem to be the case at all in this game, which has a much more X-Files feel.

To me, the roughest part of the game was frequently not knowing what to do. The best parts of the game were the innovative directions and compass system and the big suburban puzzle.

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The Dragon of Silverton Mine, by Vukašin Davić
1 of 1 people found the following review helpful:
Compact twine adventure about rescuing miners in a fantasy world, October 16, 2024
Related reviews: about 1 hour

This is a Twine game with inventory and world model that has a pretty compact map set in a mine. The idea is that you are a mage who teleports into a collapsed mine with the goal of evacuating everyone inside.

It's a classic low-level dungeon crawl, with spells, treasure, obstacles, commerce, and even the eponymous 'dragon'. All of these ingredients are added in small amounts; most of the game only uses one spell, for instance.

The game doesn't last too long. Much of the plot is about 'just in time' happenings; no matter what thing you need, you just happen to counter exactly that thing.

The game has charming and funny moments, and the text is descriptive. I think I would have liked to have an extra space between paragraphs to more easily distinguish them.

The inventory system was simple to use. I made some mistakes early on, but once I understood how it worked it was great.

It's odd; when I started this review I had in my mind that the game was lacking in some significant way, but I can't really point out anything. It has custom CSS, it had good pacing and interface, it had dangerous and safe moments, it has some Chekhov's guns that go off in satisfying ways. So I'd say it's a pretty good game!

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Redjackets, by Anna C. Webster
1 of 1 people found the following review helpful:
Vampires and humans collaborate to take down a villain, October 16, 2024
Related reviews: about 1 hour

This is a twine game with three different paths about a group uniting to defeat a powerful vampire. You can play from three perspectives.

I can sum up my reaction to this game by saying I loved the story, liked the mechanics but found a lot of typos and bugs.

The story (from the point of view of a new vampire, which I chose first) is that you are recently-graduated art student whom a powerful vampire lord has turned into a fledgling vampire. You are captured by a human-vampire-cooperative group called the Redjackets, and together decide to take down your lord.

The game boasts three perspectives and allows a variety of both emotional/roleplaying choices together with choices that affect the overall story.

I liked the atmosphere and dialog of the game. There were numerous minor typos, though, and several passages with broken Twine code. The very first screen said 'error' on it (due to some code that checks your previous playthroughs); several times, the text was from the wrong perspective; the face of one of the characters got duplicated once, instead of showing two people; and the game said it would remember my choices when doing the next path but I saw my former character take all the choices that I didn't take.

However, none of these bugs really prevent the playing of the game itself or the enjoyment of the story. So I still like the game overall, I just want to be complete in my review when describing it all.

I do want to call out the color scheme and UI as being especially nice-looking (for my tastes).

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Welcome to the Universe, by Colton Olds
3 of 3 people found the following review helpful:
Two interweaving stories about a dry academic and a life simulator, October 16, 2024

This is a Twine game that alternates between academic treatises in one set of styling and a life-simulator in binary choices in another set of styling. You progress through an entire life while simultaneously reading about the (fictional) author's thought processes and research.

I thought the life simulator part was pretty fun. It has a certain unusual perspective on the world that to me captures a lot of the weirdness one feels when transitioning from one age group to another.

The scientific part seems intentionally obfuscated. Some of it seems like a reference to way the 'inner' game is structured (for instance the scientific part talks a lot about duality and the importance of a fixed binary, while the game consists of yes/no choices). I think that one phrase from it describes itself well: a “verisimilar facade of truth, a frightening pastiche that serves only to bolster the supposed intelligence of the person writing it.”

The game has some meta (or is the word extra-diegetic or something fancy like that?) parts like completing a survey about the game, downloading an update, etc., a part that looks unfinished.

Overall, I liked the opportunity to think about my life, and I liked the way that the game poked fun at personality tests and the kind of vapid summaries they give.

So I think I'll rate the game on that impression. Witty, nice-looking, poking fun at obtuse academic language, introspective.

Outside of that, someone mentioned that this is a parody of Alter Ego, a very old choice-based game. I had heard it mentioned once or twice and had looked at it in the past, but I revisited it as part of this review. I think that this game definitely suffers from the comparison. This game lambasts the over-emphasis on binaries; Alter Ego has more than just binary options and gives quite a bit of freedom in exploring the game; this game is self-conscious and tries to show the absurdity of life, but Alter Ego does so as well. I've heard it said that the best parodies are by those who have a deep love of the subject material, but I didn't get that feeling here. Now, I don't even really like Alter Ego and this whole reference idea isn't stated by the author, so I'm not including it in my rating, but it would be like parodying a hamburger by putting roast beef in a hot dog bun: just revisiting the same basic concept, making it a little more absurd, but not essentially adding anything or doing anything significantly better. (whereas a burger-lover's parody of a burger could make a really tall burger to make fun of how hard it is to bite into a restaurant burger, or include 20 patties and 25 slices of cheese and sparklers on the top to make fun of supersizing, etc.)

As a final side note I liked how smooth the animations were, (the two I remember are the picture of Conway's game life and the loading bar).

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Civil Service, by Helen L Liston
1 of 1 people found the following review helpful:
A moody game about second chances and a drab office, October 16, 2024
Related reviews: 15-30 minutes

This is a short, atmospheric Twine game with two endings.

It's hard to describe, so I'll go with what my first impressions were, then what I built up afterwards.

It starts talking about returning to another choice, with three voices whispering to you. Having recently done some surface-level study of Hinduism, I wondered if it was related to the cycle of rebirth and the Trimurti, although I didn't find much evidence of that later.

Then the game starts going through a week at an office one day at a time. No one really pays attention to you, and you mentally rate things from 1-3 stars when you see them (maybe you can do 4 or 5 if you wait long enough for timed text but I never saw a choice to pick those, only having one chosen for me). You have a crush on a guy you see outside the window whom you hope you can see, too.

Things change near the end; there's an interlude on Wednesday night involving a trip (to Italy, I think?) where your persona seems to change, but it's gone the next day.

After finishing the game and replaying, here's what I think's going on:

(Spoiler - click to show)
You are a spirit. No one can see you, except animals. The deaths of animals gives you more physical presence on a limited basis proportional to the complexity or size of the animal.

You are here because the three people in the office with you left a woman to die in a ravine after a team-building exercise. Your job as a ghost is to bring that fact to their attention.

The three at the beginning have given you similar tasks before, and ask you to do this one with positivity. Whether you are positive or not throughout the game leads to the two endings. I believe the 1-3 star ratings control that positivity.

I'm still not sure who the three are (Christian trinity? Greek fates?) or who you are (Jess's spirit? an angel?) or what the Italian interlude is (is that you in a past life?).


Overall, the color and atmosphere were good. Timed text was used occasionally and was just infrequent enough not to be annoying. It felt like the plot was resolved, although I had trouble feeling out consistent themes or patterns in the different threads.

There were several minor typos, usually a letter or two wrong. If the author were to do a post-comp release, I'd suggest going to Twinery and using the Proof button in the Build tab to get a dump of all text in the game and to run it through a spellchecker; I've done that before because I've made numerous typos in my own games and books.

I liked this game, and would play more from this author.

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Where Nothing Is Ever Named, by Viktor Sobol
3 of 3 people found the following review helpful:
A game where nouns aren't named, October 16, 2024
Related reviews: 15-30 minutes

I don't really worry about spoilers very much, as I find most games and movies are just as fun if you go into them knowing what happens as they are when you come in blind.

But this is one game that I accidentally got spoiled on, which is a bummer, as that's a lot of the fun. Fortunately, only half of it was spoiled, and the rest was still a mystery.

In this game, the names of everything have disappeared. All you see around you is 'something' and an 'other thing'.

The whole game is about experimenting and trying to figure out what those things are. Once you have an idea, the game is pretty short.

Overall, fun and well-done.

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