Phew! This was a long game. I took a break from playing the other parsercomp games for 4 days to finish playing this one; and that was just by using the walkthrough, which spans 8 pages of 3-columned text.
The idea of this game is that you are at a party at a large mansion where a murder has been discovered. It is your job to stop that murder!
The presentation and the writing are of high quality, which some nice visual effects with regards to headings and fonts, and very incisive and biting wit. There are many characters that are generally well differentiated, although almost every character frequently expresses very strong sexual urges in non-explicit ways, so it can blend together when the 5th or 6th man talks about how hot the widow is.
I played for about an hour or two to get a feel for the game. I got maybe 23 out of the 250+ points, then decided to use the walkthrough.
It soon became apparent just why the walkthrough was so long. The map is large, especially a garden area which is a maze with several almost-identical areas. The vast bulk of the game, around 75%, consists of some character asking you to give something to or ask something of another character. So you have about 10 or 12 moves navigating the garden maze and going into the mansion and finding your target. That character then says they can only do that if you bring them something else. So you type 10 or 12 moves going there and doing that, and so on and so on till you reach the end of the chain. Then you report back to people in reverse order, with the same maze navigation between every chain.
Due to this the plot really kind of stopped taking off. At first I felt like I was really getting somewhere (finding the widow! searching the murder room!) but if you charted the plot intensity with regards to time it would look like a giant snake that had just eaten a string of 30 rats. Flat plot progression for a long time, with a little bump of action, followed by more flat plot progression, with a little bump of action.
The writing was constantly of high quality in the genre it had set out to follow, a kind of bawdy, everyone-is-rotten nobles vs commoners dark comedy.
Outside of the fetch quests, the game consisted of finding objects in random and unusual ways. The kind of thing where touch a glass pane and it reveals a trapdoor which takes you on a chute ride to find an oubliette where you overhear two thieves talking and one drops a potato crisp. (this example isn't necessarily in the game).
When I wasn't following the walkthrough I had a bit of trouble. An early quest needed me to find some cream buns. I saw food on a table and tried X FOOD. That didn't work so I went into the kitchen and tried X FOOD. I figured maybe they were there but not in the description so I tried TAKE FOOD and TAKE BUNS. It turns out I needed to X COUNTER instead to find them.
So given that the discovery of objects was often difficult with the parser, and that seemingly unrelated actions were necessary to find the objects, and that almost each step of each task required navigation of almost-identical maze rooms, and that the game was as long as Curses and other huge text adventures, I think it's no surprise I turned to the walkthrough. There are copious clues though for those who prefer more gentle hints.
I didn't play this game in the intended way (just opened two windows and played both).
I've played 3 or 4 two-player IF games in the last few years, and I think this one definitely benefits from being in the same room or able to talk to each other. The other two-player games I played had a major twist that was apparent from the start and sharing info would have ruined that. This one is different; even having complete knowledge of the other game doesn't really help you in the current game.
Instead, codes are used primarily to move objects from one game to another. When this occurs, you get a code you send to the other player, and they type that in to get an effect in game.
The puzzles are designed to be fairly light, but there were times when I got stuck in one of the games for ten or fifteen minutes, which is why I wonder if it would be better for the two players to talk to each other and bounce ideas off each other.
I loved the humor in the game; puzzles were oddball and events were shocking at times and cute at others. Despite this I never felt immersed in the game world; it definitely felt artificial and made as a kind of puzzlebox; but it was a very enjoyable puzzlebox, even as a single player.
This game was pretty fun; it honestly felt like an old AD&D campaign module. You have a magic user and a warrior with an enchanted blade, you have to buy equipment like rations, there's a miniquest in the middle with a mysterious city, then a couple of dungeons and a big scaly boss.
The idea is that you are on a quest to exterminate some rampaging lizard men. You have to travel through a long desert to do that. Also, along the way, you have to play both characters. This has a few slight drawbacks (mostly making it harder to save) but feels very dynamic, especially when infiltrating the city, and makes the game more enjoyable.
There is some randomized combat in places (so saving often is very useful).
In general the game seemed pretty fair; there were places where I had to reload a save to grab an item but each 'area' seemed mostly self-contained.
I did struggle with the parser from time to time; for me the hardest parts were the gate doors (Spoiler - click to show)I tried LOOK IN PORT, OPEN PORT, SEARCH PORT, PEEK IN PORT, etc. before the game suggested LOOK THROUGH PORT. Occasionally the game would say I hadn't done stuff that I actually had done; in those cases I reloaded the beginning of the area and ran through it again.
Overall, it was a big game, and one I can only recommend to someone with patience and the time to try and retry. But it was fun, and I would recommend it to such a person.
Unlike Andrew Schultz's other chess puzzles, this one has a ton of flexibility. You have two bishops and a king, and have to force the other king into check.
This is a famous setup, and there are several paths to victory. I admit that although I could get it penned up in the corner, I couldn't win, so I had to look up a tutorial. But I learned some real-life skills in the process, which was nice.
Compared to the other chess games it let me do a bit more thinking; before the game would prevent me from doing something and I had no idea why. This game let me get myself into a mess. It was harder because of that, but I enjoyed the exploration more.
There were a few minor typos; the opening text could be more easily readable, with indented paragraphs or paragraph breaks instead of line breaks between chunks, and one line of text said "The two bishos drum", so overall very minor issues for a fun game.
This game uses a parser that seems to be keyword based rather than grammar-based. It doesn't use a trained AI model, instead using the author's own custom engine that doesn't scrape internet data. I thought that was a lie since when I typed Overwatch it mentioned it was a Blizzard game, but I checked the github code and the author hand coded quite a few video games with their studio because it's the answer to a question in one of his games.
So this is a pretty unique thing. The author previously used this system in his game Thanatophobia.
This game has various background images and a 3d model of a girl wearing a dress. Later on, a young girl in a swimsuit pops up, although you can tell her to go away. The characters generally just perform random animations, usually not connected to the game.
The plot and puzzles are structured a lot like Blue Lacuna. Both games have a core element of key plot details, but they drag them out by making them timed in a sense; Blue Lacuna makes you wait until night, while this game will say 'I'll tell you more about that later', and you have to ask again later. Both games also include a lot of ambient nature stuff you can interact with while waiting for the core plot. Blue Lacuna has the island, while this game has random spots you can visit like monuments or national parks or even the sky. These usually don't contribute to the story, although sometimes they have interesting details. Both games last very long due to these mechanisms, while they could be far shorter without them (which could be a pro or con).
This game includes puzzles in two forms. First, there are random trivia questions. These aren't essential to the game, it's just something that pops up in the 'touristy' areas of the game.
Second, there are clues in the form of cryptograms. You click on a letter then type something to replace it with. It's actually a really nice system for cryptograms, lots more fun than doing it with paper because it allows for quick exploration. I usually deeply dislike cryptograms in games but this was fun.
Overall, I had fun for the first few hours typing 'in character', but for the last hour or so I just typed random junk to get through, like 'yes', 'i see', or even just every letter of the alphabet, although sometimes I commented more.
I didn't really enjoy the child-looking girls in skimpy outfits; especially when a romance option was available. The game even discusses the three forms of love (philos/eros/agape) but kind of picks one for you (I think? I refused at first but then relented later to see if it was story critical, which it seemed like it was).
The actual storyline is pretty good, about a young girl in the late 1800s who had the abilities of a medium, able to consult spirits. I actually really liked this main storyline.
There is a darker reveal later, and it contains some things I'm really uncomfortable with it, specifically (Spoiler - click to show)directly telling the player to kill themself. I know enough people that have (Spoiler - click to show)attempted suicide that I really don't want to see this kind of stuff in games; I think it can be handled in a sensitive way, but this isn't it (from my point of view).
Overall I was very impressed with this game, and thought about giving 4 stars. But I think the interactivity could use some tuning in regards to main plot vs side action. The types of characters I didn't care for but are normal for some types of VN games. And the content in the dark area was a little too dark for me. Technically, this game is very impressive, and I had fun with much of it.
This is probably the best game I've played by this author.
It's a continuation of the older game Jesse Stavros' Compass, but I found that this game was mostly self-contained and explained the plot of the previous game fairly well.
The idea is that there is are several underground networks of talented individuals who are able to travel through space and/or time. Your friend, the young Jesse Stavros, has gone missing after visiting the Grateful Dead in concertin the 1970s.
The game hops between a variety of distinct and well-described locations, from a lonely motel to a squatter-infested theater to a refined steamboat.
The game has a lot of rooms and a lot of characters. This kind of complexity can lead to bugs or dull repetition if not done well, but this game is very polished for its size. Most people can respond to most topics; NPCs move independently. There were only a few minor errors for me here and there; a steamboat passenger's name wasn't printed in an ambient paragraph about him; a dead body was described as if it still had a gun I took. But in a game of this size and complexity, these are only minor errors.
Puzzles are well-clued. Two or three times I wasn't sure and peaked at the walkthrough, and it turned out I had had the right idea but in the wrong place or that I hadn't tried long enough. I had some trouble with one machine for a long time until I realized I hadn't examined it; once I did there were clear instructions.
Overall, I had fun. It reminds me of Cryptozoologist or other Robb Sherwinn games, although I'd say the overall level of polish is high. I was disappointed it (Spoiler - click to show)ended on a cliffhanger, but I'll definitely be interested in a future episode.
I also appreciated that, while the tone is mature and many of the characters are used to the seedy side of life, the game doesn't rely on any slurs or racist stereotypes or misogyny and instead uses dialogue and ambient objects to establish the atmosphere.
This game is written in Unity engine. It uses Roblox-like characters to tell a brief story of a man sleeping and dreaming and confronting his fears.
This game technically uses a parser but in actuality the game tells you what to type at every step, waiting until you type it correctly before moving on. There are about 10 opportunities to type. In one of them, you get to make a choice.
The graphics are amusing, although the game says they were made in one day.
Overall:
+Polish: No bugs
+Descriptiveness: The text is barebones, but the art helps
-Interactivity: Very little
-Would I play again? Don't enjoy Unreal Engine very much
-Emotional impact: Kind of muted by long slow timed sequences.
This game is set in the Hinterlands, which I believe is a setting designed by the author (I've played another game from that setting). The setting reminds me a lot of the Max Blaster comics in Calvin and Hobbes: rayguns, oozy monsters, bizarre aliens, and a daring hero.
This game features a pretty large town with a wide variety of locations, like a farm, a temple, a distant shack, a nearby military base, an apartment building with many individual apartments you can enter, etc. However, everything is designed compactly to be easily traversible.
Your character is kind of a rogue or rascal. In the course of the game, you commit several heinous acts, but with the framing it comes of as more of an anti-hero than a pure villain, more like Rocket Raccoon than Darth Vader.
I didn't encounter any bugs. At one point there was a large rock I needed to interact with that didn't have any adjectives, while I also carried some rocks. So I had to go to another room to drop them; if the rock was 'large rock' or 'heavy rock' that could be avoided, but that's a minor quibble in a very polished game.
I had to use the hints three times, but they're organized pretty well, and each time the solution was fair, just involving more exploring and more talking.
Sometimes the logic isn't clear; you can get away with a lot of things that someone might reasonably stop you from doing. But I feel like it operates with the same kind of consistent logic as a Looney-Tunes cartoon (although darker!). It would make a pretty funny animated short.
I've played several Larry Horsfield games, and I generally have the impression that they'll be extremely long ADRIFT games that require you to look in every nook and cranny and often put you in 'dead man walking' scenarios because you forgot something 400 moves ago.
So I was pleasantly surprised to find that I could solve the game. I started in a magician's room, and I tried looking behind an armchair, looking under a stool, etc. But there was nothing there, so I explored more and found some more reasonable puzzles: a light puzzle, grabbing a book, etc. Then I went to another area, grabbed a lot of stuff; the game even warned me that I hadn't grabbed everything! I explored a dungeon, and got really very far.
I thought to myself, 'Man, this game is awesome. It's a lot smaller than other Larry Horsfield games, and seems more focused on clever puzzles instead of hiding random stuff.'
At one point, the game said I needed a tinderbox, which I hadn't grabbed, so I peeked at the walkthrough, and found out that I had missed it at the beginning. Apparently instead of looking under the stool or the armchair I needed to stand on the stool and it would reveal some stuff to me.
Fortunately the earlier areas were still accessible so I went back to go grab it.
But then I ended up solving what I thought was the final area of the game. It actually ended up sending me to a nexus of areas. The SCORE command revealed that I only had 90 out of 500 points. And the door locked behind me. I thought, 'well, I'll still try on my own'. But getting in a boat told me I should be wearing my war belt. With the door shut, there was no way to get back. So I loaded an earlier save. Unfortunately, there was a bug where going back to get the warbelt meant I couldn't leave for some reason.
I restarted completely, deciding to just blindly follow the walkthrough. But it's missing a command early on and I ended up with a bug situation where there were two 'thin books' in the same room that I couldn't disambiguate between.
So I restarted again, fixed that problem, and just rode the walkthrough the rest of the time. I found out there was tons of stuff I had missed earlier because I hadn't looked under a desk or behind a door, etc.
There were fun things to see on the way, like various foods and desserts. There was also some depictions of East Asian culture that were a bit suspect. There were some words I didn't recognize which wikipedia said are considered offensive (like a name for a kind of Chinese hat). The people are a blend of Asian motifs and generic europeans (they speak the same language as the protagonist and are offended by burping, which isn't very common in east asian cultures). At one point they're singing a sing with the lyrics 'ying tong ting tong' or something, which seemed wildly inappropriate to me, but apparently it's an old song by a group called the goons which has nothing to do with Asian culture. But then why is it featured in this area? Kind of weird.
Overall, if this game had been just the first area up to the dungeon, I might have given it 5 stars; I like the puzzle direction and the writing. But after that point it just becomes so easy to get into 'walking dead' situations.
I'd usually say beta testing could help with these kind of things, but Larry Horsfield has been writing games for fourty years and has been requesting testers recently, which haven't been found. I think the issue is that the core game design itself makes testing difficult; there are so many places to check, so many places to look, so many possible combinations of items. The game is huge but it also includes mechanics designed to make short games longer, like forcing replaying due to missing items or having tightly controlled sequences that are easy to fail. These combined, it makes playing the game without a walkthrough take days or weeks, including for testers. And the games are produced at such a rate (there were three entered in this same Parser Comp competition, although one was withdrawn) that there's wouldn't be enough time to test one thoroughly before the next came out.
The author is aware of these issues; on intfiction.org, there are posts going back to 2014 discussing how this author has trouble getting beta testers and why.
This is the third time I have played and reviewed this game. I first saw it in the Spanish Ectocomp, where I found it difficult as I had to learn new verbs, but I found the story intriguing and creepy.
I then experienced it as a French game in French comp, where it was fun contrasting the two versions.
Now here it is in English, my native language, and it's honestly a different experience this time.
In this game, you play a Russian soldier who is obsessed with writing the perfect letter home, specifically the letter you write to your family in the case of death. You are not confident in your own writing, so you steal the letters of others that die, whether on their own, or with help.
The game contrasts the insanity of war with your own insanity.
Experienced in my native language, the game is still good, but I notice more the abrupt changes in scene, emotion, and motivation. Sometimes others are suspicious of you, while at other times they take your word even in suspicious circumstances.
One difficult I had was technical; near the end, with the tent and the (Spoiler - click to show)explosives, I needed to find a word to (Spoiler - click to show)light the explosives. However, (Spoiler - click to show)LIGHT and BURN didn't work. I had to type (Spoiler - click to show)EXPLODE CHESTS to get it to work.
Overall, it's been fun seeing this over time. There were definitely some nuances I didn't understand until I saw it in English (especially since Adventuron doesn't let you copy and paste text into Google translate). I had fun.