This game was vibrant and full of life but also pretty confusing. I couldn't tell if I was just confused because 'bad french' or because the game was weird.
Once I finished it and saw the attached youtube video it made more sense, and it's kind of a cool idea!
Basically the author played a game of Magic the Gathering: Arena and then wrote a story imagining how all those things could have happened. So, for instance, Ormos the Archivist gets played, so Ormos becomes a character in the story, a beautiful archivist you fall in love with.
Some of this translates well into a story and some doesn't. In many parts of the game, you have a bunch of links with unhelpful names like 'a little chat' or 'call a professional' that don't tie into the story. Clicking them sometimes has no effect, but sometimes has a longer story. Overall they don't seem to affect the main storyline much, as I played a couple of times to see what happened.
So I think the polish and interactivity of the game are a little weird, but I did play more than once and found the MTG idea amusing.
This game was real surprise for me. I was looking for something short to play in the French Comp, but this ended up begin quite large.
You are in a bunker during a world problem (something like Covid but bigger, forcing many people underground in bunkers).
The game is split into two sections. The first is a complex computer system with areas like digital libraries, an encyclopedia, archived footage, etc. The second is the bunker itself, which you can explore, including lockers, a library, etc.
The system used is Moiki, and it looks great, with satisfying fonts, click effects, images, and music.
Overall, the story was quite complex. I had to use hints eventually (I didn't realize at first that you can't access later hints without accessing earlier hints). I feel like the ending I received didn't resolve all the narrative threads, but I liked it overall.
This French Comp game uses the theme of 'betrayal' well. An army is coming to your castle at your weakest moment. Someone must have betrayed you, but who?
The game is short but pleasingly symmetric. There are three suspects, each with three possible actions (consult with them, accuse them, and interrogate them). When it's time to face the enemy, you have three choices.
There are a lot of endings, mostly bad ones, of which I received two, but overall it was fun. The text doesn't vary much based on your choices so you can replay very swiftly. Investigating the treason felt interesting. Overall, the game is short but with a fun pattern.
I've never read the Spooks series before (called The Last Apprentice in US), but this story makes it seem really cool.
This game is set in the Spooks universe, and follows Tom and Alice, the main characters from the series. You play as Alice, a young woman raised to be a witch who escaped before you became completely evil. However, your actions can increase your connection to the darkness, so you have to be careful.
There is a cool font and some nice coloring on the links. The writing is descriptive as well, and is friendly for people like me who aren't familiar with the book series.
There were two slight disappointments for me: one is that the story was cool, but the ending I found was anticlimactic (it was a 'happy' ending and just ending right after a quote from her father, which sounds like a great ending but it just kinds of cuts off). The other weird thing was that the moon image sometimes cut off the text.
Overall, I was glad to have some real choices; there's at least one choice that splits the game into two very different branches. It does feel a bit unfinished with the endings, though, and has potential for a much larger game.
Honestly I was surprised to see this game was entered in the Jay is Games Casual Gameplay Design Competition #7, since I associated that with one room games (like the excellent Dual Transform by Zarf or Fragile Shells by Sargent). This game isn't a one-room game at all, but has a large manor to explore.
I love Lovecraftian horror games, so I enjoyed the storyline of this one. You have a cousin that has passed away, so you go to his house in order for his mother, your aunt, to bequeath various possessions upon you.
The horror in the game leans heavily on fossils, a feature I haven't seen as much before, as well as some more normal archaeological finds. Also, fire-building takes a prominent place in the game.
The game is very buggy. Most items mentioned in room descriptions don't exist at all. Four items with similar names cannot be disambiguated one from another. Items often can be read or examined but not both. There are odd spacing issues. I reached an ending and the game didn't end, just a statement indicating an ending and nothing more. I reached things in the wrong order, like reading a letter before opening an envelope or putting things in a slot and then later revealing the slot.
Because of this, I resorted to the (very nice) walkthrough early on.
The highlights to me were the fossil stuff and the cool map you find. The drawbacks were the bugs, which were so prevalent that I didn't feel like replaying to try for a better ending.
This game is a classic in the style of the period between Infocom and Inform. Those few years in the 90s saw the rise of several gigantic indie games, often with obtuse puzzles and nonsensical, Zork-like landscapes. The Unnkulia games were the most popular I know from then, with lots of silly Acme products.
This game seems influenced by the same era, with a lot of ACME products.
You are getting a shopping list for your aunt when you fall down a big hole. There you find a complex web of locations and buildings and teleporters that take you all around a house, a village, and the world.
This is the kind of game that's designed to be played on and off for months, possibly working together with others online and not necessarily designed to actually be solved. Often times the solution to a puzzle is something found far away in a different room.
There are many teleportation devices in the game, including one powered by geometric objects, another with different button presses, and another in the form of a wand. A lot of puzzles are coded messages, as well.
I played this game to clear it off my wishlist as one of the longest-running games on that list, but was surprised to see that this author is the same Jim MacBrayne that has recently released games in IFComp and Parsercomp. Those games are written with a Basic engine (and I think there is a version of this game that does that too), and they have very similar features to this game, including giant maps with many rooms called 'corridor' or 'path', and puzzles involving color-coded combinations and obtuse messages that must be interpreted correctly to pass.
I know several people have greatly enjoyed these recent games from Jim MacBrayne; if you're one of them, this older game has a lot of the same flavor, just longer and more difficult.
This game has been on my wishlist for years, as it was constantly recommended to me by IFDB's old algorithm. But it's in German, and pretty complex german at that, which my high-school-german brain can't handle well. I also had to use DOSBOX to play it.
But I'm glad I did! The story in this is actually one of the best I've read in a while, not even just in IF, although it is very short.
The game has some worldbuilding you can read up on in a txt file attached to the Zip. It talks about the Boronois, a group of people that live far away that are (I think???) short, non-religious, and with traditions about marriage and competitions, and some relationship with magic.
You're in love with a girl, but to win her heart you have to have the biggest chicken in the competition tomorrow! So of course you break into your rival's house to poison his fat chicken. Unfortunately, you aren't the only one who's broken in...
Beyond one puzzle early on and a basic puzzle later (that is on a timer), most of this game is menu-based conversation, with an interesting cast of characters, including your love, your rival, and his family.
Overall, I really enjoyed this. It was definitely worth the wait. As a non-native speaker of German, the very complex language (for me!) was mitigated by the shortness and the multiple choice aspect.
I don't know why I forgot to review this one when it came out.
This is one of the best Adventuron games I've played and also one of the most complex and rich mystery parser games in the last few years. You play as a young high school student whose aunt has gone mysteriously missing, and you have to check out her house.
The first half or so of the game is a mystery/drama as you investigate both your aunt's disappearance and a deadly party held at a farm, which is being investigated by your high school friend. Your sister is acting bizarre, as well.
Later on, as others have noted in their reviews, the game takes some decided twists, and becomes both more deadly and more surreal.
I found the overall plot to be the strongest point of the game, as well as the satisfying classic-style parser gameplay. I got frustrated a few times trying to figure out the right action, but overall I'd say this is a very successful and fun game.
I started going through my wishlist on IFDB, and this game has been on their longer than any other, because it was so intimidating I put it off. I ended up playing the ifarchive version, which uses local browser storage for saves.
I played for a while, using in-game hints and getting < 20 points out of 365, then used a walkthrough and maps from several different sites, including CASA. Even then, it was difficult to follow and required solving some puzzles independently.
If you had to play just one IF game for a very long time and didn't have access to any other, but could talk to other people, this would be a great game, because it's designed for long-term group play.
Many factors make it large. First, it has a giant map with many diagonal connections and cycles in the graph structure, and doesn't list exits automatically (unless I missed a command to turn that on; I just used the EXITS command), and this giant map exists in multiple time periods at once.
Second, many of the puzzles rely on pun-based commands, requiring a leap of intuition that can't be solved with just brute force.
Third, and perhaps most importantly, many actions have long-delayed consequences, and many items are used in scenarios quite different from the ones they're found in.
None of these are bad game-design wise, but they mean that you will spend a great deal of time on this game in order to experience its content, while many current IF games are designed to be completed in one or two sessions with little 'friction', due to the multitude of competing games and other reasons.
The plotline is buried at first but becomes stronger and stronger, especially once time travel is allowed. If the author created the first areas first, it would explain why the game starts with a mishmash of silly things (including a tortoise and a hare on a Moebius strip a suspension bridge that suspends you). Later areas have strong thematic consistency, especially the future world. There are a few other threads of plot that weave through the game consistently, like the use of opiates to expand the mind and a meteorite that makes several appearances.
The game isn't mean; it increases difficulty in generally fair ways. Hints are provided in most rooms, and a helpful friend gives you more and more commands over time that help out in a meta way (I loved FIND [ITEM] because it moves you to that room, enabling fast travel).
This would be a great game for a let's play or other group-based activity, since finding the right phrasing is good.
I don't think I'll play it again, because I just struggle with its style of expansiveness, but I enjoyed my time with it and think many others would as well.
I hadn't realized when I started this series of games based on the Magnus institute that it would just end. As far as I can tell, the creator abandoned social media (under the current name) a year or two ago.
These games were based on the Magnus Archives podcast, which has 14 archetypes of fear. The ones that were missing, and would presumably end this series, are the Web, and, appropriately, the End, or death.
This game is about the Flesh, the fear of body horror and of being eaten.
Your girlfriend is getting a scarification, with some strips of skin removed. She has it bandaged while its healing, but when the bandages are removed...
Overall, this series started out strong and had some great parts (I enjoyed the Dark, the Spiral, the Stranger, and the Eye), but kind of petered out near the end, which may be why they stopped writing it. But I think, if they ever decided to finish it, a strong ending with The Web and the End could make the whole thing kind of a masterpiece.