I beta tested this game.
Marbles, D, and the Sinister Spotlight" is a delightful game from Drew Cook (author of Repeat the Ending) that is inspired by the old Zork CYOA books (which I haven't read, but I definitely got old-school CYOA book vibes from the writing here.)
This is a highly polished Parser game with several illustrations, cinematic 'cut scenes' and act changes, several layers of help menus and a lot of independent actions by actors and scenery changes. It has a lot of custom responses as well.
The idea is that you are a highly intelligent cat and you're exploring an abandoned movie theatre with your human friend that you've been locked inside of as part of an adventure. The movie theatre is mysterious and dark, and it's up to you to guide your human around.
The text is rich and expansive, while the geography is small and limited. I'd say that this game is designed (intentionally?) to be accessible to those familiar with gaming in general but unfamiliar with parser conventions and tropes. It has extensive tutorial comments early on, a constrained list of verbs that can be accessed at any time, a list at the top of available locations and important items, and hints in the text at which actions are appropriate to progress.
It's not too long; it's divided up into six acts and a finale, with each act solvable in just a few actions. The story does feel complete, though, which is another reason I think this makes a good game for those new to parser games. I've found that when starting parser games (or playing parser games in a new and unfamiliar language) that it really helps to split up the game into distinct sections, limiting the geography, and keeping a running list of important items makes it so much easier (I write this as I'm struggling with a long French parser game).
The pictures were a real highlight, very evocative and fitting of both the setting and the style of writing. They worked for me in both downloadable and online versions but I preferred the overall look of the online version.
The HELP text at the end suggests that the game was made with learning and/or teaching new Inform techniques like scenes in mind. I hope the source code becomes available, as the game does enough neat stuff that I think people would benefit from seeing examples of it.
I appreciated the little 'paw pictures' that let you know when to press a button, as there are often large amounts of text at once.
Veteran parser players will enjoy the Zork references (which manage to be both pretty faithful while also being creative) and newcomers will appreciate the help systems. Fun and not too long.
This is a game with many endings. I achieved one, but didn't get any of the 7 achievements.
This game uses extensive music, styling, and art to provide a dark and (literally) demonic atmosphere. You play as someone in a messy and cluttered apartment. Looking around, you find reminders of your life as well as huge messes.
Any attempts to get things done result in demons appearing that attack you. You can confront them in negative or positive ways (I laughed when one potential response to a demon attacking you was to doom scroll, but it makes sense since that's often a real-life response to stress).
You have a strong connection to food; there are a ton of take-out menus and each item gives you a flashback or an emotional connection.
This worked for me as a 'depression simulator', and I found it relatable and having an overall uplifting message.
This game has great multimedia presentation. It fakes a desktop with music, notes, etc. and a cute cursor dripping purple particles. It has occasional images included as well, and it seems to have been written as part of an academic requirement, as it cites committee members.
The writing is more literary/poetic than genre-based. It depicts several vignettes from the life of a girl, from 13 to 21. All of them are dynamic and full of emotion, some strongly negative (there is attempted sexual assault and violence) while others are more thoughtful or melancholic.
Much of it seems pretty realistic. I work with kids and a lot of kids get into the occult or, worse, poetry at around 13-15, and talking to former students who graduated college, many of them do find it grueling and rough entering into the working world. I found this poignant overall.
This game runs on a timer, although there is an option to download a non-timed gblorb. While I played it, I had to get called away three times for family business while the timer was running. I talked to my son about including that in the rating (the fact that it's hard to find time for timed, unpausable games) but he said that that shouldn't be factored in, since the game was specifically about being timed. So I won't. Edit: I've been told the game is pausable, so that fixes things! I didn't notice it earlier.
Story-wise, you are the Little Match Girl (whose powers are best discovered by playing one of the other Little Match Girl games), trying to stop a spaceship of villains from their plan of blowing a hole into heaven through the golden sphere that surrounds it. Along the way, a variety of shenanigans occur.
The game reminds me of Attack of the Killer Zombie Robot Yetis (or whatever the name is), in that it's meant to be played in one fell swoop with high stakes while cleverly disguising the way the game pushes you forward. I have a list on IFDB of games like this called "Linear Thriller Games" but haven't found many games to add to it recently. This one is an especially good example.
The timer starts out at 30 minutes but can change and adapt over time. I'm not sure what would happen if it got to 0.
The lore of the series continues to evolve. It is self-consistent. It reminds me of shows like Adventure Time and the Simpsons that start out with no continuity then end up, several seasons later, being very heavily continuity based with long storylines.
Overall, the dialogue, characters, world-building, story arc, and descriptions worked well for me.
As I played this game, after Spring Thing had ended, I thought, "This is a lot of fun. I'll probably rate it at 4 stars, but I kind of feel like it should be 5 stars under my criteria."
Then I went to see what others had rated it as, and was really surprised to see that it had an average below 3 stars.
So I wanted to share my reasoning on it.
First, a description. This is a Twine game with a kind of central hub where you, a stowaway, are hiding in the cargo hold. From there, you can go to four different locations, each of which contains either an item to grab or a place to use an item, together with (Spoiler - click to show)a strange and fantastical world unrelated to the ship you're on. There are at least 5 endings, of which I found two.
As I write this, I reflect that this is very similar to the first Twine game I every truly enjoyed: Astrid Dalmdady's You are Standing at a Crossroads, which has a similar spoke and hub structure where you find places you need items first and use them later.
Perhaps it was this similarity which made me enjoy the game. Here is my breakdown on my rubric, which is not hard and fast, but helps me organize thoughts:
+Polish: The game was bug-free, as far as I saw, looked nice, and was complete.
+Descriptiveness: I enjoyed the descriptions of the very different areas, and I liked the feel of the pirate crew.
+Interactivity: I felt like I could strategize towards my own desired ends. Interactions were clear and intuitive.
+Emotional impact: I enjoyed the sense of wonder and the whimsy of the game.
+Would I play again? I was interested enough to play to two endings.
I like all of Bez's games, many of which recently have taken the form of voice-acted adventures with character illustrations set in a world where where people are a mix of animal and human.
This one is part of that larger continuity and follows on from past stories. It has three friends (including a cute snail human) that are doing Tarot readings and talk about the future.
I like the writing and the authenticity. Like some other Bez games, the story here models being open with friends and overcoming social challenges through honesty.
So why three stars? Well, with Bez being a prolific author, I've started sorting through the games in my mind. I prefer the stories by this author that have choices and also those which have a bit more content.
This is the author's first game. I'm giving it 2 stars right now but it could easily be 3 or 4 stars with just a few small touches, if the author wanted to revisit it.
This is a short branching games with some neat tricks including colored text, briefly timed text, and a countdown timer in at least one part.
You are on a train, contemplating your beloved child named Lila, when a visitor comes and surprises you. The game reveals that (full spoilers) (Spoiler - click to show)you are a vampire, and this stranger is set on killing you.
I like the setup, and there are real choices. On the other hand, the game is really short, and there are a lot of typos that detract from the game. In Twine there's an option at the top to print out a 'proofing copy' of the game that's one text that you can run through a spellchecker; doing that would improve this game quite a bit.
I definitely like the author's storytelling ability and think that they're already doing great at writing, and I'd be happy to play another game by them.
This is an exceptional story, a part of Fallen London that is extra "DLC" type content for subscribers.
I really expected this Exceptional Story to be awful, as its description was pretty generic (woman overused honey) and the beginning of it wasn't very inspired (go to these three locations and examine stuff).
But it turned out to be about red honey, one of the best moral dilemmas in the game. Red Honey lets you see someone else's memories, but only at the cost of causing them extreme agony.
This story also uses interesting mechanics, like a complicated hidden lock and key mechanism. And the ending felt like I had real agency.
This is a short Twine conversation with some nice styling and neat CSS effects (like hover-over color changing).
You are talking to a friend and you have deep conflict in your heart about your interactions with them. They are a knight, the Hound of Ricsige, and they also don't really consider your feelings all the time (that's the impression I got).
The story makes use of tastefully timed text that doesn't take up much time (and the game itself is short enough that time text isn't a big deal).
I feel like I'm being vague with this review, but the way the game was written, I felt like either:
a) the author was writing in a purposely vague way to make the game more relatable, with its tropes of angst and difficulty communicating, or
b) the author was writing about pre-existing OCs and didn't feel a need to provide more context as the context already exists in their mind.
I'm guessing it's more a), and as a relatable conversation, it works pretty well.
This is a ren’py game with an anthropomorphic animal character. It features pretty strong language, so I wasn’t going to play it, but I found the script file and searched and replaced it and it was just fine.
This game has you play as a cat-like human who wakes up a little later than they’d like and has to make some cookies for an event later.
The character is self deprecating and funny, and their life is filled with both good things and challenges like an annoyingly broken phone.
As others have mentioned, it does cut off suddenly, which is why I marked it with less stars. It’s a pretty good story already; just adding a short conclusion to it would make the whole package pretty satisfying.