Reviews by MathBrush

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Fat Bear, by Charles Moore, Jr.
1 of 1 people found the following review helpful:
An amusing and cute parser puzzle game about a very hungry bear, May 17, 2025
Related reviews: about 2 hours

Charles Moore, Jr. is an author who I associate with very large, complex games with difficult puzzles.

This game is pretty big an puzzly, but not quite as hard as his others. The tutorial is very friendly and the cheat sheet is a great help together with the 'help' system, which I used a lot.

You are a bear in the woods, and you are very hungry. There are 12 different meals you can get, almost all from humans that you find. You lack most of the powers of a usual adventure protagonist like speech or fine motor control but you make up for it with fearsome presence, growls and brute strength.

The map is quite large and complex. I used a mental map and got through, but got lost many times partway through. Mapping would both help solve a ton of puzzles and make the game a lot easier.

The only drawbacks I found were that sometimes I had difficulty knowing what to type for a puzzle solution I already knew (for instance, I didn't know I had to (Spoiler - click to show)push the atv UNDER the beehive instead of just pushing it to the room.), and that sometimes the puzzles solutions involved a seemingly random combination of items from far across the map (especially the puzzles involving the (Spoiler - click to show)rubber duck and the flare gun). Other than that, I found this a well-written and enjoyable nature journey.

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Fixing Time: A Hack & Makerspace Adventure, by Richard Pettigrew
3 of 3 people found the following review helpful:
Explore a makerspace and repair a time machine, May 16, 2025
Related reviews: about 2 hours

This game was entered in 2025 the Text Adventure Literacy Jam.

In it, you wander around a makerspace with tools for sewing, cutting, soldering, etc. Along the way, you discover a broken time machine.

Repairing the machine takes you all over the makerspace and through time, helping you learn what everything does and interacting with the people there.

I got lost pretty early on as there are a ton of red herring items. As time went on there were less and less things I hadn't used yet and so it was simple to deduce what was next.

I really enjoyed learning about the makerspace!

I didn't enjoy the text, which seemed mostly AI generated. I found this odd, as I have enjoyed Richard Pettigrew's terse but witty style in his earlier games. Now, it may not be AI generated, but if it was hand-written, the author was remarkably repetitive and unhelpful. Almost everything is 'a testament to the hours/years/minutes of love/labor/etc. of its users'. Every item 'radiates usefulness' or 'hints at a special meaning' etc. Every room has several nouns mentioned in its description which aren't there at all, which defeats the purpose of a text adventure where the text is the game (it would be like a 3d game that randomly placed guns, powerup icons, medkits and quest icons but all of them were fake and did nothing). I eventually realized I could completely ignore all text except item names, as the AI text never provided any use or interest for me. I feel like I would have had more fun just reading the prompts that were used and imagining it myself.

Also, for some reason my character would randomly burp and fart for some reason throughout the game.

I liked the story progression and the ending. My favorite part, though, was the satisfying crafting process.

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Tempus Fugit: The Past is Yet Unwritten, by Gianluca Girelli
1 of 1 people found the following review helpful:
A reference-filled time travel adventure, May 9, 2025
Related reviews: about 2 hours

This game has you star as the dashing captain of a time-travelling ship piloted by a helpful Mother AI. An enemy faction is travelling to the past to sabotage your present, and you have to stop them.

There are 4 or so main time periods you travel to, each with its own set of puzzles as well as some recurring characters. Names of things in the game are often references; one whole area is a giant reference to steins;gate.

In between those areas, you can explore the large ship you pilot, with several crew members who can help you can give you advice.

The game has few bugs, although I did lock myself out of victory once by returning to my quarters before I finished a section, triggering a cutscene too early.

The story has good story beats but felt a little less descriptive in the middle, possibly because the author could vividly picture things due to the references but I couldn't due to not knowing the games.

Overall, this is a substantial game and I played it here and there over several nights.

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Au labo des Mots, by Lilie Bagage and MythOnirie
A wordplay give-and-take game in French, April 3, 2025
Related reviews: about 2 hours

This was quite a difficult French IFComp game for me to finish, as it's a wordplay game and involves several words that I don't know well.

It's a (mostly) one-room game where you arrive at an old professor friend's lab to find yourself locked inside! All that you have with you are the random objects that you can scrounge up as well as the professor's amazing machine that can manipulate letters.

The main rules are that you can take away one letter from an object (which transforms the object) and you can apply that letter to another object. You can only ever store up one letter at a time.

While the main story is a little thin, the setting is amusing and has a lot of nice little details. Though of course hard for me as a non-native speaker, the wordplay was fun, and there are help commands like 'penser' that are a real lifesaver.

The game is not too long, with 3 or so main puzzles to get through and a few sidequests you can do.

If you like wordplay and French, this is a great game for you.

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Cut with Moonlight, by Chris Gardiner, Failbetter Games
A very early exceptional story from Fallen London, March 20, 2025
Related reviews: about 2 hours

Exceptional stories are extra bits of bonus content in Fallen London that tell their own stories.

This is one of the earliest ever put in the game. It introduces some great lore that gets used a lot later on (and which I'm glad I finally got the origin story of) and has an awesome benefit (you can buy mirrorcatch boxes any time you want), but it's a lot shorter and mechanically a bit less interesting than later stories.

The idea is that people are selling sunlight in illegal mirrored boxes, and you can end up interacting with the people doing the selling. Sunlight can be illegal; living in Fallen London can make sunlight deadly to you, so this is very dangerous contraband.

The issue is that it's also making people see things. Because, as the title says, it's been cut with Moonlight. And moonlight makes you see things in a very different way.

The best part is exploring the 'alternate london' that occurs when you've consumed the moonlight. Very fun.

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The Shallows, by Gavin Inglis, Failbetter Games
1 of 1 people found the following review helpful:
One of the most popular exceptional stories in Fallen London, about death, March 20, 2025
Related reviews: about 2 hours

Fallen London has a large number (one a month for years) of 'Exceptional Stories' that you can pay extra for to get more of a self-contained narrative than the usual plotline.

Over the years, this has consistently been one of the more popular ones. In Fallen London, there are 4 'menaces' that, if they grow to big, take you to a penalty area you have to hang out in for a while. They are jail, an asylum, social exile, and, lastly, death, represented by a dark river where a boatman is rowing to the other side, and you have to persuade him to turn back.

This story is about the boatman. Three revolutionaries have blown themselves up. Since death is temporary in this game, you could just wait for them to come back, but the damage is severe. So you are tasked by the police with going to the river of the dead and investigating them there.

While there, Death lets you take a turn at the oars, letting you become the ferryman of the dead. It becomes your task to find the three criminals, row them across, listen to their story, and decide whether they should return to life or not.

There's a lot of lore here, with connections to Parabola, the Masters, the Calendar Council, parts of the Nemesis ambition, and others. A great story for those looking to get into Exceptional Stories in general.

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A Devil's Due, by Bruno Dias and Failbetter Games
The search for the soul of a poet, March 20, 2025
Related reviews: about 2 hours

This is an exceptional story, a part of Fallen London that requires additional money and is more self-contained than the rest of the story.

The focus here is mostly on the writing and on piecing things together. Someone is on the lookout for a very old and special soul. The further you investigate, the more you realize that you are reading a retelling of an ancient greek myth.

This story has a lot of lore about devils and the means they take to shape souls ot have the 'flavour' they like. It also introduces some iron coins that force devils to tell a truth to whoever holds it.

Some other players found this story to be a bit short or to have a disappointing ending. I don't remember being unsatisfied.

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Dernier Cri, by Gavin Inglis and Failbetter Games
A story about fashion with ulterior motives, March 20, 2025
Related reviews: about 2 hours

This was a funny Exceptional Story from Fallen London. Exceptional Stories are paid stories that are more self-contained than most content in Fallen London and take a few hours to complete.

In this story, you've been asked to run a fashion boutique and to come up with different outfits based on increasingly ludicrous themes. As you have no prior experience and the clothing is genuinely kind of questionable, you have to wonder: what are the real motives behind your employment?

Gameplay mostly consists of wandering around London or your workshop to get ideas for the new clothes, plus some investigative sequences.

Overall, it was fun making the outfits (you can choose to keep one if you wish) and the newly revealed plot was fun.

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Restore, Reflect, Retry, by Natalia Theodoridou
3 of 3 people found the following review helpful:
Self-referential story about a haunted video game, February 3, 2025
Related reviews: about 2 hours

This game is one of the most unusual commercial Choicescript games. It's much shorter than usual (at 90K words), is intended to be replayed several times for the full experience (rather than just finding different paths), and is self-referential.

In it, you play as one of five friends in a kind of 'outcasts' group. You work a dead-end job with an awful boss, struggle with grades at school and the lack of love at home, and play a haunted video game with your friends that can lead to death.

In this game about a haunted game you can also play an interactive fiction game about a haunted game, which is pretty neat.

The game does have a mystery component in it, and replaying alone isn't enough to solve it, so once you're ready for it it's a good idea to 'get help from others' as the game suggests.

Clever concept. Only issue I had was that the beginning somehow felt hard to get through, and I had to try three different times over a few months to get into it enough to finish it. Glad I'm did.

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Welcome, by Ryan Veeder
5 of 5 people found the following review helpful:
A puzzly game written without the use of any text in quotation marks, February 1, 2025
Related reviews: about 2 hours

This game is written under extreme constraints. Specifically, it uses no quotation marks, including ones that would be used to give the game a title (so Inform defaults to 'Welcome').

So everything has to be deduced from the info you're given in object names and actions of those around you. Runtime errors are also a source of info.

This is quite tricky of a game. There are several layers of puzzle here. I solved a small chunk of the game on my own (around 20-30%) then went to David Welbourn's walkthrough, where I realized I hadn't understood any of the run-time errors.

Overall, this was a fun concept that was well-executed.

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