Reviews by MathBrush

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A Very Strong Gland, by Arthur DiBianca
3 of 3 people found the following review helpful:
Minimalist parser game about alien machines on a spacecraft, September 2, 2024
by MathBrush
Related reviews: about 2 hours

What a fun little game!

This is a single-stroke parser game, a genre which I've seen a few of in the last year or two and not many more before then. So a single keypress becomes an entire command. It was disconcerting at times (especially trying to repeat past commands by hitting the up arrow, which maps to NORTH) but I eventually got the hold of it.

The idea is that you're kidnapped by aliens who submit you to nonsensical tests, until disaster strikes. Now they rely on you for help!

Gameplay is limited to only two action: eXamine and Touch. A few other commands like LOOK and WAIT also work. This may not seem like a lot to work with, but it's like the Library of Babel. That library is a conceptual idea where every possible 410-page book is in a library, containing essentially any novel that is ever written. Someone once pointed out that it's not as weird as you might think, as you could make your own 'library of babel' with two books that only have one page each (one with a 0 in it and one with a 1 in it); by reading them in the right order, you could reproduce any possible text.

So it's the same idea here. The simple two commands are made more complex by having cycling environmental elements, like buttons that do different things every time you touch them, or timers you can set off, or additional attributes you can acquire and then remove (which behave like extra verbs). So the limited command set is just a blind.

This is really hard to come up with puzzles for; I wrote a giant game last year with different areas, and one I specifically wanted to mimic Arthur DiBianca's style. It was by far the hardest to code, the most buggy, and the hardest to figure out, trying to wrassle tons of moving scenes and machine parts.

The puzzles in this game are similar to math research, where you just try to find patterns or loopholes and bang your head against a wall until you solve it. I got stuck in the middle, and was typing up a question to ask for help, but as I typed I figured it out. The final puzzle stymied me too; I had the right idea, but my timing was off.

The story is sparse but has funny parts. Everything familiar has a goofy name and everything goofy has a familiar name. Objects are clearly chosen so that they start with distinct letters of the alphabet (like 'yo-yo'). Overall the aliens reminded me of those in the movie Home.

I had fun with this. Several of the puzzles were very frustrating before I solved them and fun after.

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Halfling Dale, by Wysiwyg Wizards
2 of 2 people found the following review helpful:
An cozy, low-stakes hobbit game with significant branching, August 4, 2024
by MathBrush
Related reviews: about 2 hours

This game is a long choice-based game where you build a character who is a hobbit and live through a year or so of local hobbit life.

It seems built on the same general model as Choicescript games, where your choices influence your stats and relationships with delayed effects in later chapters.

However, the effects of your choices are pretty opaque. Unlike Choicescript games, there is no stats page that I could find, and many of the options you can pick from are very similar. On top of that, several chapters are built up as a 'win/loss' scenario where you either make the right choices and get a good result or just fail. When I played every commercial Choicescript game a few years ago, those were all common things that made games more frustrating.

On the other hand, the characters and setting here are fun. A lot is taken directly from Lord of the Rings, but the individual characters are all new. There is also a lot of branching, especially with romances. I did two playthroughs, one pursuing Patty the 'witch' and one pursuing Lily the mayor's daughter. The last 3 of the 7 chapters in these playthroughs were very different from each other.

Everything is pretty low-stakes. Someone steals a sword and runs away with it, but not you. The most stress you have to deal with is social judgment and a pie contest.

So, I'd recommend this to fans of 'coffee shop AU' or Stardew Valley. I liked it enough to play it twice, and the price I paid (I think $3.99?) was definitely appropriate for the size (a lot of such games are $10 to $20 now).

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Beef, Beans, Grief, Greens, by Andrew Schultz
2 of 2 people found the following review helpful:
Fun to rhyme (most of the time), July 7, 2024
by MathBrush
Related reviews: about 2 hours

This is the 8th entry in Andrew Schultz’s Pro-Rhyme Row series, which is truly astonishing; how there can be so many paired rhymes in the english language blows my mind.

I really enjoyed this one for the first half or so. There is a feast of remembrance among the gnomes, and you are chosen to prepare food for it. Most of the rhymes in the game deal with food or appliances of some kind.

There is a map with a central location and four branches. Each branch has objects in it which you must find a rhyming pair for (or for the room itself).

Compared to other games in the series, this game made it easy to identify what the puzzles were and had some fun responses.

Some of the words made me laugh. My juvenile response to ‘tree troop’ made me laugh (although it wasn’t recognized) and I had the wrong answer at first to getting out of the ‘stuck state’.

I did run into some bugs though, especially with some repeating text. It was enough to hamper my experience. I did see a call for testers before the competition so it’s at least partially my fault for not responding, but fortunately the bugs seem not too bad to fix.

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Race Against Time, by Finn Rosenløv
2 of 2 people found the following review helpful:
Panic on the space station, July 5, 2024
by MathBrush
Related reviews: about 2 hours

This is an ADRIFT game, which I played by downloading the ADRIFT 5 Runner (There are like 3 versions you can download, and google flagged 2 of them as viruses but the third was fine).

This game has a cinematic opening and first few areas. An international space laboratory has been able to cure numerous diseases, but a test virus got out and infected everyone on board! You are chosen to try to clear the contamination (which threatens to infect earth due to an automated shipment) or to die trying.

The initial exploration of the ship was suitably mysterious. After a time, I began to get stuck pretty early on. I consulted the hints, and would a few more times, and found that careful examination of everything was usually the key.

However, a few times I missed some puzzles I don't think I would have gotten because the game gave some negative feedback early on. For instance, I knew that many ADRIFT games have puzzles where you have to (Spoiler - click to show)X something, LOOK UNDER it, SEARCH it, or LOOK BEHIND it, so I spent the first twenty minutes of the game trying all of those things and (Spoiler - click to show)LOOK UNDER IT consistently said I can't do that or there's nothing there. It turns out that very late on in a timed sequence you have to (Spoiler - click to show)LOOK UNDER (or have already done so) to a scenery item. It just doesn't make much sense to me to have an action that the whole game has told me to be useless (and I was only trying anyway because of past ADRIFT experience) turn out to be super important in the end.

The story was pretty fun, especially the beginning and ending, but I was a little disappointed in the middle. The space station inhabitants are Chinese, and two rooms have Chinese names on them, but one was just Mao Zedong and the other was a title like 'fellow Scientist'; I was looking forward to some thoughtfully chosen bespoke Chinese names, but maybe that was just a weird expectation.

The best part to me was the initial exploration.

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Digital: A Love Story, by Christine Love
2 of 2 people found the following review helpful:
Love and drama on a BBS, June 27, 2024
by MathBrush
Related reviews: about 2 hours

This is both the highest-rated and most-rated game on IFDB that currently doesn't have any reviews. I played it in preparation for the IF playoffs.

This game is a downloadable executable. It simulates the look of old windowed (not windows!) computers, like Amiga style. It gives you a couple of programs, at first just messages and a way to connect to BBS (bulletin board systems, and old style of forum), and then more over time.

A major facet of the game is typing in numbers to connect to Bulletin Boards, some of which are very convoluted. A common experience in the game is typing in the local number for long distance lines, typing in a long distance card number, finding your card number is expired, typing in a different local line, getting more card numbers, typing in the long distance line number, typing in the new card number, finding its also invalid, typing in the long distance line number, typing in a second new card number, then typing in the long distance number you want to enter.

This is repeated several times in the game and is mind-numbing, a major drawback for me.

Outside of that, it's a great game. You encounter the wild word of the early web, before the public knew much about it, before there was really any government oversight, and even before it was actually a 'web'.

You meet tons of people arguing about things they care about, like Star Trek TNG vs TOS, or hacking Sprint phone lines. But you also meet a woman named Emilia, who writes poems and wants to learn more about you.

Eventually drama ensues, and the game expands in scope and genre.

Like Emily Short in her Game Developer review, I found it very effective that we never see 'our' messages, only the replies to them. The power of imagination helps us build up a relationship.

There was a point early on where I felt genuine panic and an urge to try and move quickly as possible. Right after that is when the game's pacing plummeted. But the content was good enough that I wanted to keep going.

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Loose Ends, by Daniel Stelzer and Anais Sommerfeld
1 of 1 people found the following review helpful:
A satisfying glimpse into the world of Vampire: The Masquerade, June 23, 2024
by MathBrush
Related reviews: about 2 hours

This is an Ink game that takes a couple of hours to play. It's set in the world of Vampire: The Masquerade, where a powerful vampire asks you to help cover up a murder.

Along the way, you meet a lot of different groups of interest, a talented artists, several unusual and uncanny vampires, and a whole lot of trouble.

I'm a fan of the choice of games line of Vampire: The Masquerade titles. This one is smaller in scope than those, but has its own satisfying storyline.

I played as a Malkavian (sp?) and enjoyed numerous opportunities to use my abilities. That's usually my favorite part of these games, having a chance to flex supernatural powers.

I did encounter one bug, which I'll pass on to the authors, and I got confused at one point when the game wanted me to go back to places I had already 'completed' because it had added new material but didn't tell me that (so I thought it was bugged, asking me to complete something I already had).

The two parts of this game that shined out the most to me were the descriptions and the multitude of options.
-The descriptions, especially of the art, the occult shop, and the Malkavian visions, was really vibrant, like the textual equivalent of a Van Gogh painting with adjectives and senses slathered thickly on the canvas.
-The game gave me huge freedom near the end, including selling something really important to several different groups and whether to fight or run. I backed the anarchists all the way and ran.

But I think the large amount of groups was also a weakness, because each one was thinly developed. To really flesh out each group would make this game enormous (which is one reason Vampire: the Masquerade--Night Road is so big). By fleshing out, I mean that most of my interactions with any given faction were limited to one area, asking a few questions, and offering them something. Perhaps I'm being too greedy in asking for the factions to have more character, more interactions or side stories, etc., or perhaps I missed some content.

Overall, though, I think this was a successful game. It might be slightly less accessible to those who aren't fans of VtM but it does a good job of explaining core concepts.

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Alltarach, by Katie Canning and Josef Olsson
Irish mythology in an illustrated adventure, June 21, 2024
by MathBrush
Related reviews: about 2 hours

Alltarach is a well-polished Twine game that tells the tale of a young woman whose only close family member, a brother, has left their island home to travel to the mainland of Ireland.

This young woman has to travel to chase after him and find out why he left. Along the way, she meets a variety of pagan and Christian Irish folk and a number of mythological figures.

The story feels like a modern translation of the Odyssey or Iliad, where gods can appear to mortals but some see them as just people while others get a hint of the truth. It also (for obvious reasons) reminded me in a good way of a book of Irish legends I read in college; I really enjoyed the myths about Cuchulain (sp?) and was excited to see him reappear here.

The game features numerous words from the Irish language and has a handy pronunciation/translation mouseover for each. I've learned many languages in my life, but the first I ever tried to learn was Irish; I bought books for it, but unfortunately I remember nothing (except little tidbits that I've butchered like 'Is mise Sean o Brian' or 'Ta me i mo chonai i uimhir tri sraid bhor, arasan a do'). So it was fun to see that here.

The story had a lot of humanity. It felt gritty/grimy, like it would have a grey filter if filmed for TV. The art contributed to the overall feel. A world of grim beauty undercut by humor.

I didn't like the prolifity of the F-word, featured frequently on many pages. It may very well be historically accurate and fits the personalities of the characters, yet I didn't like it personally. Everyone has their own taste; to me its like raw red onions are to Scott Conant.

Overall, great production, fun game, nice art.

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Ink and Intrigue, by Leia Talon
2 of 2 people found the following review helpful:
The intro to a game full of magic, companions and mythical animals, June 12, 2024
by MathBrush
Related reviews: about 2 hours

This game is the first three chapters of a potentially longer game. Still, it is very hefty as is, and took a couple of hours to play for me.

The worldbuilding is strong here, which makes sense as it is set in the same world as a previous game (although it stood alone, for me). There are several kingdoms in conflict with each other, and you are employed by one of them due to your royal blood.

However, fate brings you into contact with the Kitherin (sp?), a mystical group that connect magically with mythical animals.

Most of the game so far revolves around meeting the other Kitherin and engaging in training with them.

It was interesting playing this game after recently touring a Daoist temple, with multiple shrines to different Gods, as well as the Summer Palace near Beijing, with its symbolic mystical animals. I felt like the setting in this game would be very much in place there, especially with the Phoenix and Dragon connections.

This is a Heart's Choice game, so the emphasis is on romance. I don't want explicit sex scenes in a game, but the characters were lovable, so I was glad to be able to fine tune my choices (cuddling, nothing sexual). I spent the most time with Rae, and found a lot of content with her, and I declined content with others, and saw less, which sounds like it should be normal but a lot of games get that wrong (constantly pressuring you to interact with people you don't like).

There is a lot of detail here and it can be kind of hard to keep track of which ridiculously attractive temple-goer is which; it helps that they contrast in experience/age and in jobs (like rune-maker), so mentioning those things helps me keep track.

I don't feel like the opening really meshes well with the rest. I had a bird companion and was excited to be close to it, so when I found out I could bound with animals, I thought, 'I can bond with my bird!' but actually you bound and become close with another animal you just met. Similarly, the intro part feels much more low-fantasy while the rest feels high-fantasy. I like the latter part more, and in fact started the game a couple of times and put it down before pushing through the intro to what I think of as 'the good parts'.

I think this will be a fun game when finished. For now, a slightly lower score due to its incomplete state.

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The Kuolema, by Ben Jackson
6 of 6 people found the following review helpful:
Dark secrets on a ship in Google forms, May 26, 2024
by MathBrush
Related reviews: about 2 hours

This review is for the Twine version. The original review is down below.

The Twine version of Kuolema was perhaps the biggest rewrite out of any New Game Plus game of Spring Thing, as it was completely ported to a new system and had a complex system of passwords, etc.

Surprisingly, it plays very similar to the original. In fact, I'd be hard pressed to find what was different about it gameplay-wise. Visually, there are added animations and timers which are used sparingly to great effect (although occasionally I switched to another tab to read something while waiting for it to finish).

The main gameplay things that I didn't remember from the first time around were the hints when getting text entry wrong, and also maybe there were more options for the ending? But I enjoyed playing all the way through. There also is a new story version which reduces the puzzles that I didn't try, which was also likely a major part of the rewrite.


Original version:

This was a nice, mostly-grounded thriller on a ship. A lot of games like this with a dark, abandoned ship at night devolve into Lovcraftian horror (which I love), but it was nice to have a change of pace this time.

This game is written in google forms and relies entirely on passwords and, occasionally, branching for state tracking. This means that if you right everything down, you can come back to the game much later and speed through everything. It reminded me a bit of playing NES/SNES games like Mike Tyson's Punchout and Willow; we had a wooden beam near our living room we'd write down passwords on.

Overall, the speed and responsiveness was pretty good; the system doesn't work all that bad, except when I tried to open the walkthrough in another tab and everything got reset. Fortunately I had my notes, so it was very easy to catch back up. I ended up opening the walkthrough in another tab.

I'd say that writing and storytelling is very strong for my likes, with crisp and clear imagery and a slow-burn thriller plotline. Some parts didn't make too much sense, mostly serving as excuses to find more passwords, but there were a lot of dramatic moments.

The final parts really felt like an action movie. I lost momentum at one point trying to figure out how to activate the next portion of the narrative, but overall it worked well.

Love to see experimentation work out.

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Lulu and the Asteroid of 100% Guaranteed Doom, by Ben Ryan
2 of 2 people found the following review helpful:
A fantasy game exploring another world, with AI assistance, May 19, 2024
by MathBrush
Related reviews: about 2 hours

This game was entered in the Text Adventure literacy jam. It includes a brief tutorial where you take a nap, encounter a violent earthquake and are led to another world lying underneath yours!

The gameplay revolves around exploring the fantasy world, picking up items, often magical, and using them, frequently through the use of riddles.

The game makes heavy use of AI art to provide location images. It provides vivid and detailed images, but due to lack of consistent themes it made it difficult to really imagine the way things were.

I found the gameplay both polished and unpolished. On the one hand, several puzzles were well-clued and suggested the commands to be used. On the other hand, some simple things were difficult to do (to go to sleep, I couldn't SLEEP or ENTER BED but had to LIE DOWN ON BED, for instance). A frequent issue I encountered was that the solution to one problem was often very far away from the problem itself, which meant that a lot of the game involved just grabbing everything and hoping it would eventually be useful. You may say, 'but all games are like that! Zork! Adventureland!' and that is true, so if you liked the gameplay in those games you may like this style. I played about 1/3 on my own and used a walkthrough for the rest.

Somehow the story and setting felt like it was consistent in each scene but not consistent altogether. There is an overarching story with recurring characters, but outside of that a lot is random. The world is accessed through a ravine in your world, so it's like a 'portal' story. But then you go through another portal, so it's like an isekai within an isekai, but the second portal journy isn't really remarked on. You go from unused stairways to a city and from descending a dungeon area to being outdoors. Things like a pirate are included, but why? Plot points are repeated, like your cat running off and you rescuing her. Nevertheless, each component was fun.

Overall, it was interesting, and felt a lot like a playthrough of AI dungeon, except it's a single story, not a collection of them. So the best part of the game for me was the sense that everything would be new and unexpected in each new area, but I missed a sense of cohesiveness and purpose.

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