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.
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.
This is a large and complex game with several independent NPCs spread out through a large hospital. Someone has died, and you (a teen volunteer) want to both find out who and also get enough recommendations to be able to move on from the place.
I was impressed and overwhelmed with the size of the game. The hospital has four floors, each with a hallway with 3-5 spaces, with each space having doors to the north and south. In addition to that, there are a dozen or so NPCs and complex devices like elevators, safes and a walkman.
Gameplay mostly revolves around going into every area possible, identifying issues and collecting objects, then finding which objects solve which issues. There were two puzzles I couldn't figure out involving NPCs, and I ended up using invisiclues with them.
Overall, the story didn't land for me emotionally. The NPCs were varied, had interesting comments about each other, and had realistic relationships and plots, and the locations were varied, and there are some active events that are creepy or threatening, so all of those things are good. So I'm not actually sure what I felt was missing.
On the other hand, there was something about the mechanics that really appealed to me, which is hard to put into words. It was really satisfying unlocking different areas and using ideas, and there are multiple solutions.
There were a few times I was frustrated by synonyms or getting default responses (like (Spoiler - click to show)trying to push or pull the tile without the ladder). Overall, though, I think people who enjoy exploration and note-taking in parser games should like this.
This game is mostly a chore simulator. You are in a village, and all the villagers ask you to run errands for them, like grabbing nails or wood. They take time to teach you how to do each task. While condensing it all into one day feels pretty overwhelming and would probably be a nightmare for a kid, it makes more sense if you envision it as just being a lifestyle where everyone works hard and this tutoring replaces school.
The game is in three acts, each more active than the previous. The first is chores in a familiar location. The second is unfamiliar chores, with a magical surprise. The third is in the middle of combat.
This feels Norse-related, with ocean-themed life and wolf mythology, but it could be a lot of places.
Some people mentioned that this game seems like it's telling the wrong moral. To me, it seems like this game is saying 'Fit into society, obey, don't stray from the path and have honor'. This is in distinct contrast to many children's tales which are about the wonders of imagination and of accepting things outside of your culture. Both though describe the perils of breaking one's word with magical creatures.
I did have trouble figuring out commands in a few points.
This game is a surreal game with no overarching explanation or moral.
You play as an office worker who lives in suburbia. You do various things like waking up, showering, going to work and so on.
As you play, you encounter disturbing changes to what you thought reality was. Early examples include work you've never seen before showing up on your desk or lunch turning into a ball of rotten meat.
I enjoy this kind of surreality in games a lot. The only drawback is that you have to try all sorts of things at times to figure out what the next move is that will advance the game. Sometimes this can be really tricky, which detracts from the experience. It's not so much hard puzzles as 'there are 20 things you can do right now but only one is correct'.
I associate Anssi Räisänen with the ALAN system and with well thought-out puzzles in a relatively compact game setting. I generally enjoy these games.
This game was pretty fun but its main attraction was also its main drawback for me.
The idea is that in this game, proverbs are magic. So something like 'a bird in the hand is worth two in the bush' could (theoretically) transform a bird in your hand into two in a nearby bush (this example isn't in the game).
This is a brilliant concept and when it works out it works out well. For me, though, I had trouble trying to sift through all such sayings, even when a list of many of them was given. Also such sayings have variations, many including apostrophes (which aren't allowed). For me, the 'search space' of all possible sayings was just too big.
I am glad I played, though. Also, there are a few chunks that have just normal puzzles without any sayings involved.
Now that Adrift games play online through parchment, I've been enjoying them a lot more than before.
This is an old Spring Thing game that is really very long, spread out over many years with significant puzzles and challenges in each time segment.
You are a superhero sidekick. Your boss can change shape into anything, while you can only change the shape of your hand. You also have a friend named Waterfall, a kind of overly-sexualized woman whose body is made of water.
Your main enemy is named Potter, a villain who can make sentient clay creatures.
The plotline has a lot of good elements. The paragraph-by-paragraph writing and the coding could use the help of a good editor. Near the end I was hit with a weird bug where events and conversations were printed before the room descriptions. Overall, though, this was a pretty solid story.
This is an exceptional story for Fallen London, which fits into the overall storyline and mechanics but has its own mini storyline, and is available to subscribers or for individual purchase.
I had mixed feelings going into this. Gavin Inglis has written some very good stuff, but I saw that this story had slipped low in the overall 'best exceptional stories' poll on reddit.
The idea is that Mr Pages (the master in charge of books) is upset about a new book of poetry that has been written about a mythical city called Ys. Some think that Ys is a standin for the bazaar!
My hopes dimmed for this story as I hit a very long segment that was a kind of repetitive chase. It took a big chunk of actions and didn't have much variation (although I did like a part involving trenches).
But the part after the chase where you have a chance to peruse the books was honestly very funny, I got a good chuckle out of it, and it made me feel better about the story overall.
If anyone reading this hasn't tried this author's game Hana Feels, I can recommend it! It's a nice heartfelt story about self-harm written as a government project.
This is an Exceptional Story from Failbetter Games, part of Fallen London. It ties into the larger overall experience but has its own storyline.
This is a love story between an ardent man and a scientist who is also loving but reluctant and cuts ties.
The opening of this was unremarkable enough that I lost interest in it and never finished it by the time I stopped playing Fallen London 2 years ago. I've restarted now and have picked up this story again, and the ending was quite a bit better than before.
This story features Mr. Apples, a master I don't remember seeing much about. More interestingly, it includes bits of all of the Fallen Cities' lore, including a big chunk of First City material, which is rare. Also has some Neathbow content. Pretty nice!
This is a Fallen London exceptional story, which is something accessible only to members or those who pay extra money. It follows the mechanics of Fallen London but is completable in a few hours of time (or less if you pay for more actions).
This story deals with the Presbyterate, an underground empire that lives near the Mountain of life. They had a colony founded by separatists who had a mythical chalice that seems like a parallel to the Holy Grail. You encounter an archaeologist who leads you to the sea in search of this chalice.
This story gives you some pretty good agency as there are multiple directions you can influence the outcome. It has some rich and vivid imagery in the archaeological digs that does a good job of both being cool and showing the differences between the archaeologist's idealism and the more grey reality.
This one was pretty good. It didn't stand out as one I'll always remember but it was interesting enough that I used some action refreshes on it.