This is a one-way trip through an eventually male student's day at what seems to be a parodic version of the author's high school. That is to say, Klein Collins High School attended by Hugh Jass (heh) in Texas. The game displays an accompanying photo or picture with most of its locations and objects, making it visually busy, and is controlled by a mixture of the parser and hyperlinks. In each class there tends to be a notable object or student that you can try to interact with, but these actions don't have any mechanical game value and the objects are pretty dull, so you'll want to click on the 'out' button to leave each class sooner rather than later.
The purpose of the game is to share the author's witty observations of school life. I didn't find the written material all that funny, though some of the juxtapositions of text and picture are amusing. The implementation of the parser is so basic that straying away from the point-and-click controls tends to be a mistake. On the whole, the game gives the impression of being an experiment for the purposes of learning Quest, using an environment familiar to the author. I admit I was disturbed by its vision of students slyly watching Avengers on their laptops during class. Oh well, better that than Iron Man 2.
The author shows a viable hypertext style in this game, which may lead to something in the future, but for strangers, this one isn't worth playing.
A couple of folks at textadventures.co.uk made some neat observations about Klein Collins High School than I've decided to reproduce here, since I failed to make them. The first happens to tell you how to win, which isn't much of a spoiler in a game with no puzzles, but I've still hidden it to avoid outrage:
(Spoiler - click to show)"You can win the game if you keep saying "out"... lol." - Gabe Lance
"Another thing that kind of irritates me but I don't know if others care about it: In some games you're told in the beginning who you are, but in games like this you're supposed to be yourself, since there is no character in it. I don't really like it when a game has me be myself in it, then about halfway through tell me I'm a guy. But that's just me." - Azura Davis
Murder!
The author's name is :3 so I wasn't expecting this game to be the last word on the subject, though it may be one of the first few.
In this teeny CYOA, you're a girl who goes to school one day and hears that another girl has been murdered, and that no one knows whodunnit or why. This situation is all the talk amongst the kids, especially the few you might interact with in the course of Murder. These kids have a good way with the breathlessness and exclamation marks, and are the kind who will start screaming out "I DIDN'T DO IT!" with little prompting. The feel of the dialogue and character behaviour reminds me of that of the hot and cold bobble-headed folk in the MySims console games.
Unfortunately, I have probably already given the false impression that there is way more content in Murder than there is. Its choice structure for the duration of its handful of scenes consist entirely of: "Will you A or B?" You can play the whole game to its bizarrely abrupt finale in two minutes or less, then click through all the choices you missed the first time for a second play of about one minute in length.
Murder (the game) is cute and actually got me involved in spite of its tiny size, but it's also typo-filled and super simple, and its story stops just when it was getting started.
The Library is too elementary and underdeveloped to be able to interest anyone looking for a complete game to play. It's clear that the author is in the very early learning stages of how to program these games and is still grappling with the basics. The PC is stuck in a library for reasons which aren't clear, leaving the player to try to fiddle with all of the available objects in a handful of rooms. Some objects are gettable or have descriptions, but too many don't. Nearly all of them have the wrong indefinite articles, and the coding omissions are in significant areas. EG You can pick up A Christmas Carol but you can't READ it.
Playing this game online, I did notice that Quest's habit of making any and all interactive objects clickable can prove to be a distraction in a game when most of them are really just unimportant scenery. When I see the glowing blue links, I tend to compulsively check each object, but I realised I should have been relying more on my adventure game instincts and not investigating every chair, table and lounge (of which there are plenty in this game). I suppose this is a mental shift you may need to make when Questing.
I can't verify how large The Library is because I was unable to interact in any way with the code reader securing the door which blocked further progress, but many aspects of it are obviously not up to standards that will satisfy strange players. I wish the author the best in her progress; my one star rating for this game reflects that I can't recommend it to anyone as is. Apart from the wealth of technical problems, players need a motivation to play. The mystery of the situation should be played up. Without that element present in the writing, the player is really just randomly searching a bunch of samey furniture for no apparent reason, which is boring.
Based on the title of this game and its synopsis, I was expecting to play a badass jungle cat in an adventure of comedic nature. It turns out that the PC is actually a rap music braggart named Tiger. This was disappointing, at least in light of my expectations, and I don't think they were insane expectations because it feels kind of clumsy to both suggest that a character called Tiger is also a 'tiger' (metaphorically speaking) and then to dwell on this point in the title of the game.
Anyway, having shifted my existential gearstick from 'great cat' to 'rapper', I got a smile or two out of this game which sees you rising as Tiger after a night of rap star partying. Tiger is a dim, spoiled fool with a Titanic sized ego, and the game was clearly going to be at his expense. I say 'going to be' because it turns out that this is just a one room demo, but it must be said that it definitely feels like the start of an actual game rather than just a mechanical test. Various story points are set up, like the fact that you have a piece of music overdue for delivery and that various family members and girlfriends are angry with you. There are a bunch of stats ready to go, too, like 'Booze Level' and 'Oontz Completion'. But the first room is already underimplemented and there is no second room or continuation. So probably the only reason to try this is if you suspect that you might like the material enough to go and browbeat the author into expanding it. I wasn't as motivated as that.
(I originally published this review on 22 October 2012 as part of my blog of IFComp 2012. This was the 24th of 26 games I reviewed.)
(Tech note: This game has sound. If you play Signos online, you'll need to use the Chrome internet browser to be able to hear it.)
Oh inner peace, if only you really were that easy to find!
Signos is a game handily compressing the eternal quest for existential completeness into the compass of about ten dreamscapey locations. It sports some attractive stock photo graphics of locations and colour-changing backdrops that will probably annoy 90% of players but which I didn't mind. It also sports the occasional sound effect. Quest's hyperlink features are present on top of the parser. They are likely to add to player confusion in what is already a confusing game. English is not Signos's author's primary language and complex prose was obviously never the goal here, but the implementation of Signos is so spare that most players are likely to give up on this life quest very quickly.
The game's layout and design ought to speak at least a bit to anyone who has played a console game at some point during the last fifteen years. There's a hub room with a different "world" accessible from it by each of the cardinal compass directions. Each world is generally a single room with a resident wise man (fakir, monk, yogi, etc.) and will feature a puzzle or two. (Spoiler - click to show)Solving the puzzles gets you pages of a book reflecting the deadly sins, each acquisition accompanied by a fainting spell, and when your book is full you get access to the Zen Garden of the big man: Buddha.
This is obviously a path to enlightenment that the kids can relate to, but in reading back my own summary of the game, I recall that all of the knowledge contained therein was hard fought for. Signos understands almost no synonyms, offers minimal clues and has no descriptions for the majority of its content. Ironically, the work involved in nutting out how this game functions amounts to a better simulation of the discipline required to gain enlightenment than the symbolic actions portrayed in the game itself.
As cute as Signos's fast track to wisdom is, its symmetrical layout idea is neat, even if typical for this kind of design. It also occurs to me that if there had been a Scott Adams game circa 1980 about gaining wisdom, it would probably have represented the problem in a similar manner, just without the graphics and colours. As it stands, the potentially hammer-weight powers of Quest give the appearance of overkill to a simple game which is too raw in its current state for players to come at.
Regarding my own quest for enlightenment in Signos... (Spoiler - click to show)I did find four pages of the book under my own steam, then I took to reading other reviewers' reviews for clues. Once I had all the pages I got stuck again and let the game show me the complete walkthrough. It hadn't occurred to me to try to smash the mirror with the stone because I'd been obsessed with trying to light fires with the cross (steel) and stone (flint). My gaming abilities continued to go downhill in Buddha's garden. After guess-the-verb and inventory limit troubles, I found myself stuck in a way that the walkthrough seemed unable to remedy, and conceded defeat. I guess the path to wisdom isn't so easy to tread after all.