Safe is Mister Wochinski's first IF, a little escape game with a fairly strict time limit. You wake up in a cellar and have to break out of your cabin prison before your mysterious captor(s) get all homicidally impatient on you.
The small set of prying and jimmying puzzles you must solve in the space of a few rooms would be more satisfying if they weren't hampered by some traditional adventure programming oversights. There are obvious synonym problems and absences (EG "workbench" is recognised, but "bench" produces "You can't see any such thing."). There's some verb guessing. Weirdness and a lack of accessibility attend some important objects (Spoiler - click to show)("pry hinges with screwdriver" produces the response "You must supply a second noun.") and the game generally only accepts one way of phrasing the most important commands you will need to enter.
Your inventory space is tiny and you have to constantly pick up and drop the relatively numerous props to keep experimenting with them. This could be annoying on its own, but makes the game particularly difficult when the time limit is so stringent. Almost every command in the game causes another minute of time to pass, even LOOK, EXAMINE and INVENTORY. You will definitely need to make some highly optimised saved games as launch points for experimentation – at least if you don't want to resort to the hints.
It's good news that the built-in hints are comprehensive. I had to turn to them once, and I realised when I did that I was being held up by implementation troubles rather than by a lack of ideas on how to proceed. A tighter version of this game would hold up happily as a quickie escape game, but the game that is demonstrates a range of typical first game programming and design oversights. Here's to the next game and tighter implementation.
In Heated you play a messy guy with a messy life who needs to get to work early, and in a more than presentable state, to secure a raise from the boss. This is a small adventure with a handful of domestic problems for you to solve in a finite number of moves. Things will go wrong frequently, and when they do, your heat-o-meter climbs in response to the aggravations. Get back on track and you will cool off a bit, hence the game's title.
The production is not polished (there are typos and incidences of inconsistent programming) but the important thing is that it works as a whole, however modest, and thus is fun if you enjoy figuring out how to optimise your path through a game's obstacles in the fewest number of moves. There are some Babel Fish-like moments à la Hitchhiker's Guide and some cute jokes like (Spoiler - click to show)the move-eater that your backyard turns out to be.
The game is too small for its inconsistencies to really mess you up, and its size is a plus in terms of the gameplay style -- as soon as you learn a better way of doing things, you can replay through an optimal path in a matter of seconds or minutes. This doesn't mean you can't save the game, but UNDO gets you further het up.
One problem with Heated only becomes apparent once you've completed it - (Spoiler - click to show)that the game's small scale mitigates against your heat level really having much of an effect. But the idea that life might work to sabotage us in little ways when we have a deadline comes through clearly.