Ratings and Reviews by manonamora

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View this member's reviews by tag: anti-productivity antiromancejam barebonesjam bluebeardjam Concours FI concoursmoiki confiture de parser dialoguejam ectocomp French goncharov ifcomp independent release inkjam introcomp la-nuit locusjam neotwinyjam nouvim3000 orifice jam other jam parsercomp partim500 punyjam reallybadifjam recipejam revivaljam seedcomp sens-dessus-dessous shufflecomp singlechoice smoochiejam springthing
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Ghost Hunt, by solipsistgames
Hide-n-seek against a ghost!, May 26, 2024
Related reviews: locusjam

Ghost Hunt is a puzzle game made in Twine where the goal is to catch a ghost inside a locked as quick as possible. Take too long and it will scare you instead! Each playthrough randomise the location of the ghost, but it is always hidden inside of an item. Sounds easy? There are many items in the room. At least two dozen hiding spots. And so very little time. See that creepy eye at the top of the page?

But not to worry! There are levels of difficulty, giving you either more clue or more time to help you find the ghost. This game is as much about your reading skills (and figure out what are red herrings and actual clues) as it is about luck (the ghost can really be anywhere in the room). Waste your time in the wrong direction (or send yourself to the otherwise of the room by mistake), and you’re toast! This really makes for an exciting gameplay!

While the concept of the game is fun (baring my anxiety for timed quests), I had a lot of troubles navigating the room. And figuring out what was where (I gave up on remembering which item was where, too many to stick). The game uses two different type of directions: absolute (coupled to a micro minimalist map, ex: top-left corner) and relative (to where you are, ex: left), which you can toggle in the settings. Still, with either, I found myself quite confused about where I was in the room most of the time (you can’t always return to the last location). It also became problematic when I would click on a link and it would send me to the complete opposite side of the room.
A map with indication of the main furniture (rather than single square blocks), at least for the easiest difficulties, would help a ton to navigate through the room! Maybe even include a NESW form of direction?

I can’t imagine how hard it would be on higher difficulties… I gave up after finding the ghost once! And it took me 15 tries… on Easy.

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Aethers End, by Pest
Choose how it ends, May 26, 2024
Related reviews: locusjam

Aethers End is a relatively short sci-fi Twine game where you play as an astronaut in deep space, and worst still: in a broken ship. Adrift, with no way to safety, and completely alone… except you might not be? In your final moment, an unlikely being reaches out to you. There is truly no way out, but you might find comfort in the end?

I am very afraid of death, and anything reminding me of my mortality makes me anxious as hell. But this was so nicely written, strangely poetic. The choice of your name and that being is quite a smart nod (which is pointed out in the writing). And the minimalist illustrations are equally creepy and grabbing.

This was neat!

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College Fever, by Pawz
What happens after..., May 26, 2024
Related reviews: locusjam

College Fever is a short slice-of-life story where you, a recently graduated art student, are back home ruminating about your life situation and the different feelings one can have. It is a fairly short and linear piece with a handful of choices exploring those different feelings, like the nostalgia for more exciting days, the fear of not being ahead enough, the guilt of being unable to do things…

I found myself relating with those feelings, remembering my post-college days, seeing things work out and some other not. It can be a pretty depressing period.

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Terminal Point, by Strange Lantern Productions
That's your stop!, May 26, 2024
Related reviews: locusjam

Terminal Point is a mostly linear Visual Novel, where you find Cassie dozing in a bus, realising that something isn’t quite right with the bus itself, or where they are going (not anywhere, the bus isn’t moving). They also meet a colourful small cast of characters, each trying to help in their own ways.

The blurb says it is a story about grief and heartbreak, and you really do feel that with the Cassie’s reluctance to accept their fate at the start (twice they need to be told they are dead, though it might not be on purpose), or dealing with past experiences. It is very bittersweet in the way things develop in the game, and very touching (the voicemail pinched my heart a bit).
I liked this one quite a bit.

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Blossom, NY, by alyshkalia
1 of 1 people found the following review helpful:
A little tour of a little town, May 26, 2024
Related reviews: locusjam

Welcome to Blossom, NY! Glad you could make it! Let’s start the tour, shall we?

Blossom, NY is a cute explorative Twine piece in which you are guided through the titular town, and learn about its history through snapshots of the different buildings (real ones from the author!). I really liked the enthusiastic tone of the guide telling me about all of it, with commentaries from the author intertwined here and there. And that every page was neatly listed at the end of the game, so you wouldn’t miss a thing.

It was cool to see IF as an educational tool, and I got to learn some neat stuff about a tiny little town today.

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Nobody Cares About Charley, by PetricakeGames-IF
When they are gone, but you are still here, May 26, 2024
Related reviews: locusjam

Nobody Cares About Charley is a slice-of-life story where you play as an unnamed employee of some retail big store during your measly lunch break. During that time, you ponder about your life and this job, when your thoughts turns again and again back to Charley, a colleague of yours who recently went missing, and who nobody seems to care about anymore. There are four endings you can achieve.

This was such a bittersweet game. The way the disappearance of your coworker is portrayed, learning piece by piece what happened the past few weeks as you go about your lunch break, the grief of losing someone not particularly close to you but still filled a regular part of your day, and the way nobody else but you seems to care about this. It is heartbreaking to see how everyone’s attention and energy toward the case dwindles over time. Like, Charley’s last lunch bag is still in the shared fridge, untouched, weeks since anyone saw them.

I liked how your actions around the breakroom (i.e. how you fill your lunch break) seem to affect in a way how you are still processing the event. Choosing to bother taking care of last remains, finding connections in the wild… or simply ignoring the signs, like everyone seems to be doing.

Got a bit teary eyed at the end.

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The Yard, by Bryanna
terrible people all around, May 26, 2024
Related reviews: locusjam

The Yard is a short piece made in Unity where you play as a dog trapped in a yard. Not well treated by your owner (made best obvious by your visual condition), you are left with three different actions: bark at passers-by or to get your owner’s attention, whine, or wiggle your tail. After some time (number of action), the game will trigger an ending. There are supposedly 3 endings, I think I only found one.

There are some little issues with the formatting of the game, with the text covering the whole screen in a way that you can’t read everything, making the (Re)Play button disappear. I am also not quite sure how to trigger any of the other endings either (I’ve tried doing just one kind of action, mixes of both, etc… it seems to always end the same way).

But really, it’s honestly super sad… You feel hopeless while playing the game, at the mercy of your owner and passers-by who seemingly do nothing for you. And the greyscale interface really adds to that depressing vibe.

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The Pit, by Guy Elder
1 of 1 people found the following review helpful:
You will never leave..., May 26, 2024
Related reviews: locusjam

The Pit is a text-only story made in Ren’Py, where you wake up inside a pit, not remembering how you got there or why your whole body hurt. Stuck, with nowhere to go, you try your best to assess your state or try to recall anything that could have led you in this situation. Later on, you can even explore a bit.

Though there isn’t much you can do to save yourself, the interesting bit in this entry is trying to figure out what happened to you. Especially in Chapter 1, you are given quite a bit of options to explore this mystery. Except you are limited in your choices (3-4, I think?) before the story moves on. You only get bits and pieces at a time, never truly see the whole picture.

Pretty creepy.

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Elysium, by Ethersic
When you can choose your final resting place., May 26, 2024
Related reviews: locusjam

Elysium is an almost kinetic-like entry with only two choices available to you, and one only truly affecting the ending (of which there are two). You are a fallen warrior gifted an eternity in paradise – of which you do not believe to be worthy. Violent snippets of your deeds haunt your mind, as you struggle with the disconnect between recompensed actions and motivations behind those actions.

There are many heroes that came to mind while reading this entry (which affected my choice of pronouns for your lover, who dies before you), as Greek Mythology can be pretty violent and bloody… But I’m glad our identity was kept a secret, so I could fill in who I wanted it to be. (FINE I PICKED (Spoiler - click to show)ACHILLES AND PATROCLUS OK)

I would have wished to be able to let our conundrum stew a bit longer before making the final choice, but this was a last-minute entry, so I can’t fault the author for keeping it short.

It was neat.

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Thanks, but I don't remember asking., by Mea Murukutla
2 of 2 people found the following review helpful:
Too short for real consequences, May 17, 2024
Related reviews: springthing

Thanks, but I don't remember asking. is a short blurry Twine story, set in some sort of (post-)apocalyptic future, in which you are an unnamed woman living along in what seems to be a school (maybe a religious boarding school?). In comes to bother your tranquil life three individuals, two men and a woman, who snoops around and find things you'd rather not remember.

Vagueness here is important to keep the suspense of the game, as it is the "twist" of the story (though if you are a sucker for the (Spoiler - click to show)amnesic trope, the signs are all there).

Decisions must be made, though the choice is singular and not quite obvious at first (that is until you rewind and choose another path). It also does not seem to change much of the ending either, it seemed.

It is not so much as the shortness of the piece, but how far the story goes, how much you (the player) get to uncover the uneasiness you (the PC) feels around these strangers, and what ticks you when they snoop around (why can't you snoop around as well). As well, while you learn of past events, little is of true weight for the story - it always ends the same way.

I wish it went a bit deeper in the narrative choices, such as the gender of the characters clearly having an effect on their fate (it's clearly important to the PC), the importance of control and agency (ironic since we don't really have any), etc... a bit more exploration if you will.

That said: the (Spoiler - click to show)POV switch at the end sent a shiver down my spine.

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