Sitting at over 400k total words, One Knight Stand is quite a sizeable game, with extensive branching. It also is a demo (prologue + 1st chapter), meant to be part of a longer series. Characterised as a mashup between Among Us and Arthurian lore, the story will twist and turn at every corner. I found one Dead End.
The game is very much anchored in the ChoiceofGame style of interactive fiction, with its extensive, almost overwhelming, character creation, lengthy playthroughs, and variation galore. Replay value seems to be an important part of this entry, due to the many many choices available (some are even locked depending on previous choices).
While the amount of available content is impressive (400k for a single chapter is massive), the pace of the story is at times painfully slow. In part due to the extensive nature of the character creation. From requiring you to confirm every single character-building choice, to going into details about some trivial options (like the shade of your favourite colour has a dozen of option per hue), it often felt unnecessary and tiresome (be prepared for choice-fatigue here...).
The entry starts pretty intriguing, with a spooky nightmare set in an Arthurian setting, with a bone-chilling feeling that continues to follow you throughout the rest of the chapter (with creepy voices and creepy feelings)*. To balance it out, the prose strive to add humour when it can, from mentions of or punny winks about mainstream media (Knights of Our Lives, lol), to taking an almost sarcastic or parody approach to some situations**. The balance was not quite there, however, making me question whether the story was supposed to be primarily comedy or horror.
*I had a bit checked-out by the time the horror started to pick up.
** It's kinda funny a fast-food server can be part of a Polo club...
While I was not particularly fan of the pronoun switch between the main text (you) and the choice list (I), as it sometimes broke the flow of reading, [NOTE:this is the ChoiceofGame style] the formatting of the more horror-y beats (especially the ones with creepy sounds or anxious feelings) helped keeping things fresh.
Another thing I hope will be used further into the game was the phone element, specifically the texting side-"game". The options of sending back messages were pretty funny (yay for creepypasta).
For a ChoiceofGame style game, it has a pretty solid base and I suspect it could become quite popular with CoG fans. But I don't think it's my kind of game (I was almost relieved when I reached the end, even if it wasn't a "good" one).
I'm calling it now: you are the long lost child of the Phone Company CEO.
GameCeption is "a game within a game" action thriller, where the goal is for you and your friend to win the gaming competition, and win the much needed prize (money!). The game you must play, however, is really not what it seems...
I'll say it out of the gate: I liked this game. It was nicely paced*, with engaging gameplay and choice, and a pretty stylised UI (I'm a sucker for a sci-fi-esc interface). Even if I saw the twist coming from a mile away, I was still pretty entertained, and felt vindicated when proven right! I thought the game knocked it out of the park.
*timed text on replay was a taaaaad annoying, esp when trying to speed run the last part
I liked the differences between the two parts of the competition, both in terms of styling of the page and the text itself. As both parts sort of mirror each other, especially in terms of action, there is just enough distinctiveness between both parts to make it feel fresh. The "parser"-like actions with the links added to the game competition aspect.
While characterised as an action thriller, I think Survival, à-la Battle Royale, might fit the game even better, especially considering the gameplay when the competition starts. Though the interface of the game and the cover art would maybe give the expectation of a more sci-fi like entry.
For a game with multiple "losing" state, I appreciated "respawning" at the last major point, avoiding replaying the whole game to get back to the action.
Maybe a less positive point, it would be in the characterisation of the protagonists' relationship. It was maybe left a bit too vague for the question at the 'interview' to hit harder.
20 Exchange Place is hostage-situation high-stake game where you play a Sergeant trying to solve a sticky situation. The game offers multiple consequential choices, with many leading to a bad ending. I would rate this game Cruel on Zarf's difficulty's scale. I know it is possible to reach a "good" ending, but didn't manage even with my many attempts.
This game is... frustrating, especially as someone who wants to do good when playing game, and strive to reach at a minimum the least harmful ending as possible. I usually don't mind replaying, until I find a (somewhat) satisfying result. But here, I gave up after a good half-dozen try. And savescuming is difficult with Ink (only one slot, not possible to go back to a previous choice). Meaning you often need to go through the whole game again to change one thing.
20 Exchange Place is very much a "golden"/"only-one-true" path type of game, and if you stray from it, you will face harsh consequences. And while each failed state will get its own extensive variation, having to restart the whole thing every time (especially when you are pretty far along) is tedious at best.
The difficulty of the game is that you are pretty blind when choosing what to do next, as there are little to no indications in the text about the correct choice/approach, which is frustrating when the PC is supposed to be a veteran on the job (or are you just that stupid?). Even choices characterised as "safe" lead you down a bad path.
This is kinda the type of game where you need some sort of walkthrough...
While the prose does a good job at setting the scene, and pushing the high-stake envelope about the situation, I also found it awkward at times. This was made even more obvious with the missing punctuation in the dialogues, or the censoring of "bad" and "swear" words, which, considering the indicated genre and content warning, feels out of place.
Is hell a bad word? I think it was most in the context of swearing...
We All Fall Together is a short surrealist game about "taking the plunge" and facing things head on. Made in Texture, you click-n-drag actions towards specific block of words to affect the displayed text or move the story along. There is only one ending.
With its fantastical setting (you falling towards the eye of a storm, falling with others), WAFT proposes a very simple and silly game. Yet, intertwined the silliness, the game discusses a very human trait: the fear of just... doing things. Of diving head forwards into things. Of avoiding situations for fear it will end badly...
It was a fine small entry. Though I wished it had dived maybe a bit more into your fears.
M:REU is a large parser game, reminiscent of the old Infocom era, and very much a love letter to the original HHGG game and the HHGG lore. The story follows the event of the second book of the HHGG series, in which the protagonist makes their way towards Milliways, the restaurant at the end of the universe. It combines puzzles and exploration, and includes hints and a walkthrough.
It can't be completed in 2h. I did not reach the end.
When starting the game, I knew I would not be able to finish it within the 2h mark (I remember the beta call mentioning a 8h-long playthrough...), nor would I have been able to go through the different parts without losing/dying (its difficulty being cruel, one wrong move and you die). But I did not expect the quality of the game to be this impressive, considering this is the first game of this author and the fact that the game had been re-coded a few months prior to the comp.
Through my limited playthrough (I managed to get to the 4th location?), it is clear this was a labour of love for the old Infocom games, and the HHGG universe. The game manages to encapsulate the wittiness of the books so well, from the description of your actions, to the error messages, or the in-game hints. I gladly tried to die, just to see the funny messages, and the game calling me a noob for being a bad player (only saying the truth there...).
Some of the puzzles seem a bit obtuse, and require either knowledge of the story or some trial an error (thank you, walkthrough for the help). They are definitely not meant for first-time parser players. Even trying to understand the hints, or follow the walkthrough, it is pretty easy to make an error and see your progress blocked completely.
Close to the 2h-mark, I stumbled into the Milliways kitchen, tried (and failed) to wrangle with the cupboard and my inventory. At some point, the cupboard just refused to open, and the timer rang. I still tried to play a tiny bit more, undoing previous actions and redo the puzzle, but alas, I could not get it past (it was a bug, it turns out).
Honestly, from the little I played, it is really impressive, and could pass for an official game.
Maybe I'll restart it later and try to play it fully.
[Originally played on 2-Oct during the IFComp]
The Vambrace of Destiny is a dungeon crawler adventure, with limited commands and filled with puzzles. You must go through the different levels of the dungeon, fight monsters, discover treasures, and gather all the spells.
I did not reach the ending. The current review only account for what was played.
Until I reached the second level and was essentially stuck, banging my head against the wall because I could not solve the puzzles, TVoD was quite an enjoyable light parser (especially for a parser-adverse/noob like me). It has limited commands, which are essentially shortcuts; a visible map on the screen (at least in the play online version), which showed where you are and what rooms you discovered, and reasonable logical puzzles (even the one I got stuck on...), and hints (external document).
The logic of the game is relatively simple: explore the dungeon, find a monster but can't fight it, explore some more, find a spell, fight the monster with the spell, go to the next bit. As you advance further, the puzzles require extra steps to be solved, often with combinations of actions or "passing a turn". Even if some puzzles required retracing your steps to unlock further parts, they were quite enjoyable to solve!
I still spent enough time faffing about, pressing the wrong direction on the screen, or forgetting to press a certain command, or just not getting the puzzle, that the clock ran out before I could reach the end. Starting level 2, the puzzles leave the beginner level... I think I managed to visit 1/3 to 1/2 of the rooms of level 2 before I gave up.
Still, I had quite a bit of fun, and breaking through the blocks on the path, defeating the monsters, and finding the treasures, were pretty satisfying! Level 1 is a hoot!
I really appreciated the simple commands (the investigrab especially!) and how merciful the game was (you might not manage to solve a puzzle or finish the game, but you won't die).
I want to revisit this game down the line (aka when a walkthrough drop - the hints are not enough for a noob), because I really want to reach the end.
[Originally played on 1-Oct during the IFComp]
Into The Lion's Mouth is a relatively short game about being stuck in a very unfortunate situation, in the middle of the Savannah, surrounded(-ish) by lions. Lucky for you, you know the ins-and-outs of the region, being an animal refuge guard. You won't be found dead where you stand!
Mixing humour, wildlife facts, and meta commentary, ITLM is, as it calls itself, a lion taming simulator. Though you have multiple paths on how to solve your current situation, it is clear there is only one way to reach "the ending", as the game will nudge you back towards the correct paths. You won't really ever "die".
From the tone of the writing, or the animation and formatting of the text, it is clear the game is not meant to be taken completely seriously. You learn some neat fact, sure, but with a giggle here and there. I think that worked out nicely. Though, it was at times jarring to find embedded videos or pictures that seemed to only partly related, breaking immersion completely.
Not all paths were created equal in this game. Some are quite short (as being the obvious wrong answer), and some seem a bit to run into circle (until you go back to the correct path. I found the cub rescue path to be the strongest bit of the game, as it was quite sweet (who doesn't love petting animals), but the other paths does not really do the game justice.
[Originally played on 1-Oct during the IFComp]
Put Your Hand Inside The Puppet Head is quite a long entry mixing the heist genre with horror tropes, with a focus on puppetry, and a hint of a mystery. Your job is to recover different puppets hidden throughout an abandoned - about to get demolished - studio. However, the job is not as easy as it seems: monsters roam the corridors... and will steal what you carry.
From the (actual) start, PYHITPH reminded me of Five Nights at Freddie's, not just because of the puppets themselves, but also with the spooky buildings you need to explore at night, and the strange things that hunt you. You need to be strategic in where you go and when you get to it, or you'd cross path with the monsters (the Hints refers to the game as having a Pac-Man sort of gameplay). Adding onto it, you have to solve puzzles to get to certain puppets or bits of information.
I got frustrated losing the puppets pretty quickly (even if I tried to play it smart), so I ended up using the cheat mode quite early on to reach the endings. It is not an issue from the game itself, though. The mechanic and the puzzles pretty neat, I just couldn't handle it [timing puzzles are make-or-break-it]. Were it not for the spooky monsters and tracking their movements…
As well, not being a puppet person, I felt like I was missing context or references when I played the game. I could obviously be completely fiction*, but something about the writing made it pretty believable that something like this happened in real life?
*looking up names left me empty-handed, again...
[Originally played on 1-Oct during the IFComp]
For Eternity, Again and Again is a quite short entry, about love, unbending fate, and rebirth. The entry plays on the trope of immortal lover vs reincarnated mortal, set in a vague fantasy setting. I found all endings.
I thought the game was confusing. Even reading back on my previous choices, or going through the ones I had not picked yet, I found myself wondering what this game was about. I gathered that the story meant to show the struggles between lovers facing their doomed end, but the vagueness and unevenness of the writing didn't quite manage to hit the mark for me.
Having found all ending, I did note that the two paths were somewhat mirroring each other. I think you get to play both lovers, one for each path? If so, that's neat.
[Originally played during the IFComp on 1-Oct]
Help! I Can't Find My Glasses! is a relatively short game, whose premise revolves around the disappearance of your glasses during your nap at school (and maybe a bit more). It quite simple, with limited choices and paths to take - though it does have multiple endings (I found 3 of them).
The game felt at times a bit incomplete in its story, as obvious paths were disregarded ((Spoiler - click to show)Did the president really not have a play in this?) and the consequences of some choices unsatisfying ((Spoiler - click to show)like investigating the "joker" friend). During my first run, I managed to find my glasses ((Spoiler - click to show)by essentially giving up and going back to nap</spoiler) and won a funny achievement; while during others, I didn't manage to find them, as the game ended somewhat abruptly before I could uncover anything substantial. ((Spoiler - click to show)I still believe the president tried to mess with me).
I feel like the author had planned more for the player, with this entry only setting the stage for a grander adventure... maybe even more mysteries to solve! There were some intriguing aspects with each named character, which unfortunately were barely explored as you have limited interaction with them.
(I'm also still not sure whether the achievements were all attainable?)
Still, I quite enjoyed the goofiness of the setting, and how light-hearted it tried to stay. As it, it was very cute. I would enjoy playing an extended version of this game.
[Originally played on Oct-1]