Reviews by BitterlyIndifferent

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View this member's reviews by tag: IF Comp 2019 IF Comp 2020
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What the Bus?, by Emery Joyce
6 of 6 people found the following review helpful:
This is totally taking place in Boston, December 1, 2020

This entry is quick and dreamlike for good reason: it's a transit nightmare. In your rush to arrive at work on time, you only see a brief slice of content before arriving at one of many endings. Multiple playthroughs uncover a much larger range of outcomes.

What the Bus? pulled off a clever trick with my expectations, although discussing it ventures into spoiler territory: (Spoiler - click to show)the word "Nightmare" is not hyperbole. The author has created an experience where you start off sleepwalking through your daily commute before realizing that you're fully asleep and not walking at all.

The tediously familiar routine of commuting was presented so effectively that the various detours, delays, and redirections steered me to some very weird places before I realized what was happening. I like how it played with the assumptions embedded in city commutes — of course you take everything for granted, you've done it a million times before.

There's a back button at the bottom of every passage that seemed confusing and unhelpful on my first playthrough. Then I realized that it was an essential mercy to let me back out of paths leading to endings I'd already seen. Background colors that change to show the different subway lines was another nice detail.

I appreciated this entry's use of procedurally generated text. You will see a lot of familiar passages, retracing your steps to arrive at new endings, but if you pay attention you'll see (Spoiler - click to show)mimes, former schoolteachers, zombies, and other dreamworld inhabitants. I checked my GPS app every time the option came up, because I knew the results would be entertaining.

I never thought I'd say this about public transit: "That was fun. Let's do it again!"

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Ulterior Spirits, by E.J. Holcomb
4 of 4 people found the following review helpful:
Strong story, weak interaction., December 1, 2020

Ulterior Spirits is a choice-based work created with Unity.

This entry uses graphics, sound, and a futuristic presentation to support a story on a space station populated by aliens and robots. A lot of background material is necessary to introduce the laws, life forms, and technology of this world, but smart design choices bring readers up to speed without being invasive.

While popup windows appear instantaneously to give more detail about races and technology, the story itself is revealed through individual paragraphs of timed text. I wish I could have experienced the main story at the same speed as the background reading.

I needed time to get invested in this entry's narrative, but that investment paid off. Nuanced characters with understandable motives acted out a story arc that ended in satisfying personal development. I enjoyed it as an immersive work of fiction supported by well-timed, illustrative artwork.

However, an immersive work of fiction is not the same as an interactive one. Some choices were obviously meaningless, only altering a single line in the next passage or responding with text that ignored the choice completely. Most passages ended with simple "click to continue" buttons.

Although I tried to make choices as a level-headed senior officer, I suspect that I would have seen similar outcomes from the wild and impulsive options. It was still enjoyable, and I'd recommend it to others.

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Little Girl In Monsterland, by Maurizio Colucci (as 'Mike Stallone')
5 of 5 people found the following review helpful:
New approaches to wild ideas, December 1, 2020

Little Girl in Monsterland is a choice-based comedy by Mike Stallone. It takes an interesting approach to solving the Gabriel Knight problem: how can adventure games develop new puzzles? Game designers have endured a lot of public ridicule for presenting bizarre solutions to very old problems, like putting arbitrary obstacles in front of a player who just needs to find a key.

This entry approached its puzzle design challenges from the opposite direction. The player sets the goals to accomplish, and the characters manipulate objects to remove obstacles.

These game mechanics elegantly sidestep a lot of parser problems, and they avoid some of the interface problems that can trip up point-and-click games. The player and the narrator agree on what should happen next, and then the characters act it out in the game. When it worked, it felt like collaborative storytelling.

At other times, I struggled to figure out what I should be doing. There are some obvious red herrings that are only there to add some variety, but in many places the correct choice was just as absurd as the alternatives.

Overall, this entry is full of wild ideas. Its comic tone matches its six-year-old protagonists (although it contained an unexpectedly large amount of poop jokes, even for a juvenile comedy) and their journey involves mermaids, werewolves, vampires, and unpaid electric bills.

At some points, the comic tone made it difficult for me to follow the plot. I couldn't always tell when characters were supposed to see through transparent lies, or when I was supposed to ignore contradictions that had merely been introduced for a quick laugh.

Some of my confusion may have been due to a lack of imagination on my part. When I did stumble through the correct sequence of motives, it made sense within the world of the game.

Overall, Little Girl in Monsterland is a big, ambitious entry, and I appreciate the amount of work that went into it. This game does a lot of things well, and it offers some ideas for improving adventure games.

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You Will Thank Me as Fast as You Thank a Werewolf, by B.J. Best
2 of 2 people found the following review helpful:
It's procedural text generation., October 19, 2020

From its in-game About section:

“This work is a collaboration with GPT-2, a neural network model designed to predict the next word in a block of given text based on its study of eight million web pages. In this application, I input a text file of my own prose from the past twenty years into GPT-2. It then generated new writing in a similar style. I selected, arranged, and lightly edited the resulting output.”

I’d be entertained if somebody collaborated with GPT-2 to generate a review for this entry, but on the IFcomp rating scale of 1 to 10, I’m giving it a 2.

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Advent Door, by Andrew Plotkin
7 of 7 people found the following review helpful:
A brief, fun puzzle, March 30, 2020

This game is a small, well-executed puzzle that includes enough atmosphere and hints at backstory to keep things entertaining.

The presentation is excellent — the player must use an unconventional mechanic to navigate through locations in the game, but the parser clearly indicates when the puzzle's rules are blocking the player from attempting something. When the player does attempt a move that's allowed, the parser is very generous about understanding actions without getting too fussy about procedures.

(Spoiler - click to show)The process of opening doors, closing doors, taking doors, and placing doors was much more streamlined than I expected. I ended up typing out a lot of extra commands before I realized that some of the actions didn't need to be explicitly spelled out.

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February, by Mike Doty
1 of 1 people found the following review helpful:
Existing on two planes: entertaining and frustrating, March 11, 2020

It's a simple mechanic and effectively implemented: a sequence of binary yes/no choices.

The writing between choices is funny and short, and you quickly encounter a large variety of situations. I survived none of them.

The other entertaining surprise was the amount of work put into developing the different story branches. It supports multiple, quick playthroughs.

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robotsexpartymurder, by Hanon Ondricek
5 of 5 people found the following review helpful:
This isn't what it looks like!, December 2, 2019

The best part of robotsexpartymurder is the way it accommodates people who don't want to have sex parties with robots. You can play through the game as someone who is definitively not interested in sex parties, and it offers increasingly absurd options for denying their reality.

Does it bother you if people think you're someone who enjoys robot sex parties? What about the robots themselves — are you trying to maintain their respect? Is it a problem if your personal assistant software thinks that you're down with the lifestyle? Would you even be playing a game like this if it wasn't an IFcomp entry?

(Spoiler - click to show)For example, I was in a bind after Em reminded me that spending time with these robots was a potential violation of Cardinal's terms and conditions. I had no choice — I was forced to start a party and then call Em in to witness it.

This game worked on mutiple levels. Players who get hung up on the existence of the sex robots might miss the game's commentary on relationships and control as they play out between corporations and people, between law enforcement and private citizens, and between people and their possessions.

It accepts and encourages broad range of viewpoints, allowing you to pursue multiple courses of action while subtly reminding you that other people might view those actions from different perspectives. (Do you want to wear a bathrobe everywhere, like some delusional freak who pretends he's enjoying the decadence of ancient Rome, or do you just do it because you enjoy looking like an extra from Logan's Run?)

I made it to the end of the game, but I would not call it a happy ending. I'll have to probe a little deeper. You know, purely for research purposes.

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The Shadow Witch, by Healy
1 of 1 people found the following review helpful:
Is evil a choice, or a state of being?, December 2, 2019

I enjoyed this game. Its greatest strength is also its biggest barrier to entry: it was created with RPG maker. Ultimately, I’m glad I went through the process of downloading and installing it — I have played a staggeringly large number of shitty RPG maker games, and Shadow Witch was a refreshing change of pace.

This is a story about a character who is conditioned to do evil, and it works well. The RPG maker interface is used effectively to present the world from the protagonist’s perspective, which adds a surprising level of nuance. Is the shadow witch really as jaded and malevolent as she seems, or is her snide, dismissive commentary part of an act that conceals her real emotions?

It’s a small game that can be experienced quickly, which was nice because I could try multiple playthroughs to see how the game responded to my decisions. I found two different endings, although one of them changes a bit depending on how thoroughly you’ve explored the various opportunities for making mischief.

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The Island (Valand), by Ann Hugo
1 of 1 people found the following review helpful:
A good start, December 2, 2019

I think this game is called Valand? Now that I’ve checked again, the cover art calls it “The Island,” and I thought of it as “The Island” the whole time I played, so I’m very confused. It had a bit of the island from ABC’s Lost, and the host with questionable intentions recalled Thief of Always for me. It takes place in a world with witches, mermaids, tigers, and island inhabitants who all have their own motivations.

I had some trouble retaining the right perspective while reading through the story. The text makes some observations that frame the narrative from the perspective of a ten-year-old, but at other times, it draws conclusions that seem a more advanced.

This story has given itself an ambitious task. If you’re going to show an illusion that unravels, you need to effectively sell that illusion before poking holes in it. That’s twice as much work! I appreciated that the author kept things moving, but it meant that I never got invested in either the magical illusion or its unraveling.

Interactively, this game could have used more time in development. The intent was certainly there, allowing you to investigate different aspects of the environment and make different decisions. (Spoiler - click to show)If you choose the option to spend the day with Emily, you learn how to use magic. If you spend the day with Corbin, you don’t learn magic. If it’s time to build the raft and you spent your time with Corbin, you’re suddenly using your magical abilities to create an escape route like it’s no big deal. That was jarring. I found three different endings.

I liked this story, but it could have benefitted from more work.

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Rip Retold, by Hipolito
1 of 1 people found the following review helpful:
Solid story that would have been great with a more interactive presentation, December 2, 2019

I enjoyed the fiction of Rip Retold. It was crafted with care and intent, preferring to fill out the story with subtle details instead of massive text dumps. I immediately got a sense of the relationship between Chester (the protagonist) and his brother. The story skips ahead through time, as you’d expect with the tale of Rip van Winkle, but there’s no heavy exposition between scenes.

Most of the passages have you clicking words or phrases to proceed to the next sequence, although sometimes you can follow links for more detail before returning to the flow of the story. A few options end the story early, but there are always options to go back and choose again, along with Twine’s prominent “go back” button on the side of every screen.

The difficult part of telling this story through time-lapse is that the writing’s subtlety can work against it. It's tough to understand everything happening the first time you read it.

(Spoiler - click to show)For example, Chester’s decision to take/leave the brooch. The story notes that you could make some money from selling it, but I didn’t appreciate all the motivations at work until I flipped back and forth through the decision a few times. Getting enough money to save your brother’s leg leaves you stuck in a dead-end job in town for the rest of your life, while leaving it means that your brother loses his leg and you dedicate yourself to following in your father’s footsteps and become a doctor because of it. It's a good setup, but I blundered through it.

The other problem with encouraging readers to pay close attention means that sometimes they assign importance to the wrong details. (Spoiler - click to show)When I read about Rip van Winkle’s slick hair and pencil-thin mustache, I thought that he was OBVIOUSLY some kind of conman grifter, but now I think they were just details to emphasize how his hair got wild and overgrown during his twenty-year nap.

Looking at areas for improvement, I’m wondering whether bringing in the story of Rip van Winkle is necessary. This entry skips through the life of a boy growing into adulthood, and some of the choices alter his future and the community that he lives in. That’s a fine premise for a story on its own.

On the other hand, Van Winkle went to sleep before the revolutionary war, as a subject of the king, and woke up after independence in a democracy. That’s a big change! Including him in this story makes Chester’s transition feel much less dramatic.

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