Ratings and Reviews by Sobol

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Before the Storm Hits, by JY Yang
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Roberta Williams Eats a Sandwich, by Bitter Karella
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Best of Three, by Emily Short
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Bigger Than You Think, by Andrew Plotkin
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When in Rome 2: Far from Home, by Emily Short
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The Cavity of Time, by Sam Kabo Ashwell
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Save the World in 7 Moves, by chintokkong
5 of 5 people found the following review helpful:
A peculiar experience, May 1, 2017
by Sobol (Russia)

So, you have 7 moves to thwart an apocalypse. That's not much time, not enough to leave the building you are in. You explore the building for a very short while, learn something about the game world, then you die, and start anew; it resembles, for example, Rematch.

But, unlike Rematch, which is a parser game, Save the World in 7 Moves is choice-based. Therefore, you don't have to invent some complex and unobvious actions in order to win - all the options are explicitly given to you, and at first it seems that you can solve the puzzle by simple "lawnmowering": just go everywhere and try all the links - sooner or later you'll find the winning one, right?

Wrong. This game experiments with the choice-based format, uses a few rather unusual ways to conceal information from the player and makes you do things you rarely need to do in a Twine game.

Also, it's funny, light-hearted and somewhat absurdist.

I'd recommend (Spoiler - click to show)listening to The Song right after you finish playing.

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Eclosion, by Buster Hudson
2 of 2 people found the following review helpful:
Why this is a good one-puzzle game, April 27, 2017
by Sobol (Russia)

1) The puzzle is neither too easy nor too hard. You can beat the game in several minutes - but it gives you a surprising amount of satisfaction for such a short playtime.

2) The sequence puzzle perfectly fits the choice-based format. When all the options are laid out openly in front of the player and they don't have to guess the right actions - how can you make the player think, create the element of surprise? By making them guess the right sequence of the given actions, of course.

3) The choice-based format perfectly fits the xenobiology puzzle. Imagine if you had to type commands you need here - like DISENGAGE CREMASTRAL HOOK - again and again in a parser game; Twine mercifully lets us just click the links.

4) The game gives you interesting feedback when you do things in a wrong order. There are 7 different ways to kill a pharate; there are 94 losing paths through every game cycle and only one way to win. But when your plan goes south, you always learn something new and put together a new plan in the light of fresh information.

5) The game's horrific nature is not just for the sake of horror. It suits another purpose: the creatures are so monstrous, evil and repulsive that the player isn't likely to feel sympathy and get attached; so they can experiment freely and sacrifice as many pharates as they like while trying to understand the logic of the puzzle.

6) It's well-written. Laconic phrases and preteritions let the player's imagination run wild; that's one of the strengths of interactive fiction, an effect which is hard to achieve in a graphic game.

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Niney, by Daniel Spitz
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If You're Here, by Serene Sherman and Emil Ingemansson
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