Reviews by Lance Cirone

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Brain Guzzlers from Beyond!, by Steph Cherrywell
1 of 1 people found the following review helpful:
Uses its set piece well, January 1, 2023
by Lance Cirone (Backwater, Vermont)

One horrific night in the 1950s, teenager Bonnie Noodleman finds her almost-boyfriend attacked by horrific brain-guzzling monsters from beyond! However will she and her friends stop them? Such begins Brain Guzzlers from Beyond!

This isn't a hard game, but it's of a nice length. The puzzles are pretty basic, but some have multiple solutions, and areas you don't need to go to anymore tend to be closed off. The game is a parody of 1950s sci-fi, in a way that reminded me of Max Blaster, featuring comics with absurdly preachy messages and an absolute lack of severe language (such as "Oh my gosh!" and "We’re in such a deep pickle right now!"). These jokes are where the game is at its best, and I particularly loved your conversation with the robotic Wife of Tomorrow. The sci-fi aspect is handled well and plays a good part in the story. The latter half was full of great jokes with all the psuedo-futuristic technology; it felt like I was playing through an episode of Futurama.

There's a cast of characters in this game, all of whom get unique portrait art, which I didn't expect. The conversations are interesting and full of different options, and a lot of characters will stick around and even get a bit of surprising development. My favorite in this regard was Mary Jane, the hysterical prom queen who (Spoiler - click to show)turns out to be a brilliant inventor. Following these characters throughout the games, learning their likes and dislikes and getting their help to solve puzzles, was definitely one of its strengths.

Overall, the game's appealing writing style, approachable puzzles, and fun characters make it an easy recommendation. Definitely play The Mary Jane of Tomorrow after you beat it, too; that one's great.

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How to Win at Rock Paper Scissors, by Brian Kwak
2 of 2 people found the following review helpful:
Repetitive gameplay, doesn't go very far, January 1, 2023
by Lance Cirone (Backwater, Vermont)

You are a disgraced high school Rock Paper Scissors champion. It's been a long year, but you are ready to regain your position, with the help of the three RPS Gods.

Rooms are bare, descriptions are blunt, and the setting isn't that interesting. The two core puzzles here are finding your offerings (a rock, a paper, and scissors), and tricking your sacrifices into making RPS signs. That latter puzzle is repeated nine times and makes up the bulk of the gameplay. Talk to someone until they make a sign (such as holding up their hand as a stop motion, or posing for a picture with a V sign), then do the right symbol against it. Then (Spoiler - click to show)they get sucked into a vortex. It was surprising at first, but this is most of the game. The mechanic doesn't get expanded upon and the difficulty stays low throughout, eventually feeling kind of boring.

With all that said, this isn't a bad game, just pretty middle-of-the-road. It'd be worth a try if you want a more low-key game.

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Which Describes How You're Feeling, by Allison Parrish
1 of 1 people found the following review helpful:
Overall decent, January 1, 2023
by Lance Cirone (Backwater, Vermont)

The doctor gives you a word, and you have to respond with a rhyme for it. Rack up as many points as you can before time's up to get a better evaluation. It's something you can easily finish in six or seven minutes, and there's not much incentive to return once you've seen the best ending. It's not a bad game, and the idea is implemented well.

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Pick Up The Phone Booth And Die, by Rob Noyes
0 of 4 people found the following review helpful:
Pick Up the Game and Be Underwhelmed, January 1, 2023
by Lance Cirone (Backwater, Vermont)

Looking back at the game now, it doesn't seem that revolutionary or interesting. It's almost a troll game, if anything. Games like Aisle have done its concept so much better.

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The Mind Electric, by Jason Dyer
1 of 1 people found the following review helpful:
Think of these thoughts as limitless light, January 1, 2023
by Lance Cirone (Backwater, Vermont)

Nuns commence incanting as the lightning strikes your temples thus! Electrifying your chambers wholly, scorching out their sovereignty! You were just a boy, you see! You plead of them, have sympathy for you!

Actually, this game's pretty light on plot. The Kaden have locked your mind's essence away in cyberspace, and your companions, the Souden, might be coming to help you. Most of this game is spent talking to a cube, which is frustratingly obtuse because it barely has anything useful to say. It feels pretty esoteric: you know the spider is used for maintenance, but do you know how to talk to it? It's repeatedly spinning around and holding a doll, how do you deal with that? Other puzzles include just typing a command twice in a row to make it work, or trying to overload computers.

You can easily miss out on story events, including the warp to the game's ending, if you happen to be in a different room than the cube. The game also loves giving you puzzles with time limits, so I had to save often for what's ultimately a short game. As far as the ending goes, I thought it was pretty unsatisfying and confusing. Also, there's these pretentious quotes that keep showing up at the top of the screen, but they don't go away very fast and just cover up earlier text. It'd be easy to turn this into something worthwhile, but it's not worth seeing how the brain plays around.

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Indigo, by Emily Short
Short and buggy, January 1, 2023
by Lance Cirone (Backwater, Vermont)

Indigo is a game that's really more frustrating than fun. I love the concept, but it's not communicated well, and the game is full of bugs. I was relieved to be finished with this one.

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Threediopolis, by Andrew Schultz
5 of 5 people found the following review helpful:
Creative and fun, December 31, 2022
by Lance Cirone (Backwater, Vermont)

You're sent into the wide land of Threediopolis. Your new employer, Ed Dunn, has a list of places he wants you to visit so you can complete tasks for him. But, in this realm, it's not about where you're going as much as how you get there.

Threediopolis is a game that seems overwhelming at first. You have 40 tasks and 10 friends to find. Every place is signified by a 3 digit number and a cryptic description. At first, I was wandering around without a clue. (Spoiler - click to show)I decided to figure out how my movements effected the numbers, then honed in on one place that wasn't far from the start. I had to go down, north, and east. Easy. I tried every combination of these... but when I went north, east, and then down and met a guy named Ned, I suddenly realized what this game was. It's a word game!

(Spoiler - click to show)You have 6 directions, using letters, and you have to spell words with them. Like SEEDS takes you to a gardening supply store, DUNES takes you to a desert, and WEENERS is a hot dog restaurant. There's also a bunch of bonuses if you type things like SENSUS (you fill out a census forum), SUDDEN (a loud noise startles you), and SEUSS (you meet a Dr. Seuss creature). If you can't work something out from the text description, you can try to figure it out with the numbers.

I was able to finish all the tasks and find all the friends, but you don't have to. You can return to Ed at any point to turn in your list and get a final score. The postgame gives you a list of 80 bonus tasks, some of which you may complete over the course of the regular game.

Overall, I found Threediopolis to be a fun time. The writing is witty and funny, even wrong expeditions will reward you with something amusing, and it's not that long or difficult once you get the hang of it.

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Very Vile Fairy File, by Andrew Schultz (as Billy Boling)
3 of 3 people found the following review helpful:
Deal's done, feels fun, December 31, 2022
by Lance Cirone (Backwater, Vermont)

Very Vile Fairy File has you as Kerry Kyle, transported into a strange world consisting of rhyming couplets. The titular Fairy File will repeatedly show up to insult you until you can put a stop to it.

The game revolves around rhymes: you have to turn Soft Sand into a Loft Land, a Coral Cage into a Moral Mage, a Stark Store into a Dark Door or you can Mark More. Seeing how many puns the writing can string together is part of the fun, especially when you run into a dead-end room.

The game encourages guesses, since ones that might not exactly help will still feed your Lurking Lump, allowing you to use a Jerking Jump to bypass puzzles you're stuck on. It's a fun trade-off, but I did find myself devolving into just going down a list of syllables or letters during particularly frustrating areas. You can also use your Leet Learner to get an idea of whether or not you have to subtract or add letters from a term.

There's a good amount of context clues you can work out from examining objects, and only once did it use a word I didn't know. There's also a flat-out hint feature, but most of the time it wasn't that helpful. Either way, there's plenty of anti-frustration features, and multiple areas will always be open at once, so you can just do something else to clear your head until you want to return.

Very Vile Fairy File is strong and funny, and definitely worth a try if it seems interesting to you.

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More, by Jason Dyer (as Erin Canterbury)
I get what it's going for, but..., December 31, 2022
by Lance Cirone (Backwater, Vermont)

This game has a nice story, but once you've exhausted it, there just isn't that much to do. The wording on (Spoiler - click to show)the final command is awkward, and while the clues are there, (Spoiler - click to show)it just amounts of doing the same thing in every room until you happen to come across it.

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Best of Three, by Emily Short
1 of 1 people found the following review helpful:
Intelligent, elegant, and thoughtful, December 31, 2022
by Lance Cirone (Backwater, Vermont)

This is flat-out one of my favorite games of all time. Everything it does just struck all the right chords for me. The dry, sarcastic humor, the gloomy atmosphere, the way Helen and Grant interact with each other. You get a sense of what each of these characters have been through, and you genuinely do want to see what each of them have to say.

You are in a cafe, meeting up with an old classmate who you used to be in love with, and you want to prevent any embarrassing bits of history from coming back up... including a prank with your friends as part of a secret group you were in. You can try to distract from the conversation, focus more on the present, talk about your past, all sorts of interesting things.

The writing is hilarious and goes off onto all these somewhat bizarre topics or bits of history. There's Regis, the sculpting cowboy who Grant's mother is now dating. There's your English teacher who would squeak a dog toy into students ears when they weren't paying attention and now writes cheesy romance novels under a pen name. There's your twin brothers, who have a frog named Fuzzy and are completely unaware of how unfitting such a name is.

You can talk with Grant about movies, religion, literature, debate the origin of the universe, all sorts of sophisticated stuff. Helen in particular has a lot of problems with her mother that she can vent. And this conversation feels natural. You can see his posture and expressions change depending on what's brought up. Topics bounce around a bit, but it flows realistically. Your options are varied and make sense. Everything you do feels worthwhile.

The game gets right into its topic. No long-winded exposition; you can read background information as you want by thinking about certain topics. I was a bit baffled at first when it talked about "3Nigma" and all these characters I hadn't met, but the thinking command and the general flow of the conversation kept me on track.

The actual conversation content is beautifully written. It knows when to be funny and when to be grounded, like when you have a conversation over some poetry Grant dissed without being aware that you wrote it. Or when he finally pulls out the notebook of long-winded, embarrassing poetry you wrote about him, and you have to decide how to deal with it.

This game has become so comforting to me. Each line of dialogue gives you something new to consider or contemplate. It's a work of art.

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