Savoir-Faire is, first and foremost, a difficult game. What kept me going was the mystery, the atmosphere, the incredibly versatile and unique magic system, and the desire to finally get something good to eat.
In this game, you get to "link" two similar objects together depending on their properties. Then, what you do to one item will affect the other. Sometimes, you'll have to modify or change items so they can be linked up to another. Reverse-linking has the opposite effect, applying one item's properties to another. This also leads to a bunch of fun Easter eggs. When I first played, I underestimated the system, so a bit of advice for new players: Don't be afraid to try everything. Sometimes a solution will work when you don't think you can do it.
The game's atmosphere is notable, too. You're alone in a fancy mansion, exploring every nook and cranny to piece together what happened to you and Marie. It genuinely made me gasp at some of the plot developments or more unexpected things I came across: I had no idea (Spoiler - click to show)Marie was alive! The bits of backstory you come across are meaningful and communicate just how intense it can be to live in a world with this kind of magic.
The cooking puzzle deserves special mention. This thing drives the game: I loved finding new ingredients in order to finally cook these recipes that had been taunting me for hours. It's rewarding to use, and allows you to segment your goals a bit more: what do you have, what do you need, and where do you think you can get it?
This game is an absolute classic. Give it a try.
Use Your Psychic Powers at Applebee's pleasantly surprised me. The premise is that you're a psychic advertiser for Schtupmeister beer; you're visiting an Applebee's late one night to subliminally convince people to drink the brand. There are four people, and all of them have some sort of interesting twist. It's hard to absorb all their stories and interactions on the first playthrough, since they run concurrently. Part of the puzzle is figuring out when's the best time to slip in and whisper your ads into their brain, and the other is figuring out how to optimize this all for one run. There's a small amount of other choices that will affect your ending, such as whether or not you tell on a stealing waitress. I found that some of the endgame stuff was light on choices at first, but the dialogue does adjust depending on what you did in the restaurant.
The game also deserves mention for its really modern theming and dialogue. It name-drops stuff like TikTok trends, has a debate on whether Garfield or the Kool-Aid Man would win in a fight (which I thoroughly enjoyed reading), and there's jokes about about California Pizza Kitchen and crypto related to forgotten memes. Remember this one in a few years -- it's a total time capsule of late 2022, and I love that. There's also some flat-out surreal jokes, such as a PSA warning against Driving While Yogurt-Eating, and a few cracks are made at Applebee's (such as noting that this time, people aren't running and screaming out of the restaurant for "the usual reasons").
Applebees is a light, silly game that can be beaten quickly (maybe 15-20 minutes to see everything?) and isn't that hard to figure out. Still, it's a nice comp entry in its own right. Give it a few plays.
Speculative Fiction's voice and narration are full of personality. Everything is written from the perspective of wizard-turned-bird W.D., whether he's reflecting upon his past failed inventions or trying to cheat his way into wealth. The NPCs and characters around the world are interesting, and I had so much fun on my initial run through the world just to see what there was.
Eventually, it came down to the part where I had to start puzzle-solving, and this is where the game started to grate on me. There's very few clues, and while I was able to solve two or three on my own, I spent a lot of time struggling with ones that I didn't have the necessary materials for. I think I had a bug with the (Spoiler - click to show)cabinet puzzle, and the blind man's puzzle wouldn't accept some of the other solutions I thought were sensible. Other stuff, like the (Spoiler - click to show)stock market and fishing chalk circle, are practically begging for you to look at the walkthrough.
I'd recommend giving this game a quick look to appreciate the unique style, but don't be afraid to look for hints if you're intent on solving it.
"Life is meaningless, we are but players of a game, and that game is MARIO CARDS".
MARIO CARDS has you being blindfolded and kidnapped by no other than Mario, who's going to play a card game with you whether you want to or not. The game consists of matching pairs of cards with Mario's face on them. Turns out this is just the start: you have more games to play, and MARIO CARDS was only the beginning. Early into the game, the author interrupts to say that he was a sleep-deprived wreck when he wrote it and he isn't even sure if it makes sense.
The game is full of awkward middle-schooler humor: the subtitle is "MARIO CARDS : The Text Adventure about a Card Game about Mario who's from a Video Game - I don't Play Them myself but my Brother plays Call of Duty and says it's Pretty Good so There You Go", and you're given the option to "kicK OVER THE TAble godadMN this is taking forever". There's regular jokes about life being meaningless or the general laziness of the game, such as railroading your choices or even saying "I'm a goddamn saint and you are going to play this through and appreciate it for the Art that it is." There's obligatory swearing and forced sex jokes ("At first you thought it was some kind of deprived sexual ritual of MARIO's, but he is literally a video game character and video game characters don't do that, unless they are a video character that does, then they do").
The game's ending declares that "NOBODY WINS AT MARIO CARDS," and that's right on the money. The game itself admits that it's aimless and nonsensical, and while I did find the writing and plot direction slightly amusing at points, it's not worth your time.
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.
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.
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.
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.
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.
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.