Okayish setting: You're an employee in some medical laboratory, something's turning the population into zombies(?), you got to escape and maybe find out what's happening.
Problem is, Quest (the engine used here) seems to entice authors to be sloppy about implementation. Objects in room description can't be examined, verbs are not working, everything's underclued. I didn't get very far. A pity, for I would have loved to know whether there's a good story behind the game.
In terms of tech, there's photos of rooms and some objects. Good in general, but not very well implemented - the pictures don't blend in well with the general interface, and don't have a common style. A general problem if you're using pictures from the net.
I would love to love this game more, but in its current state I found it annoying.
Physically disabled PC goes through college. Not the worst setting, but the "game" is in fact just one big rant against ignorant society, and a link container for websites dealing with the topic. In other words: A primitive infomercial for a good cause. Injunction: Support the cause, ignore this "game".
You're Justine Thyme, an ordinary schoolgirl with a passion for superheroes. She trips into a war between superheroes and villains and discovers she's got a superpower herself - she can control time. And so she stumbles through an abandoned amusement park to save everyone from a nuclear catastropy.
I personally don't like superheroes, with the exception of "Superhero League of Hoboken"-style ones. "Madame Time"'s wee heroes are cute enough to not repel me. The frozen time scenario makes for some neat puzzles, and the game world, small as it is, is well constructed and cozy. I had a problem with understanding the overall target of the game, but once that is clear it's fun working towards it. Definitely recommended, especially for n00bs (and I myself am always playing like one).
Interesting premises: The game "world" is just one room, and it's filled with abstract obstacles, encounters, fears and chances of your everyday life (as the author). Interaction with listed terms drives the story forward. Could probably be turned into an interesting experience.
Problem: Massive underimplementation. Guess the verb. Typing in plenty random thoughts just to get standard library answers. Sometimes you succeed and the story continues, but most of the time it feels like a big...
...waste of time.
Zugzwang puts you in the position of a chess piece close to the end of a game. Sounds quirky? It definitely is.
The game is extremely short (10 turns) and extremely linear (two paths). For me that's a classic candidate for 1, max 2 stars. The game is so quirky though - the setting alone is unique, but there's also dialogue between the individual chess pieces, IF-style description of the events, optional examining - it still sucks as a game, but it has so much potential, and as a "proof of concept" it sort of shines. I constantly had to think of a Romeo and Juliet story unfolding through a chess game. Too bad this is just a (term used by game) demo.
The Lesson of the Tortoise is a short, okay game with an interesting setting. You're a Chinese farmer who finds out his wife has a lover, and those two dump him in the basement of his own home, probably to kill him later. Interesting setup, innit?
Unfortunately the game is very short, linear, and not overly well implemented. The plot takes a few (well, three, it's short after all) sharp bends that are interesting but leave you wondering if that was really necessary. It resembles a fable that's been brought into IF form with a sledgehammer. Also, it's somewhat underimplemented, could need a transcript or two to smooth the crucial scenes.
All in all, I'd bet you start the game because of the promise of an interesting scenario, and then when you're done you're like, "Okay, but that was it?!" Waste of potential, probably.