Ratings and Reviews by RadioactiveCrow

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Prism, by Eliot M.B. Howard
4 of 4 people found the following review helpful:
A world of mysterious and unplumbed depths, in more than one sense, October 18, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 1-2 hours, IF Comp 2022

In this choice-based game you play as a former street kid turned courier, scraping out an existence delivering packages to those much more well-off than you. The world you live in is a strange walled city in the middle of a desert, with a rainless storm permanently hovering above a garden at the city's center. Outside of that protected greenspace though, life is bleak and always a struggle.

My favorite thing about this piece was the world building that took place quickly and effortlessly as the beginning of the story unfolded. Think steampunk, but without the steam. Yes, there are robots and elaborate machinery, but their workings are more mystery and magic than steam and pressure. The main currency is electricity stored in a personal battery/wallet. The weaponry is blades and spears, rather than guns.

The author did an amazing job setting the scene, throwing you into a strange new world without much explanation, but almost always with enough context that you could figure out what was going on. I didn't feel like (at least in the first half, more on that later) that any aspect of the world or culture was brought up just for the author to show-off. Even if it was only tangentially important to the scene at the time, it always seemed to keep with the flow of the story while also hinting at undiscovered depths to the world. This piece could have easily been a much longer game or even a novel. And the writing was really good (at least in the first half), slow enough to let you take in all the strangeness, but fast enough to keep the action moving; flowery enough that it felt like poetry at times, without being ostentatious.

The first half of the story was near perfect. Everything was working for me. The second half didn't quite keep me locked in as much as I would have hoped though. All the things that the author got an A+ on in the first half slid down to a B in the second half. The world got deeper and stranger to the point where I couldn't keep up any more. I think the game should have either been longer, to help flesh out and explain the new concepts and characters, or shorter, with some of the story trimmed to lower confusion and keep the plot moving. The writing got a little too flowery and philosophical, and there were a few digressions to make certain points that I thought could have been just as powerful if addressed in subtler ways (as they were in the first half of the story). Finally, the ending was a bit disappointing. Perhaps I will find a better one after more replays, but for all the build-up of the first half, I just felt like it ended weirdly.

I came very, very close to giving this one four stars, and I still might as I think about it some more and play it another time or two, but I'm very stingy with my ratings and I just couldn't get there on this one.

Bottom line though, this is a very enjoyable work and I would encourage everyone to play it. I hope to see more from this author. Would even love to see another story set in this world!

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HOURS, by aidanvoidout
4 of 4 people found the following review helpful:
Haphazard and buggy, didn't enjoy it, October 14, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 15 minutes, IF Comp 2022

In this choice-based game you play a soldier during the Shogun era of Japan (I think? It mentions Shoguns, but also your name is Jack) that includes among the armaments of the time: bows and arrows, swords and guns. And magic, don't forget the magic. Mortally wounded on the battlefield, though apparently to you it just feels like a flesh wound, an apparition appears before you and asks you to undertake a very short quest (you'll be dead by dawn they say) to assassinate the evil Shogun of your state.

What happens next? Its hard to tell. Forgive me for saying so, but the story feels like the ones I wrote as a 10-year old. I would write a sloppy, but moderately coherent page each day, then they next day when I came back to writing, whatever idea had popped into my head overnight would be the next part of the story, whether it flowed or not. There was more than once after I got to the end of one of the lengthy pages that I made a choice and was just bewildered by what happened next. It didn't seem to flow at all.

The writing and formatting are sloppy, the few choices available to you don't make sense all the time, or lead down very dissatisfying paths, and there are a few coding bugs in the game. I could say more but it would just be piling on.

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Glimmer, by Katie Benson
4 of 4 people found the following review helpful:
Very short and lacking in choices, October 14, 2022
by RadioactiveCrow (Irving, TX)

This story, hard to call it a game since as far as I could tell the game had no real choices, is about a person (you, the PC) going through a very rough patch in life. Thankfully, you have a good friend who isn't willing to give up on you.

The first half of the story was unrelentingly bleak and I was worried that was going to be it, but the friend character is introduced to save the day (and the story). I can see how this could be a good portrayal of what creeping sadness turned into full blown depression might look like. In the end there just wasn't enough substance there for it to really grab me.

Between the lack of choices and at least one mistake I found in the text I had to give it two stars.

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Use Your Psychic Powers at Applebee's, by Geoffrey Golden
2 of 2 people found the following review helpful:
Fun idea worthy of multiple playthroughs, October 13, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 15 minutes, IF Comp 2022

In this choice-based game you play as a psychic marketing agent for a lousy beer company. Your job on this night is to order the latest frankenfood off the Extreme Menu!, sit at your booth and use your psychic powers to convince the other patrons to order your company's beer. The game offers you some hints right of the bat if you want them, not cheats, more like strategies, and then you are off. Jump around into the different minds at the restaurant and try to find the right moment to get them to try your beer.

The game offers multiple endings indicating various degrees of success. It follows the pattern of other choice-based puzzle games I've played before, where your ultimate goal is to find the correct path through the story to get the best ending and it requires multiple playthroughs to figure it out.

The writing is decent with some funny moments and colorful, if not deep, characters. There are plenty of things that don't make sense like (Spoiler - click to show)the idea that you can convince a 12-year-old to order beer (the Jr. variety!) or that you can convince a waitress on duty to drink one and then somehow she ends up with a case of it in her car when the night ends (does Applebee's sell beer-to-go now?), but no matter, this game is supposed to be wacky, not realistic.

Overall fun and easy to playthrough 3-4 times quickly to try to figure out the correct path. A good way to spend 15 minutes, but not much more.

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Nose Bleed, by Stanley W. Baxton
4 of 5 people found the following review helpful:
This one just didn't work for me, October 13, 2022*
by RadioactiveCrow (Irving, TX)
Related reviews: About 15 minutes, IF Comp 2022

In this choice-based game you play as... someone. A non-descript person with a desk job, whose nose continually starts and stops bleeding throughout the piece, without much explanation. The ending intrigued me and put a new spin on the story that came before, but it wasn't enough to redeem it.

This one didn't work for me on several levels. The first was the interface. Instead of clicking on a word or sentence to make your choices there would be 1-3 verbs in boxes at the bottom of the screen and you had to drag them up to the proper noun to make your choice. At first it seemed unique/fun, but in the end it just took me out of the flow of the story. Clicking a hyperlink is easy and keeps my mind focused on the text rather than the logistics, and if you missed dropping the verb tag on the noun by a little bit it would drop back to the bottom and you'd have to do it again.

Another thing that didn't work for me was the game basically telling me "No!" when I made a choice. Sometimes I would pick a verb and the next screen of text would tell me why my character couldn't do that. In other games I've played in the past this mechanic has served to emphasize the helplessness of the character, but I didn't feel like that was justified here. Also, sometimes it works to interrupt your character in the middle of the action as a change of pace, but it happened too often in this story for that to be effective.

Finally, the story just didn't grab me. When you start you have no idea what is going on and the same it true right up to the end. The writing is vague, on purpose I'm sure, but it didn't work for me. If I never know what is going on, even a little bit, I can't get in to the story. And it seemed like the story repeated the same cycle of (Spoiler - click to show)nose bleed -> deal with it somehow -> get ridiculed -> be confused too much.

Clean interface and programming, but nothing about the game worked for me.

ADDENDUM: I've since learned that the interface isn't unique to this game. I thought it was a Twine innovation or something, but it was actually made with Texture Writer, an authoring tool that came out in 2014, but that I hadn't encountered until this game. That said, do to my other issues with the game, I'm keeping my star rating the same. Just an FYI.

* This review was last edited on October 19, 2022
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The Thirty Nine Steps, by Graham Walmsley
2 of 2 people found the following review helpful:
Spy thriller with some fun mechanics, October 11, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour, IF Comp 2022

In this choice-based multimedia game you play a man who wakes up on his last day of vacation in London to find a dead man in his living room and you quickly realize that it is part of some conspiracy and like it or not you are involved. What follows is a cloak-and-dagger chase across the English countryside where you must plan your actions carefully at every step to avoid being caught by your pursuers. Many of your choices will be presented in the context of one of three main strategies: BE OPEN, BE CLEVER or BE BOLD. Choosing one of them will alter the text in future scenes. For example: being clever will mean the text draws more attention to suspicious things, but also means that it might make something seems suspicious that really isn’t.

I quite enjoyed the mechanics of this game. Right from your first strategy choice the game tells you what it means to pick a certain path and will let you know when your personality alters later on based on your choices. I also loved that at the end of each chapter the game would give you the option to move on to the next chapter, or replay the chapter you just finished. Frequently, with choice-based games, I found that I’ve learned something for future playthroughs, but I still have to finish the game before I can go back and try the new thing. Sometimes I want to iterate on my path many times and that involves lots of clicking and not much reading. Being to take this game in chunks was lovely and made for a very pleasant replay experience. I also liked that at the beginning of Chapter 2 (Spoiler - click to show)the game told you that the chapter would end if you got caught and you would miss out on some of the story, then when I finished the chapter it let me know that I had seen the whole thing. Finally, I loved that the code in the game is a real cipher that you can decode on your own outside of the game, allowing you to take other productive actions during the game.

The game also has original music by the author, which was a nice touch in certain moments and at the beginning and end of chapters. I would also recommend reading the walkthrough that is available at the end of the game. It lets you in on things you’ve missed and also made me realize how impressive the coding was for this game.

The game says that it is adapted from a novel. I’m curious was the novel is like, but I can say that the reason I didn’t give this game four stars was the storyline. I just never felt invested in the characters, the plot didn’t grip me from the beginning because it all seemed to come out of no where without any context as to why I should care, and I felt like the end came too suddenly and too easily. So, only three stars for this one, but I hope the author writes another game like this with some of the same mechanics, I’d love to play it.

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Esther's, by Brad Buchanan and Alleson Buchanan
3 of 3 people found the following review helpful:
A story about two mice trying to communicate with a girl that kids might love, October 11, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 15 minutes, IF Comp 2022

This is a very short game featuring two mice trying to order brunch at their favorite restaurant, run by a human girl that doesn't speak squeak.

What can I say about this for the adult audience? Not much. It is a cute story, the epitome of a children's book in IF form, but doesn't offer much for adults. If you have a precocious child they might be up for this story, but I feel like my 7- and 9-year-old (albeit a special needs child) would either struggle to keep up with the story or be bored by it.

All that said it is a sweet story in the classic children's storybook mold. I do want to see more IF for children, even as I am working to create stories to help my autistic child learn in Twine or Ink, but I find it hard to judge this type of work in the IF Comp. Perhaps we need an IF Comp exclusively for children's stories. Something to ponder.

Bravo, Buchanans! I hope you create more childrens' IF.

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The Grown-Up Detective Agency, by Brendan Patrick Hennessy
4 of 4 people found the following review helpful:
Two mysteries, and a lot of heart, in one game, October 10, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour, IF Comp 2022

This choice-based, multimedia game puts you in the role of 21-year-old Bell Park, a former child-then-teen detective in the Encyclopedia Brown/Veronica Mars mold, now a fully licensed Private Investigator. Already jaded by life despite having achieved her dream job, Bell must confront her past in more ways than one, and in a much more literal sense than most of us ever have. At the same time that her first love and former best friend comes back to ask for her help, her 12-year-old self inexplicably travels through time and lands on her desk. Can she find her friend's missing boyfriend and figure out what to do about her past (and present) self in the process?

This was a very fun story with a cast of colorful characters. The writing is excellent and the dialogue is very snappy. I laughed more than once and was smiling most of the time I was playing. The interface is great, with some artwork to represent the characters appearing on the sides of the dialogue heavy scenes, which read like a screenplay. I felt like the graphical part of the interface was perfect, only adding to the experience, never distracting, and was used very cleverly in one scene in particular.

I will say that the case of the missing boyfriend was a bit disappointing in its resolution, but I was far more interested in what was going on in parallel with that mystery anyway. The banter with adult and kid Bell was witty, they way they worked together and played off each other was endearing, the way they worked through the tough moments was heart warming, and their resolution was everything I hoped for.

I did notice that when we first encounter one of the boys, that he is referred to as "Bald Guy", but his artwork shows a man with hair. A minor nit to pick and quickly forgotten. Also, I think I would have liked to have the dialogue of the Bells subtly color-coded to indicate which one was talking. Something as simple as black and dark grey would have probably been sufficient. Their dialogue was so quick-witted that I didn't want to look at the tags to see who was speaking sometimes, rather I wanted to stay in the flow of the repartee and occasionally that cost me and I lost track of who was talking. I think making Kid Bell's dialogue just slightly different would have helped me stay in the flow.

Overall, I very much enjoyed the game and now I want to go play the earlier games with these characters that I've missed. I came very close to giving this one four stars, only the disappointing end to the main case held me back.

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The Corsham Witch Trial, by JC Blair
1 of 1 people found the following review helpful:
Heartbreaking tale about protecting children and the failures of bureaucracy, November 9, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

In this work you play a junior lawyer, at the office late going over an old case file, while chatting online with a co-worker. As a rite of passage in the law firm, you have read through the notes and testimony of one of the cases most dear to your boss, one he lost, and give him your opinion of it. That's just the set-up though, the entirety of the gameplay is reading the case and chatting with your co-worker about it.

The story definitely pokes you in the feels, breaking your heart before applying a little bit of salve. The writing is very good and the story interesting to follow along with. There is almost no choice involved, and the few choices presented to you I think only change a bit of the dialogue with your co-worker, they don't affect the story itself. Instead, most of the links you find in the story open up the exhibits from the trial in Google Drive. I thought this was a very cool way to relive the trial, as though you are the judge or a member of the jury. I also appreciated the shades of grey present in the story; there is definitely right and wrong presented, but it isn't shining knight against evil villain. You can are able to relate to multiple perspectives. I also appreciated the message about the failures and absurdities of bureaucracy and the need for reform and to not forget the primary mission.

I think it is well worth your time, didn't quite get to the four-star level for me though. Clicking links to pull up documents was something I hadn't seen in IFComp before, but I'm not sure it counts for me as true interactivity.

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Weird Grief, by Naomi Norbez
5 of 5 people found the following review helpful:
Sexually explicit game about grief, so I think weird is an appropriate word, November 3, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 30 minutes

While I don't inhabit any of the same communities as the author of this piece, that hasn't stopped me from being touched by their games previously. This one, however, didn't grab me at all and I didn't enjoy it. And the weird thing is that grief is present in my home at this moment unlike it ever has been before. My mother-in-law died recently and from what I've observed of my grief, but mostly of my wife's grief, it looks absolutely nothing like this. That is by no means to say that the grief portrayed in this story is not valid, just that I couldn't relate to it. This story, which is a companion story that features the same characters as the author's other IFComp 2021 game (which I did enjoy), is mostly a cycle of cooking and/or eating, sex, and the more traditional characteristics of grief. And the sex scenes are explicit, which isn't usually something I want to read in any work of IF, but interspersed amongst otherwise crippling grief just felt weird to me. I know the title of the piece is "Weird Grief", but it was just too weird for me. Again, that's my personal take, your mileage may vary.

This piece was written in only three days, which is somewhat impressive, but it also shows. There were numerous typos. Again, despite all of the above I might have given it three stars, but it hardly had any choices to make. That's a big thing for me, even in otherwise very linear games. I can only remember three screens that even had two hyperlinks on them. I also wasn't the biggest fan of the font or the fact that it was centered justified on my tablet, which made it hard to read all the dialogue.

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