In this game you play a cyborg, forced into pugilistic slavery by dastardly conservative lawmakers and corporations. You life involves fighting other cyborgs in an arena - "To the repair!", rather than to the death - for the amusement of the populace. Half the game is backstory on how you ended up in this particular fight, and the other half is a combat simulator employing a rock-paper-scissors like rubric for deciding if you or your opponent takes damage and how much.
The interface is well implemented, with bar chart stats, life gauges a la Mortal Kombat, and colorfully highlighted dialogue for the different characters. I also enjoyed how the fight interface was pushed to the background, but not eliminated, during the flashback scenes. However, there were some issues with the text. At times both "you" and your opponents name would appear right next to each other as if the game couldn't figure out who was performing the following action. Also, there were continuity errors regarding which weapon your opponent was wielding.
Text based choose-your-own-combat scenes grow stale very quickly, and this one was no exception. You are provided with some incentive to choreograph your combat in a particular manner, but in my multiple playthroughs I couldn't determine how that made much of a difference on the ending.
The background information and flashbacks I felt had the seed of a good story in them, but they were applied like a plank of wood to the face: lacking depth and unnecessarily blunt. I had just started to care about the characters when the story came to what felt like a premature end without the payoff that I was expecting. Also, I couldn't determine much of a political message other than Conservatives Are Bad. I'm fine with political messages in my stories and games, even ones that I disagree with, but there has to be some substance to the argument, some allegory to modern life, and some solution to the problem. I didn't feel like I got any of that in this story other than a generic rise-up-against-your-oppressors vibe.
I hope the author tries again with another IFComp entry next year. I feel there is potential here, but it didn't manifest in this game.
This is a short Twine game in which you play a priest, apparently during the construction of St. Peter's Basilica at the Vatican, with a summons to see the Pope. You have a cat that is given to quoting the most head-scratching, out-of-context Bible verses in a human voice when prompted.
You have to work your way through the Vatican and find the Pope to fulfill your long journey and answer the summons. Along the way a lot of dark, weird, unexplained sh-t happens. Not sure what else there is to say beyond that.
I think the author was trying to commentate on the Catholic church of the era in question, or perhaps the church in general. But I'm not sure. I'm not Catholic so perhaps I'm missing some context with which to interpret this game.
In the end I didn't get the message, if there was one, and didn't enjoy the game. Combined with a small handful of typos and this is a two-star game for me. YMMV.
At least I think I got the info in the title right, though honestly I might not be understanding the story correctly. You play one member of a former couple, forced to work together again (and clearly still with feelings for each other) near some kind of geometric apocalypse(?). As far as surreal stories go, this one definitely has more substance and polish than the others that I've played for IFComp 2021 so far. Still though, I didn't have much clue what was going on. I didn't have any connection to the story and only a minor connection to the characters. This is another story that I feel was written primarily so the author could write it, not so others could read it.
Just like with this author's IFComp game from last year (which I enjoyed more than this game), they try some interesting things with the mechanics/visuals. In this case it is blurring some of the text. I feel that might have been more effective when used sparingly, perhaps as an indicator that the characters mind was wandering. Instead it was used for whole sentences, and even one of the choices. Already frustrated by my inability to understand what was going on, I didn't much care for not being able to make a choice because of the blurred text.
In the end I didn't care for it. YMMV.
I really feel like there was the seed of a good story here, but I just didn't get it. Most of the time I couldn't tell what was going on. On the one hand it seems like kind of a surreal/trippy story, but on the other there was more than one NPC scream-cussing at me and it definitely took me out of the mood of the story. There were very few choices in this piece, most sections of texted ended with a single hyperlink. In those few places where multiple choices were offered, sometimes the choices were not separated by a blank line, and because other "choices" were often a whole paragraph of text it was hard to tell if this was a really choice or a paragraph of just the next part of the story. I would recommend cleaning up the formatting in that regard so that when the reader gets an authentic choice they know it at a glance. On the plus side, the story had accompanying surreal illustrations and an atmospheric soundtrack.
I feel like surreal pieces, perhaps always, but especially in the case of this game, are really more about the author expressing something or working through something important to them in a way that only they fully understand. These kinds of stories are like the songs you hear on the radio with a catchy tune and lyrics that you can sing along with, but when you really listen to the words you have no idea what the song is about.
This is a well enough written and implemented, short choice-based piece, but I didn't think there was enough to me to grab on to in the story for me to come away with a lasting impression. I could easily see the characters and bits of conversation having meaning for the author, but I think the average reader will not know what to do with this. Surreal pieces like this need to have very well-defined themes and/or symbolism, punctuated with moments of clarity, so that even though it seems like you've been tossed in the middle of Wonderland, you can still ascertain what the author is trying to say. Perhaps some lines of angry or poignant dialogue that pull together the last few pages of haziness into some philosophical point. For me this piece was lacking enough of those elements to give me something to get out of it.
I feel like if you don't read the blurb on the IFComp website, then you will never have a clue what is going on in this story. Even if you do read it, your head will likely still spin.
I'm not sure if the author's first language is something other than English, or if they were trying to be exotic/futuristic with the way some words were spelled, or if there were just several dozen typos. Whatever the case, it made it really hard to stay in the rhythm of the story.
The choices given to you are minimal, and towards the end of this short piece, there is a segment of text that goes so long in between choices that I had to scroll the screen of my tablet several times to find the next hyperlink, all the while having no clue what was being talked about.
Finally, the game ends unceremoniously and without any indication that it is the end. The text just ends without another hyperlink. Either it ended or it was a glitch.
I hate giving one-star reviews, but I just couldn't find anything to like about this piece.
If you threw Europa Report, Aquaman, Abyss, The Core and maybe a touch of Valerian and the City of a Thousand Planets into a witch's cauldron and made it spit out a comic book, you'd have this story. Add in a Myst-like atmospheric soundtrack and you have the game "Mermaids of Ganymede".
You play the commanding officer of a research vessel that crash lands on Ganymede, or rather crashes through the ice layer and sinks to the bottom of the ocean surrounding the core of Ganymede. Soon it becomes clear that you are not alone in the icy depths, and there is a whole world down there that no one knew about. Can you repair your ship and radio for rescue? Or will getting home require a different skill set you never thought you'd need on this mission?
The game is broken up into five chapters. The odd numbered chapters play out much like a traditional choice-based game, with you selecting a story path at various junctures, and making dialogue choices along the way. The even numbered chapters play out much more like puzzle-centric games, reminiscent of "Tavern Crawler" from IFComp 2020. The interface remains the same, but rather than being pushed down the main plot line with some ability to steer, it becomes much more open world, with you able to go to a wide variety of locations, backtrack as much as you'd like and have to solve a puzzle of some kind to be able to reach the next chapter.
I liked the story chapters a lot more than the puzzle chapters. In Chapter Two it took me awhile to realize that was what was going on and it threw me off a bit. Chapter Four (Spoiler - click to show)is a maze that is hard to wrap your head around the geography of given the very brief descriptions. Additionally, you can die (which I did four times before finally figuring out the right order of actions) and have to restart the chapter. That threw me out of the rhythm of the story. I think I would have rather than whole game been like the odd chapters.
The story itself was fun, if a bit cliched and not terribly deep, but I think appropriate to a game of this length. It did feel like the author was throwing every idea they had against the wall to see what would stick. The best part of the game were the multimedia elements and the atmosphere. From the illustrations, to the color of the text, to the background music (different for each chapter), it was easy to really see myself in the world that the author had created and stay immersed in the story.
The game is very polished and well worth your time, a great improvement from the author's entry in IFComp 2020. Given that improvement and all the things that worked well in this game, I'm eager to see what the author comes up with next.
This is a weird game. Not so much in that the gameplay itself is weird, more just that everything that happens is weird. These leads to a lot of laughs, but also some frustrations with the puzzles/parser. I would recommend a liberal use of the walkthrough for this game, as the enjoyment is more the story and dialogue, and less the puzzles. That said even the walkthrough itself (at least the one I used) got nonsensical towards the end, that or the author was playing one last joke on us, which is probably the case in retrospect.
Throughout the game you get to play the four members of the garage band AardVarK, sometimes forced to play one of the characters, but often being given the option to switch in between them at will. It begins with Jenni, the guitarist of the band, being exposed to a mind-altering soda being shilled at her high school campus, that seemingly turns all over her classmates into zombies. She must escape and, with the help of her bandmates, save the world! Thus the hijinks ensue.
As you can imagine this situation leads to all kind of weird encounters and interactions, many of them laugh-out-loud funny, as the band careens through this crisis on their way to saving the world with the power of rock'n'roll! The author does some fun things with the parser ((Spoiler - click to show)like replacing what you typed with a more zombie-like response at opportune moments), and some clever tricks with the interface ((Spoiler - click to show)like turning some text upside down - how was that programmed?! - with comedic timing). Also, the status bar at the top of the window was put to good use, making sure that you remember who you were playing and what your current task was, which was helpful during some confusing moments.
I can't say that I was a big fan of the puzzles though. Some of them involved kind of off-the-wall solutions that didn't make a ton of sense or follow a logical path. Some solutions were adjacent to the ones I came up with on my own, those kind you frequently find in parser games where you had the right idea, you were just typing the wrong words. Some solutions were hinted at very subtly and I missed the clues (though usually because I was enjoying the story at the point and not in detective mode), other puzzles it seemed like the solution was (Spoiler - click to show)just to wait long enough, literally typing "z" over and over again would do it, for the game to tell you exactly what to do. There were also a few minor implementation problems. All in all, the puzzle portion of the game I feel took me out of the rhythm of the story a bit, so again, use the walkthrough any time you feel yourself getting frustrated and enjoy the game more for the humor than anything else. Certainly worth your time.
So what can you say about this game? I'm not sure. It is the second year in a row that the author has entered IFComp with a weird game that has almost no story, but rather is filled with a handful of little word or logic puzzles. I didn't really care for last year's game either, but I thought at least there was a really clever mechanic in the "boss fight" scene. With this game though I couldn't find much to appreciate.
The scene is straight-forward, you are have handcuffed your own hands behind your back in a flubbed attempt at practicing a magic trick and now you have no way to get free. However, you borrowed a gadget from a friend recently that might help: the eponymous egg. You can give it one word voice commands and it can perform a wide variety of tasks. Imagine Alexa, but with mechanical arms, drones and robots to carry out your wishes. The catch is that it was jostled in transit recently and so not all functions are available to it.
So is this a game where instead of commanding the egg to pick the lock of your handcuffs? Sadly, no. Instead it is a game of waiting for the egg to repair itself until the LOCKPICK function becomes available. In the meantime the egg throws verbs at you (functions that have been restored) which you can then parrot back to see egg perform a number or random, sometimes goofy, tasks. So like I said in the title, this isn't a parser game in the sense that you tell the game verb and noun combinations (all your commands are a single word), rather the egg gives you suggestions and then you are the one stepping to. It is either that or typing "z" repeatedly while waiting for the endgame. Along the way there are a few very simple puzzles to complete, but nothing challenging or enjoyable.
So I just don't get this game. I'd love to hear from someone else who has a better experience as to what you liked about it.
This piece strikes me as a very personal story from the author. Nothing at all like their entry in last year's IFComp (which I very much enjoyed). Kind of a journal entry and therapy session played out in the creation of this work of Twine. I'm not sure if the author explicitly said so in the blurb or intro to the piece, but it feels like this is a slightly fictionalized re-telling of things that actually happened to them. I hope that they have been able to heal a bit by sharing their story with others.
Perhaps because I haven't shared any of the experiences in the story it was hard for me to relate to this piece. I think I'm just not the target audience. The story is extremely (maybe completely) linear, where the few choices that you are given are often just different ways to say the same thing. I've found that if you aren't given enough agency to choose the personality of the character you are playing, then if you don't relate to that character sometimes the game just misses you. That was the case here. The short sections alternate between fandom discussions of anime, programming a website, online SFW role playing and discussions of the main characters home woes. The only sections I was really interested in were the last kind, and they seemed infrequent and over quickly. Again, because I'm pretty sure these were real experiences it makes sense to switch back and forth between these scenes in this way, just not sure it makes for the best story structure.
Honestly, my enjoyment of this game was closer to the two-star level, but because I know the game was important for the author to make and will hopefully be important for some others to read, and because I do want others to play it in case it does speak to you, I gave it three stars.