In this choice-based game you play as a heart-broken and suspicious off-again-on-again girlfriend. Your girlfriend is texting with someone else, a lot, and you want to get to the bottom of it.
This game features the dreaded timed-text, and it is more dreaded in this game than in any game I've played before. In some games the timing of the text is fast enough that it doesn't bother me, or it is used sparingly in optimal places in the story. But in this story it is used on every page for every line and it is slow, even for a slow reader like myself. I actually took to loading a new page, then playing with my phone for a few minutes waiting for all the text to load before going back to it.
Then on Turn 11 (so says the debugger), the game glitched due to a coding error, popped up a debugger menu and, at least on my tablet, prevented me from finishing the game. I'm pretty sure I was near the end anyway, and as good as the writing was, I just wasn't interested in the story. Not that it was heartfelt, it just wasn't anything I hadn't read before. Nothing there to really engage me.
In this choice-based game, you play as a woman fleeing from a massive storm that is sure to wipe out everything in its path, somehow related to the sun standing still in the sky (?). It doesn't really matter, all that matters is the end of your particular corner of the world is nigh and you have to decide what to do about it.
I played through the game twice. It seems like there are a few branching narratives which have you encounter different NPCs with different perspectives on how the end of the world should be handled. You get to decide for yourself. There isn't much to the game, a few choices that lead you into different philosophical discussions, but not much action past that that I discovered. It is well written and interesting enough for the short time it takes to play through it, but not much more.
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.
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.
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.
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.
The IFComp blurb and quotation that displays on the title screen had me interested to play this game, but it greatly disappointed. Unless I missed something significant, rather than examining the impacts that a person can have on a place, in both life and death, and how time can change a landscape, the game is little more than a pacing simulator. You just walk back and forth between a few locations until the sun sets, then you can do it again the next day. I played through three days and didn't really notice any mechanics or philosophical musings. I feel this was a missed opportunity. Pull up the game to enjoy the river soundscape that plays in the background, that was the best part.
In this very short, choice-based game you go wandering in the woods, looking for your gender after a magpie stole it. The game is very straight-forward, with just a few scenes and a few choices. It begins with the aforementioned humorous scenario and ends in a metaphor about how finding your own identity isn't always so simple. The writing was simple, but good. I played through it twice to see how different choices would affect the story. Worth the short time it takes, but not much more than that.
In this game you play a student at a university that stumbles into some kind of seminar, revolution and/or cult. Learn all about "Smart Theory" and how it will soon take the nation by storm!
This short game, written in Ink, is pretty funny. There are definitely some laugh-out-loud moments. Enhancing the humor is that you can actually see something like this happening on a college campus today. That said, the whole game, which is very short, is pretty much the same joke played over and over again in different keys, and it grows old about halfway through.
The game is well-implemented, with more than two choices at most junctures and a bit of looping back to give yourself a chance to catch things you missed before if you'd like. There is even an ending that is a bit more earnest than the preceding humor seems to warrant.
Definitely worth a playthrough for the laughs. Not sure if a second playthrough would add anything though.
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.