Reviews by ChanceOfFire

View this member's profile

Show ratings only | both reviews and ratings
Previous | 31–40 of 137 | Next | Show All


Choice of Zombies, by Heather Albano and Richard Jackson
2 of 2 people found the following review helpful:
It just doesn't make sense, June 7, 2025

I first played this game a long time ago (the complete version, not the Introcomp entry). I remember it being pretty mediocre back then. Now, I've decided to head back and give it another whirl.

The game adopts a humorous and snarky tone, but it really doesn't match the zombie apocalypse setting at all. There is some heavy fourth wall breaking, depending on your choices, but it didn't feel particularly witty or clever. The plot is straightforward in design as you move from one place to another, but filled with headscratchers, which I'll detail later on.

While there aren't any ROs, the game flips the gender of the companion NPCs depending on your own gender. The characters don't have much in the way of personality, and this just makes them feel even more shallow. Some of them will also do extremely obnoxious things in game, in case you needed more reasons to dislike them.

There are also a couple of things which didn't make sense, which I will talk about below.

(Spoiler - click to show) At one part, you can borrow/steal an abandoned car, but later, the game says that you have a shovel in the back because you were too lazy to take it out a while back. Huh? It's not my car.

At another point, a doctor with a stone-cold personality tells you to leave someone behind in an unsympathetic manner. This doesn't sound like something a medical professional would do so callously, even if the situation was dire.

At the shopping mall, you can spend a few hours on an electronic sim to build your shooting skills. I can buy that the mall runs on diesel generators, but it's a bit of a stretch that they'll let you waste precious power on playing videogames, even if you're trying to build your stats.

When you reach the island, you can't use your gun to break into the abandoned house. You can't retrieve anything from the boat to help you either. Does a ferry/yacht not at least have a length of rope?

Also, can't you simply remain on the boat? If you picked the yacht or ferry, it should be comfortable enough for you to survive in the water for some time, and the zombies wouldn't be able to reach you unless they can swim. You can also forage for food or water on land when the zombies aren't around in full force.

One of the endings says that the zombie plague got 'medically contained'. Huh?? What does that mean? The zombies multiply through physical contact. What does it mean to 'medically contain' them? Seeing that human civilization appears to be in shambles, who did this? A group of aliens watching from space? This part is so brief that I doubt much thought was put into it either.


Choice of Zombies came out at a time when decent choicescript games were few. But today, this just isn't it.

You can log in to rate this review, mute this user, or add a comment.

The Sandman, by Bellamy Briks
Don't go to sleep, June 6, 2025

You face an unusual apocalypse. One which will put you to sleep forever as soon as you fall asleep. You can either give in to this mysterious condition, or fight it by staying awake for as long as you can.

It took me a bit of time to figure out how to 'survive' to the next day and after without falling asleep forever on the first day. Still, even once you figure out the steps, you get the dark sense that you are only keeping the inevitable at bay for a short time. The writing and conversations with the other characters also help to convey the hopelessness of the situation, and perhaps a certain sense of acceptance and tranquility they might find within. If you find yourself in the position where you are the sole survivor, the situation also takes its toll on you. If you can survive well over ten days, the choices all around you work to show that the inevitable is right around the corner.

I don't think there is a way to win this, and I think that's the point. That said, there is apparently a secret ending for the game, but I don't have the energy to try unlocking it at this point.

You can log in to rate this review, mute this user, or add a comment.

Interview Interview, by Ronynn
What the *bleep* was that ending, June 6, 2025

It starts off pretty entertainingly. You attend a series of interviews (not just the job interview kind) and get to pick from one of four responses ranging from professional to cringe. The writing was really entertaining, and I was seriously flirting with the idea of giving five stars at that time. The section on a romantic date left a silly grin on my face for some time.

Meanwhile, I was wondering about the lizard on the cover art. However, the answer came soon.

I'm not sure what I should say about the story's ending. I don't know if it's just so brilliant that my small brain can't comprehend it, or if it was just a dumb idea. (Spoiler - click to show)It turns out that the whole thing was just a reptile dreaming about human life, then a play about that reptile dreaming about human life, then a reptile dreaming about that play about the reptile which was... aaargh. Ok, I think that's all the layers. It was just multiple levels of the 'just a dream' trope, and I'm not sure if there's some brilliance somewhere I'm missing.

That said, the earlier parts were still very entertaining to read. I'm giving four stars for that. Now, I need some time to unscramble my brain.

You can log in to rate this review, mute this user, or add a comment.

Echoes, by Ben Jackson
An interesting IF with puzzles and exploration elements, June 6, 2025

Echoes is an anthology of three games in one. I didn’t do the Labyrinth one as it didn’t appeal to me that much. Treasure of the Deep is also a fairly short and very linear tale, such that it’s more of a story than a game. It was a fun read, but not really an interactive one.

Still, the one I did enjoy was Sticks and Stones, a humorous multi-part adventure where you travel around a dungeon, solving puzzles and collecting items, while trying to reach the next part of the game. Navigating the dungeon was tricky at first, but I managed to handle this by visualizing a grid in my mind. There are a good number of interesting puzzles there, and finding the different items to proceed also didn’t feel overly challenging, even though I went around in circles a few times. There is also a pretty basic but fun combat system, and the game allows you to retry whenever you lose a fight.

The writing is entertaining and there was good art to accompany the writing, such as the backgrounds for the linear Treasure of the Deep story. Overall, I’d say the full product is pretty solid, although I tried just two thirds of it.

You can log in to rate this review, mute this user, or add a comment.

Kenam Moorwak - Chronicles of the Moorwakker, by Jupp
A lengthy and deep adventure with adventure RPG elements, June 5, 2025

Chronicles of the Moorwakker has plenty of content which will keep you occupied for some time.

Your task here is to investigate the death of your mother, on a journey that takes you through fantasy medieval Germany. As a twine game, it felt really well-designed with that open-ended adventure vibe, as you decide which way you will travel and the things you can do in each location. There are some sections which will require you to go through different rooms to hunt down the various items you need to unlock stuff and proceed, including the section right before the final boss. It added to the feel, but it can get tedious at times.

I failed the starting battle twice, with my opponent suviving with one health point on both occasions. (Something must really hate me.) Afterwards, I decided to do this true story mode, and skip all the battles. A lot of work must have went into scripting the battle system, and I liked all the little details, just that I felt that it required a lot of clicking. You are allowed to retry or skip battles (I can't remember which difficulty I picked) so the game is still pretty forgiving there.

Once you finish, you can restart the game entirely, or at a chapter of your choice.

The art and sound, along with the gray color scheme, also fit the game pretty well. That said, the art is at least partially AI generated, with some human modifications.

You can log in to rate this review, mute this user, or add a comment.

Canvas Keepsakes, by C.T. O'Mahony
A fast-paced and thrilling adventure with a good dose of special effects., June 5, 2025

With solid writing and an interesting story which keeps the tension going, Canvas Keepsakes provided a pretty entertaining experience. As an artist, struggling to pay the rent, you have the strange power to travel in your own paintings and retrieve things from them. Of course, things quickly go awry as you meet a buyer who seems secretly out to mess you up, and your paintings come out to mess with you.

I liked the cat companion in particular. Pixel is pretty adorable, plays a strong role in the story and also provides some entertaining commentary.

One thing I didn't like was that the game didn't really introduce the story elements very well. For that, I recommend reading the blurb before you start, as the game does not explain quite a number of story elements otherwise.

As for one thing I really liked, the use of visuals and sound to convey scenes. Shaking and glowing letters, background color changes and sounds all work in tandem to add oomph to the different scenes. Special effects are one thing this game does very well.

It was a good bit of entertainment.

You can log in to rate this review, mute this user, or add a comment.

Heroes Rise: The Prodigy, by Zachary Sergi
Hero to Zero, June 5, 2025

I first played Heroes Rise well over a decade ago, when Choice of Games was first inviting authors to write for their professional label. Heroes Rise received quite a lot of criticism for its railroaded design back when it was first released. A long time later, I’m taking another look at this bit of CoG history.

As has been said before, the story is quite railroaded. Speaking of which, this railroad does forcefully take you to a couple of sections where you get brutally defeated before crawling over to your next challenge. The plot also feels very convoluted, with twists and revelations thrown at you in a chaotic fashion.

There is also a RO whom I simply didn’t like. That said, the game gives you plenty of choices to say no, then disregards them all anyway. (why??) After making clear (multiple times) that I was (sincerely) not interested in her, she planted a kiss on me anyway and the game went on to suggest that we had a thing going on. Honestly, I love having romance in games, but this didn’t feel good at all.

The writing is fairly solid, with plenty of action-packed scenes in the middle of the madness and chaos. It’s fun, but could have benefitted from a more organized plot. Additionally, the game also touches on some hot issues like nuclear arms and real-life geopolitical matters, but these were handled so lightly and fleetingly that I think the game would have been better without them.

On my latest playthrough, my performance was about average. Despite the linearity, the game does build up a numerical score for you over your playthrough, and hands you your report card at the end. Still, this magic number still felt detached from the various experiences I had over the course of the story. I could have played again to try to obtain a better score, but simply didn’t feel like it.

Heroes Rise was probably solid at a time where there were few good choicescript games. Nevertheless, I feel that this hasn’t aged well.

You can log in to rate this review, mute this user, or add a comment.

Heart of Battle, by Fay Ikin
Gladiators and romance, June 3, 2025

Heart of Battle had a really slow start, as you learn more about the oppressive situation you find yourself trapped in, and get to know the fellow gladiators and other people around you. There is also a slight bit of romantic scenes in the earlier chapters, which felt tastefully done.

Still, the story and plot picks up really quickly, as you start discovering avenues to freedom and a better life, through peaceful or forceful means, and get to decide how you really feel about your gladiator life and how much you want to help the people in the same predicament. For the middle and the end of the story, my interest picked up and I felt more invested in the tale.

The romance, to my surprise, was another very strong point. All of the ROs were interesting, playing various roles in the story, and I was actually struggling to the very end to decide who I would pick. Ultimately, I went with the healer, but it was a difficult choice, and that's a compliment.

The choice of a gladiatorial setting seemed unusual at first for a romance game, but I later felt that it made the romances feel stronger. In a world filled with struggle, relationships feel much more valuable. Also, some of the ROs also allow for the exploration of power dynamics in this setting, another part which I liked.

That said, there is plenty of violence as well as harsh situations in this game. For folks looking for romance stories in the more gentle settings you'd see in a typical HC game, reader discretion is strongly advised.

The plot and writing felt a bit weak at some points, but I really liked this game as a whole. As a romance title in a less usual setting, this is one I can recommend.

You can log in to rate this review, mute this user, or add a comment.

Succor, by Loressa and Matthias Speksnijder and Dactorwatson
Struggles of the mind, June 2, 2025

As someone who has struggled with a lot of negative emotions, I suppose I could relate to the player in multiple ways.

You walk around the house, looking for ways to occupy yourself (mostly by cleaning some parts which really need it) and getting a wave of negative feelings every now and then, which you will need to make a decision on how to handle. There are also plenty of restaurant menus within the house, showing how even food can relate to difficult or heavy memories. That said, I would not recommend this to people facing similar situations (and the game also carries a similar warning at the start).

The music and sound is minimal, but they are well-chosen and help to convey the theme. The art is also similarly minimalistic at some parts, but I think it also does convey the lens in which one views things under darker circumstances.

I felt that this was a pretty thought-provoking entry. That said, do heed the content warning on the front page.

You can log in to rate this review, mute this user, or add a comment.

We Stole a Ship to Run a Scam, by Peter M.J. Gross and Donald Conrad
A short 2D RPG, June 1, 2025

I probably would have given this game three or four stars. However, I am declining to leave a star rating as I’m not sure how I should really score this game. This isn’t the first RPG maker game I’m reviewing on IFDB, but I’m personally very conflicted as to how much of an IF game this is.

I did one playthrough. Going by the game’s screenshots, there are probably other paths or bits of content I’ve missed. You play as a crook, impersonating a legitimate businessperson, coming to an island to steal some sea eggs. On the way; you visit different parts of the island, sometimes having to figure out what to say or do to get an inconvenient person out of the way. Once you reach the end, the game gives you three choices as to how to proceed. Still, from what I can tell, the game ends about as soon as you’ve made that choice.

The art is simple, but does have that old-school charming feel to it.

It was a fairly entertaining short game, but it feels much more RPG than IF. I’m not sure if that’s something which should affect the final rating, so I’m not leaving one for now.

You can log in to rate this review, mute this user, or add a comment.


Previous | 31–40 of 137 | Next | Show All