Alone

by Paul Michael Winters profile

Apocalyptic Horror
2020

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3 star:
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Number of Ratings: 30
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7 of 7 people found the following review helpful:
Classic parser based horror, October 5, 2020
by deathbytroggles (Minneapolis, MN)

In 2019 Winters released The House on Sycamore Lane, which screamed potential but was riddled with spelling, grammar, and guess the verb issues. With his sophomore effort, Alone, he has improved considerably and put forth a solid parser game that is a worthy entry in the apocalyptic horror genre.

Alone quickly establishes that you are a survivor, working solo and avoiding infected people at all costs. But a visit to a convenience store to get some gas changes all that. The gas pump is locked, and what follows is a long string of puzzles to get access to additional areas that hopefully have something you can get your hands on to cut the dang lock off. While partaking in the puzzlefest, you slowly learn what's happened in this neck of the woods Babel-style, reading journal entries and stumbling across horrific scenes.

I did not need to resort to a walkthrough at any point as the puzzles are generally straightforward. There are no red herrings, and all items you can pick up or manipulate have fairly clear uses. That's not to say the puzzles were insulting; they just didn't take leaps of logic or require a stroke of brilliance to uncover, which was definitely refreshing.

Another thing that Winters improved upon with this game was that he never tells the player how they should feel. He just lets the setting tell itself. Even the alternate ending (the less favorable one) is not given judgment by the author.

The reason I didn't rate this game higher is that the atmosphere didn't grab me as much as I would have liked. Room descriptions are sparse. Rarely do we get any details other than the objects we need to manipulate. Smells and sounds are not described very often. And with one pretty great exception (Spoiler - click to show)(the timed sequence with injecting Adrian), there's never a sense of dread or urgency, which there should be fairly regularly in a horror game.

I very much look forward to Winters' next effort.

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3 of 3 people found the following review helpful:
A solid old-school parser game about an abandoned gas-station, October 5, 2020
by MathBrush
Related reviews: about 2 hours

I saw some positive buzz for this game and was looking foward to it.

This is a parser game with a map that slowly expands, starting with a pretty constrained area but slowly branching.

Some have called this 'old-school' and I'd say that that's true, in the sense that the storytelling is mostly environmental, the puzzles are well-recognizable tropes with clever twists (color-coded switches, complicated devices, machines with missing parts, keys and locks, etc.), and the writing is mainly devoted to describing objects and things briefly and succinctly.

The puzzles form an enjoyable whole; I liked figuring out the different ways of handling the fusebox. I ended up needing to use the walkthrough when trying to find the (Spoiler - click to show)spring, and I locked myself out of the best ending accidentally when I (Spoiler - click to show)incinerated the worker and the device for making the cure. I hadn't saved in a long time, so I'll have to go back some time and try again. I got a sub-optimal ending, but still felt satisfied.


If anything could improve this game, it would be additional coverage of scenery implementation and synonyms. Much of the game depends at looking at scenery and looking at its sub-details, yet numerous such scenery objects are not implemented at all or require specific phrases. For an example of specific phrases, I couldn't refer to the (Spoiler - click to show)big red button as just (Spoiler - click to show)'red'. For an example of synonyms, 'push red fuse' doesn't work, but 'turn on red fuse' does. For missing scenery, when you see a faint light in the distance, you can't look at the light.

These aren't major impediments, but resolving this would take this game from good to great. I definitely think that this game will do well in the comp, and that the author could create future awesome games.

-Polish: As described above, I felt that the game could have benefitted from another few rounds of refinement with synonyms and such.
+Descriptiveness: The writing does a good job of describing the various objects you find.
+Interactivity: I enjoyed the puzzles outside of the polish issues.
+Emotional Impact: I felt a sense of mystery and exploration.
+Would I play again? I plan on finding the good ending some time.

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- Edo, October 4, 2020

- Durafen, October 4, 2020

- Zape, October 3, 2020


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