A Week in the Life

by Neil James Brown

Slice of life, Surreal
1997

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0 of 2 people found the following review helpful:
Meh., May 6, 2022

Interesting premises: The game "world" is just one room, and it's filled with abstract obstacles, encounters, fears and chances of your everyday life (as the author). Interaction with listed terms drives the story forward. Could probably be turned into an interesting experience.

Problem: Massive underimplementation. Guess the verb. Typing in plenty random thoughts just to get standard library answers. Sometimes you succeed and the story continues, but most of the time it feels like a big...

...waste of time.

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2 of 2 people found the following review helpful:
Makes you think, January 12, 2014
by Simon Deimel (Germany)

Honestly spoken, I liked the concept, although the game exclusively presents guess-the-verb puzzles. The description of the location (which is not a concrete place but an abstract concept) contains several objects, and the player has to find a way to deal with them. Some of these actions seemed arbitrary to me, so I really relied on guessing and sometimes was surprised when I got it right.
The author states in an afterword that he is aware of the aforementioned disadvantages. I think I understand the meaning of this game for the author, and I pay respect to it. In the end I did pass the week, so the game can be finished. The writing is okay. The implementations are not perfect, but sufficient, and I did not find obvious bugs.

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Baf's Guide


The author vents his frustrations with his life. Brief, highly abstract, and with an unusually large time scale - a time-lapse snapshot, if you will. Not much to it gamewise - in a sense, it consists entirely of guess-the-verb puzzles. But it's always interesting to see something different being done with the medium.

-- Carl Muckenhoupt

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