*** WARNING WARNING WARNING *** THESE ARE NOT REVIEWS! These are just my random stream-of-consciousness thoughts while playing the comp games. They are not constructive. They are not remotely fair. They are not polite. They tend to mention the bad things about a game while ignoring the good things, because I did not feel any drive to gripe or grumble about things that were done *right*. If you're an author, read at your own risk! Also, if there's a second number in parentheses after a game's score, that's the adjusted score I actually submitted (so that I could make better use of the 1-10 range); the first number is the raw score I gave it while playing. ******************************* Divis Mortis - 7(8) So I'm already guessing from the start that I'm going to find out a certain twist later on. (This isn't necessarily a bad thing.) I am disappointed that >MOAN is unimplemented. (And yeah, there's confirmation of my guess...) Implementation is OK so far, although not perfect. The capitalized room names in the exit list at the end of every description are a little weird. Why isn't "pan" a synonym for "skillet"? "You grab a bottle. Pills here."? Does that make sense? Harrumph. I guess that didn't count as food? This game is definitely lacking in polish: a lot of perfectly reasonable vocabulary and syntax is unrecognized. And it gets a bit worse near the end. But I enjoyed the game and the ending. Dunno why I didn't get the full score, though. Ninja's Fate - 4(5) I get that this is a tribute to Panks, but A) I'm not sure if the writing is also meant to be like his, and B) whether or not that's an acceptable excuse for it. But it's not really an excuse for the gameplay (or rather, the lack thereof). Aotearoa - 6(7) So the tutorial and coloring features seem like an interesting idea. I wonder how useful they'd be to an actual novice. (They're just annoying to me, of course, but I thought I'd try them anyway just to see what they're like.) Aside from that, it seems pretty responsive so far, even when I stray from the keywords. (Well, somewhat responsive, anyway.) I guess re-iterating the puzzle solution is to help players who solved it without knowing how? (And I can see how players might do that here, all things considered...) Ah, the old gum puzzle. While the implementation and writing aren't bad, I'm afraid that I'm just not finding this game that *interesting* -- I think I'm not the target audience, maybe. One Eye Open - 4(5) Interesting enough start. But you'd think at least one of these corpses would be carrying a key to something or other. Stuck, and on asking someone for a hint, I am told I can concentrate without an object. Was there something in the game which would have told me that? The papers seem a bit cumbersome -- in particular, whenever I found a new one, the parser wants me to be talking about the notes I already have. Now look, if you're going to specifically tell me to "LOOK UP [topic] IN FILES", you had better accept that specific syntax. That's worth a point right there. What the $*%@ is "strewn nothing"? Also, I think I've passed the two hours by now, so we lose another point or two for that... (not to mention the fact that I'm getting tired of doing the same kind of stuff over and over with no real advancement.) Flight of the Hummingbird - 7(8) Scenery is pretty scarce, relative to the amount of geography. Odd response to hidding the beams with the crowbar. You'd think a supervillain would bother labelling the controls in his rocket. If he had, I might have bothered to actually figure out the orbital mechanics rather than just fumbling around. Also, if I have to fly here, how did he do it? By the way, we English speakers like to call spinward "east" most of the time. And shouldn't the hub be "up"? But there are some amusing lines, and it's relatively short and easy, so I'm inclined to be nice. The Chronicler - 1 When it starts by telling me I'm surrounded by "light gray rhyolite" and then doesn't know the word "rhyolite", I am not impressed. Also, I'm as good looking as ever. OK, what is the point of putting in empty rooms whose descriptions say almost nothing and which don't even have the few nouns in said description implemented? "0 out of a possible 0". If the author cares so little, why should I care any more? And the button you can neither see nor press, and... I give up. [Then later, I learn that the game wasn't even finished, so... bleh.] Gris et Jaune - 5(6) I am sensing a possible theme for this comp. Interesting and the beginning. Well-polished. Some minor hiccups later on. On the other hand, there isn't a lot of guidance as to what the heck I'm supposed to do, so I wasted a lot of time wandering around aimless before going to hints. And I'm still not entirely clear on what to do, and I think I've lost motivation. Gigantomania - 3(4) So... it's not terribly interesting at the start, is it? I've already lost twice. And I am apparently confused by what I'm required to do in this first scene, since whatever I try seems wrong. And it's far too tedious to keep going. Heated - 3 Premise and first room description don't really promise much. Bug in the response to my first command. Oh come on. You go out of your way to draw my attention to a particular etching, and then don't recognize the word when I examine it? Ah, and I see the game has started with a timed puzzle which does not immediately present itself as a timed puzzle. "Cupboards" which I can only refer to as "cupboard" and even then is/are "not something [I] can open." Also, its central gimmick is lift straight from Bureaucracy. Quit early. The Blind House - 8(9) I feel like the game has a banner ad at the bottom of it. Isn't "get on bed" a standard Inform syntax that should be understood by default? Hmm. Nice ambiguous foreshadowing... Unfortunately, despite this apparently not being a puzzle game, I seem to be stuck on something. (Fortunately, a friend gave me a hint. I don't think the THINK ABOUT mechanic is really working -- I was halfway through the game before I even remember it, and it's inconcenient to have to go around using it on every object I see.) Why do people take things that work by default in Inform and break them? (Like >UNLOCK DOOR being able to ask for disambiguation.) Is there anything you can do to affect the ending other than choosing your last dialogue option? Still, an interesting piece nonetheless. East Grove Hills - 4(5) Self-referential, much? Why is the game being so coy about whom I'm talking to? "Uncomfortable socially swakward teen" is not really a fun conversation style to take part in, y'know. Er, aren't some of those conversation options kinda inappropriate here? What is with this conversation mode that won't end? Why is the game so obsessed with repeatedly reminding me that the characters are Asian? I may have a short memory, but it's not *that* bad. OK, the degree of self-reference is getting unbearable. And... that's the ending? Buh? Rogue of the Multiverse - 8(9) The writing seems good, but the story so far has been on almost literal rails. Bah, disambiguation issues this early? Relative directions are confusing. If a gyrocopter isn't a vehicle, then what is it? I bet a lot of people are going to hate this game. I think it could be improved, but fortunately I'm not one of those people. ("Full score" seems redundant at the end of this. Or rather, shouldn't SCORE have stopped talking about credits and started talking about other things once you were re-arrested?) A Quiet Evening at Home - 2 The blurb was demoralizing enough, but then I read the opening text. I do not want to play another game about having to go to the bathroom. Aside from that, do I have any motivation here whatsoever? No. No I don't. Pen and Paint - 3(4) "You have considering that death by drowning in it might be the best way to go out."? Hmm, I wonder if this will be like Myst. Or that game with the paintings and the keys and the time freezing and stuff from a few comps back. This started nicely, but the pyramid seems under-implemented. I seem to have gotten stuck early in this one. Weird (parser?) bug with the rubble in the mine. The author doesn't seem aware of the "listen" verb in the standard library. Oh, except *now* it's the solution to this puzzle, after not having been implemented in any of the places where it would have made sense? Switching to the walkthrough. The People's Glorious Revolutionary Text Adventure Game - 6(7) I guess this is somewhat funny. The "Marx"-ism is amusing. Apparently turning on a sink does not imply anything to do with water. Hmm. It seems like I just solved a particular puzzle, but I don't seem to have gotten any credit for it. The Mk II is a bit repetitive. I wonder what I'm missing. Ah, there we go. Uh, so what did the device do? The Warbler's Nest - 6(7) That was shorter than I expected. Unless I missed most of the game. There didn't seem to be much to it (even after checking the other endings), but what was there wasn't done badly. (Also, I was somewhat sleepy when playing this and somehow failed to understand what was really going on until I entered the cottage. Up until then, I had been assuming a death had already taken place.) Death Off the Cuff - 8(9) I haven't even typed a single command, and already the screen is so completely full of text that I need to hit space to continue. Does Windows Frotz mishandle this game's font, or is the author just allergic to apostrophes? The contextual auto-disambiguation is a *nice* touch. The response to the Doctor's jeans is a great line. I am enjoying the absurd and implausible webs of deceit that are coming unraveled. Entertaining use of the genre cliche. On the other hand, the way I had to keep re-examining things when there was no reason to expect they had changed (or had suddenly become valid objects when they weren't valid before) took away from things a bit. The Sons of the Cherry - 3 So I guess I have a pop quiz to take before I can play this one. And after defining my character, I'm reading text that sounds entirely out of character for any me I would have defined. It just asked me if I stay or leave, I said stay, and the very next response says I'm leaving? And since it's javascript, there's neither UNDO nor a "back" button. If it's going to be a period piece, shouldn't something have implied that earlier? Not only is this not very interactive, it's not even trying to hide it. Do it or don't, huh? The writing -- which is what this mostly is: uninteractive prose -- isn't terribly compelling either. There's the end of the game, and I don't feel any interest in playing again. Under, In Erebus - 5(6) A confusing introductory sequence, but I'm not certain that's not intentional. Should I be mapping? Probably. A player needs to have goals at the start of a game, or they're just wandering around aimless. And what is the point of having an inventory limit? I kinda wanted to like this, but going around collecting letters is insurmountably tedious. Sorry. The Bible Retold: Following a Star - 5(6) So we're looking at bits that weren't actually in the Bible per se this time. And we're doing it in a lighthearted way. That's fine. I seem to have a lot of places to wander around. I'm not sure if I'm supposed to be wasting my time selling pomegranates right now or no, but I don't see what else to be doing at the moment... And this fake Latin puzzle? No. Just no. And then things seem to fall apart with the two mazes. Oh well. The 12:54 to Asgard - 4(5) Well, it started out disappointing me by not recognizing a lot of the nouns it was telling me were here, but then it earned back some goodwill by featuring a rutabaga. But then after a bit, I seemed to be stuck in a situation with no idea what I can do. There are no hints, so I guess I get to restart. Then after a little more exploring, it happens again someplace else. Walkthrough time. And now I have no idea how one is supposed to think of half the stuff that one is supposed to do. And there is absolutely no way I could have done a significant fraction of this in two hours. I am sad and disappointed. Oxygen - 7(8) I'm reminded of Orevore Courier, although this isn't nearly so complex. It's annoying that you can't see the markings on the cards while they're plugged in. These miners seem suicidal: we'd both survive if they left their gamma card in, but instead they keep stopping their own oxygen flow. But it has good replayability. (Although I'm surprised that Andre lied to your face like that...) Mite - 6(7) Over-long intro (hitting a key isn't the same as interacting). Game seems inoffensive, non-buggy (so far). NPC's seem decent, if not terribly deep. There's one puzzle that seems to fall into the pattern where plenty of things *should* have worked but only one does (but that happens in lots of games). Although only allowing the verb "put" for the final action is rather annoying. In fact, there are multiple places where logical syntaxes are unnecessarily rejected. On the whole, not bad. The Bible Retold: The Lost Sheep - 5(6) I am greeted with a misspelling in the very first room description. What is the deal with the stick and the daisies? How can the river take me east, but drop me off northwest of where I started? Missing newline. Had to use the hints multiple times, but that could be because I wasn't feeling very drawin-in. And the ending was very anti-climactic. But at least it was short. ***** And in short, my recommendations are to play The Blindhouse, Death Off the Cuff, and Rogue of the Multiverse.