Ratings and Reviews by MathBrush

View this member's profile

Show reviews only | ratings only
View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
1-10 of 3111 | Next | Show All


Holography, by Emily Short

1 of 1 people found the following review helpful:
An experience like brainstorming, written in Inklewriter, April 21, 2024
by MathBrush
Related reviews: less than 15 minutes

I used an Internet Archive backup to play this game.

In it, you start with a one-sentence story, and then expand on it. After three or four rounds of expansion, you get a full-fledged story.

There is quite a variety; I found a cheating king who broke his wife's heart, an evil witch who sucked the life force from her husband, and a mysterious assassin who married the king and left her old life behind only to be forced to return to her old habits.

The structure seems to be completely branching, which makes sense as Inklewriter isn't an exceptionally powerful engine. There may be some state tracking, though I'm not sure.

Overall, the stories were each high quality, but this overall feels slight in terms of its interactive structure.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Fugue, by Emily Short

2 of 2 people found the following review helpful:
A game out of time--short, with little time but several options, April 21, 2024
by MathBrush
Related reviews: less than 15 minutes

This is a choice-based game written using a parser. At the time it came out, 2008, choice-based games had a long history already but they had never been popular in the IFComp or r*if usenet communities. The reviews from that time indicate that people found its choice-based nature unappealing.

The game is based on a writing prompt, and that prompt is essential to understanding the game. You begin in a cafe with three people around you called B, C, and D, and an American couple, one with a lisp and one with a stutter.

The speech impediments are part of the prompt; it can be difficult to write impediments in a way that doesn't come of as either condescending or mocking, but I think this pulls it off well.

For a choice-based game, this is actually quite complex. Time progresses no matter what you do, but you can focus on talking to each of the three people with you, or Wait. Each person you're talking to has a variety of options on what you can ask them about. I found that the game could recognize even small parts of the prompt, so if a question started with 'ask whether...', then typing ASK WHETHER was enough to solve it.

I remember trying this in the past and thinking it didn't go much beyond the prompt, so I was surprised this time that there was a major twist in the story. I had to reread to make sure I was understanding right. I'm surprised the other reviews don't mention that.

I genuinely liked this game; I liked the twist, the parser added a little 'crunchiness' to the choice interactivity, and it was well-written. The only thing that seemed 'off' was that choosing to just 'WAIT' ends up with an interaction that doesn't seem to fit the story as written.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Codex Crusade, by leechykeen

1 of 1 people found the following review helpful:
A complex Twine game about exploring an enormous library, April 20, 2024
by MathBrush
Related reviews: about 1 hour

This game was in a poll for games that need more reviews.

In this game, you play as a lowly librarian who has been tasked by a mysterious stranger with finding the Babylon Book, which contains all stories that can ever be written.

This is meant to be the first in a three-part series. The bulk of the game takes place in a bizarre student cafeteria where history, magic, and collegiate life mingle.

The game uses a lot of styling, and has cycling links, background images, music, and a lot of text boxes where you can type what you want. I'm not sure how often the game checks what's in the type boxes; I had one puzzle where for sure it mattered, but others didn't.

The story is madcap and surreal, so it can be fun but also hard to follow at times. I wasn't quite sure how I ended up in the cafeteria, or why I couldn't leave it; and I encountered many things before I knew how to make use of them.

But, this is fairly compact, and it's not too hard to explore everything even though there's a lot. So I was able to figure out things in the end.

I definitely think I'd play the next few games. The one thing that I wish were a little different was the many times where I saw a cool feature (especially text boxes) and didn't know if it was 'cool feature just to have fun with that is only used for characterization' or 'essential puzzle component'.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Passages, by Jared W Cooper

2 of 2 people found the following review helpful:
A short linear Twine game about wormholes popping up, April 15, 2024
by MathBrush
Related reviews: less than 15 minutes

This is an example of dynamic fiction, where you have no interactivity (although there is one instance of cycling text) and the entire purpose of the links is to pace the reading.

I’m not really against dynamic fiction. It’s useful in shorter stories to hide the total length of the story and keep you guessing where the end will come. It’s less useful in longer stories, as players get frustrated. Thankfully this is pretty short.

This game is about wormholes opening up and taking away things and people, with the reasons for it slowly revealed. I liked it, and I appreciated the sentiment it was trying to impart.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Renegade Brainwave, by J. J. Guest

5 of 5 people found the following review helpful:
A music-enhanced goofy night in a cemetery investigating aliens, April 9, 2024
by MathBrush
Related reviews: about 1 hour

There have been a couple of polls over the years for 'games that need more reviews' and this has been on all of them. I loaded it up once a few years ago, but it seemed somewhat overwhelming.

But I'm glad I've finished it now!

This is a goofy, intentionally silly game in the vein of Escape from the Crazy Place. You are a police officer dressed as a Go Go dancer. Your partner is Donald McRonald: clown, pyromaniac, and overall goofy character.

The game map is split into about 9 main locations with a couple of extra ones. Gameplay revolves around bringing items from one area into another and getting Ronald to cooperate with you.

The plot is that something mysterious fell out the sky and crashed into the graveyard, and now so many of the dead and buried are rising up out their graves!

There is background music, which I thought was well-chosen; it felt like the soundtrack to one of those movies within a movie you see when people reference fake black and white horror films, like the werewolf movie in the Thriller music video. It has a lot more character than much of the music I've seen in other IF games.

However, I also found a lot of bugginess. The jelly doughnut was a major problem; I found it in a grave. I took it. Then I took something else in the grave, and it said I took the doughnut. I later gave the doughtnut to Donald, and it said he ate it, but then I still had it in my inventory. Similarly, the hints just went blank when first entered the (Spoiler - click to show)spacecraft. There were also a lot of interactions which may have been bugs and may have not; like when I opened my purse, and (Spoiler - click to show)tried to get something out and died, so I tried giving it to Ronald and told him to open it, then when I had it again I could take stuff out and not die, even though the boa was in there. Similarly, with the main nemesis, (Spoiler - click to show)I first tried doing nothing, and died; then breaking the machine, and died; then going through the light, and died; then talking, and that just gave a normal response. So I tried attacking the dog herself and got mind controlled away. So things were kind of chaotic. There are also several typos, mainly missing quotes when a sentence has a dialogue tag in the middle.

The characters and writing are funny and high quality, and the music really helps the ambiance. I enjoyed a lot of the puzzles, too. I wonder if that's why there are so few reviews; the game is good enough that no one would give it a 'this sucks, don't try this' review, but tricky enough to finish that people who like it often aren't able to see the end. However, I should note that as of writing this in April 2024, this game has a lot of 4-5 star ratings, while I'm giving it a 3-star rating, so my experience may be atypical.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | View comments (2) - Add comment 

Whitefield Academy of Witchcraft, by Steph Cherrywell

3 of 3 people found the following review helpful:
An expansive and engaging magical puzzler with images, April 8, 2024
by MathBrush
Related reviews: about 2 hours

I was talking to someone about Quest games, and searched for the top rated Quest games of all time. It brought this up as number 1, a game by two-time IFComp winner Steph Cherrywell! I had seen it before, but never got around to playing it.

I strongly recommend downloading Quest to play this. Online, it gets slower and slower and eventually halts altogether. Offline, it worked great.

In this game, you play as a magical student coming back to your academy after a break. This is a small-scale school; less Harry Potter, more like X-Men school sized.

You have a spellbook with you, but it's blank! You can encounter up to five different spells.

Gameplay revolves around rescuing your friends (and maybe some not friends) who've been struck by various magical curses. I remembered Jenny Yoshida from Brain Guzzler's from beyond, and then Mary Jane, before looking it up and realizing that the two games share much of the same cast (though they are set in different universes). Each student comes with a well-drawn profile picture.

The puzzles were tricky for me. All were well-clued, and generally revolved around finding uses for each item or spell you find. But a lot of error messages aren't helpful if you almost get the right answer but not quite. The hardest part for me was (Spoiler - click to show)carving the jack o lantern(Spoiler - click to show). I tried (Spoiler - click to show)CUT PUMPKIN, CUT PUMPKIN WITH KNIFE, CARVE PUMPKIN, etc. So struggling with the parser adds to the difficulty. I ended up consulting a walkthrough several times.

The writing and setting is very charming, making this game overall very fun to play, despite my struggles. I'm glad the author went on to make hit after hit.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Forward, by Naomi Norbez (call me Bez)
A game about looking back and looking forward, April 6, 2024
by MathBrush
Related reviews: less than 15 minutes

I generally like Bez’s work, as my view on creative writing is that it’s a way to share parts of our experiences and feelings with others, and Bez’s work is generally very effective at communicating how they feel.

This is a shorter game, drawing on some of the cozier seeds. It uses a warm color palette and a background sound of (I think) a fire crackling.

It has you sitting and thinking about all the bad things in your life, picking over the negative thoughts with a fine tooth comb. I remember playing it for the first time, feeling like it was going to be a downer game, but then I was pleasantly surprised to see things turned on their heads.

Overall, a good game and one that had a positive impact on me. I do think I slightly prefer Bez’s longer games, but that’s about it.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

A Collegial Conversation, by alyshkalia

1 of 1 people found the following review helpful:
A game from many perspectives, set at a work party with drama, April 6, 2024
by MathBrush
Related reviews: 15-30 minutes

This was an intricate and surprising game. It uses a seed for color palettes and another for ‘one click=one change in perspective’.

So the way it’s structured is that it has a setting and a list of dramatis personae. All of the people’s names are linked, and clicking on them gives you a view of the soiree from their perspective, as well as links to the three others.

So, I thought, ‘Ah, I get it. There are just four story passages, and you can pick what order to read them in.’ But, it was actually a lot more complex than that. Each link that you click takes you to another person’s perspective, like I thought, but it also advances the time. So there’s actually quite a bit of complexity in play here.

At first, I thought there were 8 or so people, until I realized that every person had a first name and a last name and that which one was used in the text depended on the familiarity of the person who was speaking. This introduced an almost puzzle element for me, as I had to go back and forth between the dramatis personae list and try to fit together the different perspectives into a unified whole. It made me feel like this was a lot of worldbuilding for one game, so I checked the ‘about’, and saw that this tied in with the author’s earlier game Structural Integrity.

Overall, the writing felt natural and the scenario was interesting enough that I played through 4 or 5 times (unlocking the ‘faster read’ mode). The basic concept is that you’re at a work party and two male/male couples that have beef with each other bump into each other with a combo of flirting and veiled insults.

I felt like the ending didn’t really end on a satisfying, conclusive note; it felt like there was either something missing left to be told or that room was being left for a sequel hook.

I also think that the extensive worldbuilding and the ‘one click = one viewpoint change’ concepts had tension with each other, because with such fleshed-out characters I would have liked to have more time with one character to learn names from their point of view and get a feel for them and their worldview before hopping over to the next character.

Finally, the styling looked nice, with well-chosen colors and backgrounds, and a fancy dramatis personae list. I thought early on ‘I wish I could just bring up the list of people more easily’, and then I realized there was a button that does exactly that, which was good design.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

All The Games I Would Have Made For Seedcomp If I Had The Time (Which I Did Not) (Oh Well There's Always Next Year), by Cerfeuil

2 of 2 people found the following review helpful:
Fake game listings for games that could have been, April 6, 2024
by MathBrush
Related reviews: 15-30 minutes

This game has a genuinely funny title, which I like.

In ATGIWHMFSIIHTTWIDNOWTANN, you are provided a list of game seeds the author was interested in. You can click each one to see the seed itself, either visual or text, which honestly was great; in the actual seedcomp planting round, you have to download the text prompts individually which can get really annoying, so copying the structure of this game to make a ‘hub game’ could be really nice.

Anyway, once you select a subset of these, you can push a mysterious-looking ‘alchemize!’ button. Now, there are a lot of seeds here, so there would be hundreds of combinations. But the game automatically culls things to combos the author thought of, so clicking one box deletes most others.

I was delighted to see that the function of ‘alchemize!’ was to make a fake ifdb page for the game! It comes complete with summary, reviews, and votes on those reviews.

It was really fun seeing what someone’s perception of IFDB was as expressed through the various voices they invented. It was pretty funny seeing things like two-word negative reviews that got a single 0/1 helpfulness vote.

I found it interesting that the fake reviews quoted or summarized large portions of the game explicitly. I know the reason for that was to communicate to us, the people reading this, what the games would have actually been like. But actual reviews tend not to include so much stuff (like a ranking of characters in a game), probably because people read reviews before playing and don’t want to get spoiled. It made me wonder, what if we did include more stuff like that? In spoilers, of course.

The one thing I didn’t really like was the color choices. The fake IFDB page had black text on a dark grey background (I tried two browsers just to check). I could read it but only barely, so I went into the console and edited the text to be easier to see. Might just be a me-getting-old thing, though.

Very fun to see IFDB represented this way.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Poetic Justice, by Onno Brouwer
Go on trial with several poets, April 6, 2024
by MathBrush
Related reviews: 15-30 minutes

This game uses a seed where you have to stand on trial before four famous poets.

It’s written in Dendry, one of the first Dendry games I’ve seen not written by Autumn Chen, making this pretty unique.

The game presents each of the four poets (Sappho, Tagore, Milton, and Khayyam) as characters each having themes, virtues, and vices.

The concept is that you are on trial for plagiarizing their work. Each one accuses you of having plagiarized certain themes of theirs. Your own identity is kept secret.

At first, I thought the game would have very little interaction, since clicking on each poet gave me three pages of non-interactive text.

But then, I found out that that was just the intro! You then reveal your own identity which was a powerful moment for me (I got mild chills on my arm hair).

Then there follows a combinatorial puzzle. I found it tricky; I just randomly clicked for a long time and didn’t understand the mechanics. After about 10 minutes I started thinking more about it, and finally came up with a solution. It was pretty complex; it reminded me a bit of an Andrew Schultz puzzle.

The game inspired me to look up more about the poets. Due to my inexperience, it was hard at times to see the differences in their themes and their values, so I had trouble distinguishing between them. I look forward to learning more about them and am glad for Onno and Rovarsson (the seed author) for bringing them to my attention.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 


1-10 of 3111 | Next | Show All