Ratings and Reviews by Mr. Patient

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Bug Hunt On Menelaus, by Larry Horsfield
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Hinterlands: Delivered!, by Cody Gaisser
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Jesse Stavro's Compass, by Arlan Wetherminster
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Between the Lines of Fire, by paravaariar
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Search for the Lost Ark, by Garry Francis
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The Familiar, by groggydog
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The Kuolema, by Ben Jackson
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Structural Integrity, by Tabitha O'Connell
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Marie Waits, by Dee Cooke
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Aesthetics Over Plot, by Rohan
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I Am Prey, by Joey Tanden
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Galaxy Jones, by Phil Riley
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The Sacred Shovel of Athenia, by Andy Galilee
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Red Door Yellow Door, by Charm Cochran
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Lucid Night, by Dee Cooke
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The Fantasy Dimension, by Johan Berntsson
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Falling to Pieces, by Gianluca Girelli
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Submarine Sabotage, by Garry Francis
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Strike Force, by Christopher Drum
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A1RL0CK, by Marco Innocenti
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Blorp!, by Shawn Sijnstra
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SCLERA, by MeiZi
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In a dream I told my mother, by Milo van Mesdag
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Closed Door; Key?, by KnightAnNi
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His Majesty's Royal Space Navy Service Handbook, by Austin Auclair
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Cozy Simulation 2999, by KADW
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While Rome Burns, by CSR
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Hidden Gems, Hidden Secrets, by Naomi Norbez, Josh Grams
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In a Tomb with a Donkey, by Dee Cooke
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In the Deep, by Styxcolor
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Cage Break, by Jac Colvin
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After the Accident, by Amanda Walker
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prepare for return, by Travis Moy
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The King's Ball, by Garry Francis
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The Little Match Girl 2: Annus Evertens, by Ryan Veeder
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The Little Match Girl, by Hans Christian Andersen, by Ryan Veeder
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Advent Mirror, by Andrew Plotkin
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Even Some More Tales from Castle Balderstone, by Ryan Veeder
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Computerfriend, by Kit Riemer
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En Garde, by Jack Welch
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Erstwhile, by Aster (formally Maddie) Fialla, Marijke Perry
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Turandot, by Victor Gijsbers
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D'ARKUN, by Michael Baltes
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Code Name Silver Steel, by SpecialAgent
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Things that Happened in Houghtonbridge, by Dee Cooke
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Alchemist's Gold, by Garry Francis
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October 31st, by Finn Rosenløv
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Uncle Mortimer's Secret, by Jim MacBrayne
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The Muse, by Xavier Carrascosa
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The Impossible Stairs, by Mathbrush
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Improv: Origins, by Neil deMause
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The Euripides Enigma, by Larry Horsfield
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Midnight at Al's Self Storage, Truck Rentals, and Discount Psychic Readings, by Thomas Insel
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Of Their Shadows Deep, by Amanda Walker
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The Good Ghost, by Sarah Willson, Kirk Damato
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Something Blue, by E. Joyce
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There Those Dare Doze, by Andrew Schultz
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The Trials and Tribulation of Edward Harcourt, by MelS and manonamora
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One More Page, by PRINCESS INTERNET CAFé
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THROW. MARIA. OVERBOARD., by Travis Moy
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January, by litrouke
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The Libonotus Cup, by Nils Fagerburg
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Star Tripper, by Sam Ursu
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Traveller's Log, by Null Sandez
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4 Edith + 2 Niki, by fishandbeer
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Tower of Plargh, by caranmegil
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Jungle adventure, by Paul Barter
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Headlights, by Jordan White and Eric Zinda
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HOURS, by aidanvoidout
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An Alien's Mistaken Impressions of Humanity's Pockets, by Andrew Howe
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The Staycation, by Maggie H
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The Hidden King's Tomb, by Joshua Fratis
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Death by Lightning, by Chase Capener
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The Pool, by Jacob Reux
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Hanging by threads, by Carlos Pamies
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The Lottery Ticket, by Anonymous
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Am I My Brother's Keeper?, by Nadine Rodriguez
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One Final Pitbull Song (at the End of the World), by Paige Morgan
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Glimmer, by Katie Benson
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The Tin Mug, by Alice E. Wells, Sia See and Jkj Yuio
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To Persist/Exist/Endure, Press 1, by Anthony O
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Approaching Horde!, by CRAIG RUDDELL
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INK, by Sangita V Nuli
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i wish you were dead., by Sofía Abarca
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Campus Invaders, by Marco Vallarino
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U.S. Route 160, by Sangita V Nuli
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The Last Christmas Present, by JG Heithcock
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Inside, by Ira Vlasenko
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Graveyard Strolls, by Adina Brodkin
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You May Not Escape!, by Charm Cochran
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The Thick Table Tavern, by manonamora
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You Feel Like You've Read this in a Book, by Austin Lim
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A Matter of Heist Urgency, by FLACRabbit
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Elvish for Goodbye, by David Gürçay-Morris
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The Counsel in The Cave, by Josh
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One Way Ticket, by Vitalii Blinov
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Lost Coastlines, by William Dooling
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Let Them Eat Cake, by Alicia Morote
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No One Else Is Doing This, by Lauren O'Donoghue
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Lazy Wizard's Guide, by Lenard Gunda
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Crash, by Phil Riley
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[IFComp 22 - Beta] Cannelé & Nomnom - Defective Agency, by Younès R. & Yazaleea
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CHASE THE SUN, by Frankie Kavakich
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Admiration Point, by Rachel Helps
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Esther's, by Brad Buchanan and Alleson Buchanan
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Arborea, by richard develyn
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A Walk Around the Neighborhood, by Leo Weinreb
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The Thirty Nine Steps, by Graham Walmsley
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Blood Island, by Billy Krolick
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A Chinese Room, by Milo van Mesdag
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Prism, by Eliot M.B. Howard
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The Princess of Vestria, by K Paulo
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According to Cain, by Jim Nelson
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Lost at the market, by Nynym
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Witchfinders, by Tania Dreams
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Through the Forest with the Beast, by Star
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Use Your Psychic Powers at Applebee's, by Geoffrey Golden
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Under the Bridge, by Samantha Khan
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God is in the Radio, by catsket
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ZIT, by Amanda Walker
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The Enigma of the Old Manor House, by Daniel M. Stelzer
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Cell 174, by Milo van Mesdag
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Reg and the Kidnapped Fairy, by Caranmegil
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The Spectators, by Amanda Walker
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Defrosted, by Riyadth
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Zombie Eye, by Dee Cooke
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This Old Haunted House, by Jason Love
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Zombie Blast 2023, by Sam Ursu
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The Haunted Help Desk, by DSherwood
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You Are a Zombie Yelp Reviewer, by Geoffrey Golden
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BLACKOUT, by Playahead Games
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Nowheresville, by Morpheus Kitami and Cody Gaisser
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MARTYR ME, by Charm Cochran
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Buggy, by Mathbrush
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HSL Type Ω MEWP Certification Exam, by Duncan Bowsman
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Untitled Ghost Game, by Damon L. Wakes
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Custard & Mustard's Big Adventure, by Christopher Merriner
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Hinterlands: Marooned!, by Cody Gaisser
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The Prairie House, by Chris Hay (a.k.a. Eldritch Renaissance Cake)
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The Bright Blue Ball, by Clary C.
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The Bones of Rosalinda, by Agnieszka Trzaska
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Digit, by Joey Acrimonious
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Filthy Aunt Mildred, by Guðni Líndal Benediktsson
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Wry, by Olaf Nowacki
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The Legend of Horse Girl, by Bitter Karella
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Good Grub!, by Damon L. Wakes
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Bigfoot Bluff, by P.B. Parjeter
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Fairest, by Amanda Walker
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The Grown-Up Detective Agency, by Brendan Patrick Hennessy
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The Absence of Miriam Lane, by Abigail Corfman
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A Long Way to the Nearest Star, by SV Linwood
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Nose Bleed, by Stanley W. Baxton
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Trouble in Sector 471, by Arthur DiBianca
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Who Shot Gum E. Bear?, by Damon L. Wakes
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The Alchemist, by Jim MacBrayne (as Older Timer)
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Into The Sun, by Dark Star
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Lucid, by Caliban's Revenge
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The Archivist and the Revolution, by Autumn Chen
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Your Death, in two acts, by Amanda Walker
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Sommelier Nuit, by GusFuss
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This Person Is Not My Father, by N. Cormier
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The Crew, by Olaf Nowacki
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The Lookout, by Paul Michael Winters
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The Fishing Cat, by Travis Moy
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The River of Blood, by Dee Cooke
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LIDO, by Elizabeth Smyth
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All the Colors of the Rainbow, by Milo van Mesdag
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Finding Light, by Abigail Jazwiec
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What Heart Heard Of, Ghost Guessed, by Amanda Walker
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Plane Walker, by Jack Comfort
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At King Arthur's Christmas Feast, by Travis Moy
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The Golden Heist, by George Lockett and Rob Thorman
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Taste of Fingers, by V Dobranov
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Off-Season at the Dream Factory, by B.J. Best (writing as “Carroll Lewis")
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Dr Horror's House of Terror, by Ade McT
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The House on Highfield Lane, by Andy Joel
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Hercules!, by Leo Weinreb
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You are SpamZapper 3.1, by Leon Arnott
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The Song of the Mockingbird, by Mike Carletta
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Haunted Mustache Pizza Delivery, by Joey Acrimonious
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Codex Sadistica: A Heavy-Metal Minigame, by grave snail games
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The Best Man, by Stephen Bond
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Sting, by Mike Russo
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And Then You Come to a House Not Unlike the Previous One, by B.J. Best
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Closure, by Sarah Willson
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Winter Break at Hogwarts, by Brian Davies
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Gruesome, by Robin Johnson
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The Arkham Abomination, by catventure
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Snowhaven, by Tristin Grizel Dean
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Somewhere, Somewhen, by Jim MacBrayne
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Foreign Soil, by Olaf Nowacki
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Return to the Stars, by Adrian Welcker
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Waiting for the Day Train, by Dee Cooke
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The Time Machine, by Bill Maya
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Grandpa's Ranch, by Kenneth Pedersen
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Danny Dipstick, by Garry Francis
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Acid Rain, by Garry Francis
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Daddy's Birthday, by Jonathan8
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Tavern Crawler, by Josh Labelle
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Captain Cutter's Treasure, by Garry Francis
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Death Number Four, by Dave Footitt
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Arthur's Day Out, by Jason Oakley
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Pub Hubbub, by Christopher Drum
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The Job, by Fredrik Ramsberg
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Closet of Mystery, by Michael Cox
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Pub Adventure!, by Robin & Tom Edwards
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Djinn on the Rocks, by Joshua Wilson
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Copper Canyon, by Tony Pisculli
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Fish & Dagger, by grave snail games
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Lady Thalia and the Seraskier Sapphires, by E. Joyce and N. Cormier
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A strange dream, by Anaïs Tn
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So I Was Short Of Cash And Took On A Quest, by Anssi Räisänen
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Mean Mother Trucker, by Bitter Karella
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Take the Dog Out, by ell
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An Amical Bet, by Eve Cabanié
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Baggage, by Katherine Farmar
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Nightmare Adventure, by Laurence Emms, Vibha Laljani
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Bogeyman, by Elizabeth Smyth
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Pantomime, by Robb Sherwin
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Moonbase Indigo, by J. Robinson Wheeler
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Bugsy, by Priscilla Langridge
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Several Other Tales from Castle Balderstone, by Ryan Veeder
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A Pilgrim, by Caleb Wilson (as Abandoned Pools)
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Vain Empires, by Thomas Mack and Xavid
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Frenemies; or, I Won An Andy Phillips Game!, by B F Lindsay
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The House on Sycamore Lane, by Paul Michael Winters
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Happyland, by Rob Fitzel
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Radicofani, by Rob
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Captivity, by Jim Aikin
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Deelzebub, by Morgan Elrod-Erickson, Skyler Grandel, Jan Kim
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Stoned Ape Hypothesis, by James Heaton
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Return to Castle Coris, by Larry Horsfield
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Tangled Tales, by JimJams Games
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The Pinecone, by Joseph Pentangelo
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Last House on the Block, by Jason Olson
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Academic Pursuits (As Opposed To Regular Pursuits), by ruqiyah
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Mother Tongue, by Nell Raban
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You Couldn't Have Done That, by Ann Hugo
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A Calling of Dogs, by Arabella Collins
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The Turnip, by Joseph Pentangelo
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The Cave, by Neil Aitken
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Congee, by Becci
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Desolation, by Earth Traveler
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A Rope of Chalk, by Ryan Veeder
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Tombs & Mummies, by Matthew Warner
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Lovely Assistant: Magical Girl, by Bitter Karella
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The Magpie Takes the Train, by Mathbrush
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Vampire Ltd, by Alex Harby
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For a Place by the Putrid Sea, by Arno von Borries
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The Brutal Murder of Jenny Lee, by Daniel Gao
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Flattened London, by Carter Gwertzman
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Ascension of Limbs, by AKheon
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Shadow Operative, by Michael Lauenstein
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Stuff of Legend, by Lance Campbell
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Sage Sanctum Scramble, by Arthur DiBianca
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Seasonal Apocalypse Disorder, by Zan and Xavid
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BYOD, by n-n
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Standing on the Shoulders of Giants, by Kenneth Pedersen (as Ilmur Eggert)
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Jay Schilling's Edge of Chaos, by Robb Sherwin, Mike Sousa
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Turbo Chest Hair Massacre, by Joey Acrimonious
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Alone, by Paul Michael Winters
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The Impossible Bottle, by Linus Åkesson
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The Wayward Story, by Ralfe Rich (as Cristmo Ibarra)
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Ferryman's Gate, by Daniel Maycock
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Mushroom Hunt, by Polyducks
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The Cave of Montauk, by MarWinStudios
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Advent Door, by Andrew Plotkin
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Nevermore, by Nate Cull
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77 Verbs, by MathBrush (as Prismatik)
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The Land of Breakfast and Lunch, by Daniel Talsky
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Wisher, Theurgist, Fatalist, by Xavid
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Undertow, by Stephen Granade
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Cattus Atrox, by David Cornelson
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Clusterflux, by Marshal Tenner Winter
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Wish, by Edward Floren
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Sugarlawn, by Mike Spivey
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Ryan Veeder's Authentic Fly Fishing, by Ryan Veeder
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Renegade Brainwave, by J. J. Guest
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The Orion Agenda, by Ryan Weisenberger
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The Four Eccentrics, by Tim Wolfe and Caleb Wilson as Mild Cat Bean
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Zozzled, by Steph Cherrywell
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The Call of the Shaman, by Larry Horsfield
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The Untold Story, by Michael Pavano
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Gone Out For Gruyere, by B F Lindsay
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Remedial Witchcraft, by dgtziea
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Under the Sea, by Heike Borchers
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Poppet, by Bitter Karella
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Jon Doe – Wildcard Nucleus, by Olaf Nowacki
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Bradford Mansion, by Lenard Gunda
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Ocean Beach, by James Banks
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Pas De Deux, by Linus Åkesson
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Treasure Hunt in the Amazon, by Kenneth Pedersen, Niels Søndergaard and illustrations by Steffen Vedsted
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Pirateship, by Robin Johnson
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Everybody Loves a Parade, by Cody Sandifer
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The Colour Pink, by Robert Street
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Perdition's Flames, by Michael J. Roberts
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Bullhockey 2 - The Return of the Leather Whip, by B F Lindsay
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Porter Cave Adventure, by Cam Miller
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The Empty Chamber: A Celia Swift Mystery, by Tom Sykes
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Founder's Mercy, by Thomas Insel
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Gateway 2: Homeworld, by Mike Verdu and Glen Dahlgren
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Gateway, by Mike Verdu, Michael Lindner, and Glen Dahlgren
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Diddlebucker!, by J. Michael
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When Help Collides, by J. D. Berry
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Cragne Manor, by Ryan Veeder, Jenni Polodna et al.
Show other authorsAdam Whybray, Adri, Andrew Plotkin, Andy Holloway, Austin Auclair, Baldur Brückner, Ben Collins-Sussman, Bill Maya, Brian Rushton, Buster Hudson, Caleb Wilson, Carl Muckenhoupt, Chandler Groover, Chris Jones, Christopher Conley, Damon L. Wakes, Daniel Ravipinto, Daniel Stelzer, David Jose, David Petrocco, David Sturgis, Drew Mochak, Edward B, Emily Short, Erica Newman, Feneric, Finn Rosenløv, Gary Butterfield, Gavin Inglis, Greg Frost, Hanon Ondricek, Harkness Munt, Harrison Gerard, Ian Holmes, Ivan Roth, Jack Welch, Jacqueline Ashwell, James Eagle, Jason Dyer, Jason Lautzenheiser, Jason Love, Jeremy Freese, Joey Jones, Joshua Porch, Justin de Vesine, Justin Melvin, Katherine Morayati, Kenneth Pedersen, Lane Puetz, Llew Mason, Lucian Smith, Marco Innocenti, Marius Müller, Mark Britton, Mark Sample, Marshal Tenner Winter, Matt Schneider, Matt Weiner, Matthew Korson, Michael Fessler, Michael Gentry, Michael Hilborn, Michael Lin, Mike Spivey, Molly Ying, Monique Padelis, Naomi Hinchen, Nate Edwards, Petter Sjölund, Q Pheevr, Rachel Spitler, Reed Lockwood, Reina Adair, Riff Conner, Roberto Colnaghi, Rowan Lipkovits, Sam Kabo Ashwell, Scott Hammack, Sean M. Shore, Shin, Wade Clarke, Zach Hodgens, Zack Johnson

19 of 19 people found the following review helpful:
Don't let it scare you (except for the scary bits), January 6, 2019
by Mr. Patient (Saint Paul, Minn.)

(I wrote an unmemorable 1% of this game. The stars are for the other 83 people.)

I'd like to push back just a little bit on some of the introductory text from Cragne Manor. Not the parts about how the game is insane and brilliant and fun; that's all true. I'm immensely proud and grateful to have been part of it. No, it's the stuff about being prepared to be frustrated or overwhelmed on account of its hugeness. I completed it a few days ago, and I was surprised at just how playable it was.

There are a couple of things that distinguish Cragne Manor from something like The Mulldoon Legacy (which is amazing, but is definitely overwhelming). First, Cragne provides a fantastic amenity in the form of an item that tells you if you're able to solve the puzzles in a given room, or if you need additional information or items from elsewhere, or if you've done everything you need to do already. It's difficult to overstate how comforting this thing is. I get overwhelmed in huge games from the combinatorial explosion of rooms, puzzles, and information. I can't keep everything in RAM, so to speak, and become exhausted even looking at my inventory. The (Spoiler - click to show)coffee cup in Cragne kept my headspace manageable.

It also helped tremendously that each room was written without knowledge of the other rooms. Without saying too much about how the game and its puzzles are structured, this means that almost every item or piece of information is single-use. There are definitely things you'll need to take notes on, but for the most part, you use an item or a piece of info, and you can then throw it away (or put it in the zipped-up trash pocket of the brilliantly-implemented carryall). And many of the biggest and best set-piece puzzles are standalone.

I worked alone in my playthrough, and only needed a few hints. It probably took me over 30 hours to finish, and 6800 turns (maybe twice that when you consider moves lost to restores). But I always knew what I could do next, what would have to wait until later, and what items were still useful, and that made it manageable. Don't let the size of Cragne Manor scare you off.

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Spectrum, by Caelyn Sandel (as Colin Sandel)
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The man-eating, halitosic gorilla of Brazil, by Marius Müller
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Light Of My Stomach, by David Fletcher
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The Dream-Trap of Zzar, by S. John Ross
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Zero Sum Game, by Cody Sandifer
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Learning to Cross, by Mark Musante
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Saied, by Robb Sherwin
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The Lurking Horror II: The Lurkening, by Ryan Veeder
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Tinseltown Blues, by Chip Hayes
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Back To Life... Unfortunately, by David Whyld
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A Christmas Game: The Sequel, by Luke.A. Jones
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A Christmas Game, by Luke A. Jones
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All Visitors Welcome, by Bitter Karella
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Not All Things Make It Across, by Bruno Dias
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Crocodracula: What Happened to Calvin, by Ryan Veeder
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Nyna Lives, by Sarah Rhiannon Nowack
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The Island of Doctor Wooby, by Ryan Veeder
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Invisible Parties, by Sam Kabo Ashwell (as Psychopup)
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ZombieDating.zom, by Mike Snyder
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The Tale of the Cursed Eagle, by Slat Leering
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A Slight Problem With Zombies, by David Whyld
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The Nessa Springs Slasher, by Marius Müller
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You Are a Blob!, by SoftSoft
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Wisp, by Lea
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Dead Pavane for a Princess, by Emily Boegheim
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Faithful Companion, by Matt Weiner
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Chemistry and Physics, by Caelyn Sandel (as Colin Sandel) and Carolyn VanEseltine
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The Horrible Pyramid, by Ryan Veeder
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Howled House, by B Minus Seven
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Home/Sick, by Felicity Banks
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Heezy Park, by Andrew Schultz
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The Hallway Phantom, by Tyler Zahnke
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Halloween Dance, by MathBrush
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Grubbyville, by Andrew Schultz
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Good For Nothing, by Katalina
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Going Home, by Santiago Eximeno
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Gleaming the Verb, by Kevin Jackson-Mead
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The Ghost Ship, by Jonathan Snyder
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Gaia's Web, by Nigel Jayne
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Four Days of Summer, by David Welbourn
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For a Change, by Dan Schmidt
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Floatpoint, by Emily Short
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Fish Dreams, by Carolyn VanEseltine
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Emily is Away, by Kyle Seeley
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Duckman, by Wade
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Deviled Kegs, by Moira
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A Day for Fresh Sushi, by Emily Short
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Crater Creek, 2113, by Angela Shah
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The Count, by Scott Adams
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The Chronicler, by John Evans
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Chlorophyll, by Steph Cherrywell
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A Checkered Haunting, by Andrew Schultz
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The Cenric Family Curse, by Jonathan Snyder
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Cat Scratch, by Allyn (Yilling) Chen, Hannah Turner, Laura Weber, Shirley Park, Will Hagen, Chris Klug, Scott Stevens
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Captain Verdeterre's Plunder, by Ryan Veeder
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Byzantine Perspective, by Lea Albaugh
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Briar, by Hanon Ondricek
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Blackness, by Michael Phipps
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Beythilda the Night Witch, by DCBSupafly
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Beyond Division, by Joseph Geipel
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BestieFone, by Mark C Marino and Rob Wittig
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Being Andrew Plotkin, by J. Robinson Wheeler
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Because You're Mine, by Owlor
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Antifascista, by Greg Farough
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Ansible, by Jacques Frechet
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And the Waves Choke the Wind, by Gunther Schmidl
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All Roads, by Jon Ingold
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Adventures of a Hexagon, by Tyler Zahnke
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The Adam and Eve Project, by Brian Kwak
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Revenge, by forta
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Uxmulbrufyuz, by Andrew Schultz
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Civil Mimic, by Andrew Schultz
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make build --deity, by joshg
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The Elevator Game, by Owlor
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YOUR PARTY IS DEAD, by Naomi Norbez
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Who to Haunt?, by Katie Benson
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Something In The Night, by AnssiR66
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Primer, by Christina Nordlander
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Do It | Hazlo, by Santiago Eximeno
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What Once Was, by Luke A. Jones
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VR Gambler, by Robert DeFord
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The Very Old Witch and the Turnip Girl, by Megan Stevens
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The Unofficial Sea-Monkey(R) Simulation, by B.J. Best
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Ultimate Escape Room: IF City, by Mark Stahl
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Tuuli, by Daurmith and Ruber Eaglenest
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The Traveller, by Kaelan Doyle Myerscough
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Temperamentum, by Matthew Sawchuk
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Something, by Linus Lekander
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The skinny one., by Annie Z.
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The Silver Gauntlets, by Jean-Paul Peschard
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Salt, by Gareth Damian Martin
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Run of the place, by WDx1F479K
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Rainbow Bridge, by John Demeter
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Rage Quest: Disciple of Peace, by John Ayliff
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Queer In Public: A Brief Essay, by Norbez
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a partial list of things for which i am grateful, by Devon Guinn
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One way out, by Story by Steffen Görzig, Cover by Oliver Lindau
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Moon Base, by Andrew Brown
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Mikayla's Phone, by Mikayla Corolik
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Measureless to Man, by Ivan R.
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The Living Puppet, by Liu Zian
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Land of the Mountain King, by Kenneth Pedersen
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Into The Dark, by Byron Kiernan
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Insignificant Little Vermin, by Filip Hracek
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Hexteria Skaxis Qiameth, by Gabriel Floriano
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Haunted P, by Chad Rocketman
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Harmonia, by Liza Daly
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Harbinger, by Kenna
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Grue., by Charles Mangin
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The Fifth Sunday, by Tom Broccoli
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Fake News, by Mike Sousa
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Étude Circulár, by Adam Black
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The Dream Self, by Florencia Minuzzi
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Domestic Elementalism, by fireisnormal
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Day of the Djinn, by paperyowl
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Charlie The Robot, by Fernando Contreras
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The Castle of Vourtram, by Alexandre Torres
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Bookmoss, by Devon Guinn
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Alice Aforethought, by Hanon Ondricek
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The Cube in the Cavern, by Andrew Schultz
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Just Get the Treasure v0.9.1, by Ray B.
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Guttersnipe: St. Hesper's Asylum for the Criminally Mischievous, by Bitter Karella
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The Wand, by Arthur DiBianca
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The Wizard Sniffer, by Buster Hudson
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A Walk In The Park, by Extra Mayonnaise
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Unit 322 (Disambiguation), by Jonny Muir
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Transient Skies, by dgtziea
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The Richard Mines, by Evan Wright
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Redstone, by Fred
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My night, by Ivsaez
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A common enemy, by David de Torres Huerta
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Black Marker, by Michael Kielstra
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Behind the Door, by eejitlikeme
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Antiquest, by Anton Lastochkin
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8 Shoes on the Shelves, by Marc Duane
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10pm, by litrouke
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Word of the Day, by Richard Otter
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Will Not Let Me Go, by Stephen Granade
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TextCraft: Alpha Island, by Fabrizio Polo
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The Murder in the Fog, by Xiao Ru
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Goodbye Cruel Squirrel, by Extra Mayonnaise
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The Dragon Will Tell You Your Future Now, by Newsreparter
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AND WHEN I SQUINT IT LOOKS LIKE CHRISTMAS, by Norbez
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1958: Dancing With Fear, by Victor Ojuel
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Deshaun Steven's Ship Log, by Marie L. Vibbert
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Spur, by Kent Tessman
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Don't Mind My Apocalypse Head, by Bruno Dias
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Thaumistry: In Charm's Way, by Bob Bates

11 of 11 people found the following review helpful:
IF cotton candy, November 11, 2017
by Mr. Patient (Saint Paul, Minn.)

Thaumistry, by famed implementer Bob Bates, would slot pretty well into the Legend catalog of the early 1990s. It's fun, it's breezy, and very well-polished. It's also less ambitious than the best-regarded works from Infocom or modern IF. No heavy themes, no unfamiliar gameplay mechanics, no fiendishly intricate puzzles. It'd probably be an excellent first game for newbies.

You're Eric, a struggling inventor who learns that he's also a bodger; which is to say, a wizard who seems to generate an inordinate amount of bad luck. You spend the game discovering your powers and foiling a threat to the hidden bodger community. Spellcasting is Enchanter-style, where accumulating spells with silly names and effects is the primary means of progressing through the story. The tone is "restrained zany" in the Infocom house style. Prominent members of the IF community past and present (Bates's Kickstarters and former colleagues) show up as NPCs. I enjoyed getting to prod baf up onto a stage.

The puzzles are straightforward, and most don't require a lot of lateral thinking. There are very few takeable objects, and a finite number of spells. Solving the puzzles is generally a matter of running through the list of objects and spells until a new result is obtained. With some of the spells (e.g., (Spoiler - click to show)summoning Greek waiters), there's no way to anticipate what the spell will really do, so it's just a matter of trying it everywhere until something happens.

The real strength of the game is in the implementation. It's as thoroughly-tested and bug-free as anything Infocom or Legend ever shipped, and, since we're no longer playing on Commodore 64s, much more richly implemented. It gates you in a tutorial area to begin. It ensures you can never end up in an unwinnable state. It minimizes pointless tasks, and teaches you shortcuts as you go along. There's a very handy THINK/RECAP function, which summarizes what you know and what you need to work on. There are appropriate and funny responses to almost everything, and Easter eggs everywhere. The feelies are fun and don't overstay their welcome. Presumably the hints are helpful and well-designed; I never actually looked at them. All in all, it's an extremely smooth experience. A little more friction might not have been so terrible, though.

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Corrupter of Dreams, by Robert Patten
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A Beauty Cold and Austere, by Mike Spivey

8 of 8 people found the following review helpful:
A very challenging tour, November 4, 2017
by Mr. Patient (Saint Paul, Minn.)

This is a traditional-style text adventure set in a sort of mathematical wonderland, populated by mathematician NPCs and puzzles based on physical manifestations of mathematical concepts. You can tell it comes from a place of deep love of the subject.

I was a decent math student. I made my way up through calculus, and was able to memorize and apply formulas, but I can't say that I truly understood the concepts underlying all of them. And that was 25 years ago. So this game was not exactly in my wheelhouse. I managed to solve some of the puzzles on my own, but there were more than a couple where I stood no chance without the walkthrough.

That's OK. A Beauty Cold and Austere is well-written, polished, and witty, with modern amenities and forgiving gameplay, even if the puzzles can be trying for math mortals. My favorite amenity is the ghost who can tell you if an object you're carrying is still useful. I would pay cash money to port this ghost over to a game like The Mulldoon Legacy.

My main complaints:
1) It takes too long to acquire the carryall. There's no reason to delay that, I don't think.

2) The game is several times the size of a normal comp game. Math majors might be able to finish it in four or five hours, but I doubt anyone could complete it in two. Near the end, it's possible to tap out early with what seems to be a successful ending, but it takes quite a while to get there. I would have liked a structure a bit more like Shuffling Around's, where you can get a successful ending within two hours, and then return after the judging period to explore the rest. Do enough to get a C, in other words, and come back later for extra credit.

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The Boot-Scraper, by Caleb Wilson (as Lionel Schwob)
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Bloody Raoul, by Caleb Wilson (as Ian Cowsbell)
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Escape from Terra, by Mike Gerwat
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Inevitable, by Matthew Pfeiffer
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Off the Rails, by Katie Benson
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Eat Me, by Chandler Groover
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Future Threads, by Xavid
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The Owl Consults, by Thomas Mack, Nick Mathewson, and Cidney Hamilton
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Spellbound, by Adam Perry
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Some Exceptions for Reasons Unknown, by Thomas Mack
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Swigian, by Mathbrush (as Rainbus North)
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NIGHTBOUND, by ProP
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Negotis: Book 1, by Robert DeFord
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The Fox, The Dragon, and The Stale Loaf of Bread, by David Welbourn
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Somewhen, by Bryce J. Rhaiz
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The Amazing Uncle Griswold, by David Whyld
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The Hobbit, by Serhei Makarov
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Weishaupt Scholars, by Michael C. Martin
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Deadsville, by William McDuff
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The Puzzle Box, by Richard Otter
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Urban Conflict, by Sam Gordon
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Marika the Offering, by revgiblet
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One of Our Wombats is Missing, by Mike Gerrard
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The HeBGB Horror!, by Eric Mayer
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Puddles on the Path, by Anssi Räisänen
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Pascal's Wager, by Doug Egan
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Home Open, by Emily Boegheim
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The Nemean Lion, by Anonymous
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Baluthar, by Chris Molloy Wischer
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The Tower of the Elephant, by Tor Andersson
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Fear, by Chuan-Tze Teo
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All Quiet on the Library Front, by Michael S. Phillips
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The Djinni Chronicles, by J. D. Berry
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Toonesia, by Jacob Weinstein
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Aayela, by Magnus Olsson
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Gnome Ranger, by Pete Austin
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A dead man's hug, by "Leaner Gilts"
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Peeling Lucky, by Peregrine Wade
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Guttersnipe: Carnival of Regrets, by Bitter Karella
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Niney, by Daniel Spitz
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Bobby and Bonnie, by Xavid
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The Bony King of Nowhere, by Luke A. Jones
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The Weight of a Soul, by Chin Kee Yong
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Enlightened Master, by Ben Kidwell and Maevele Straw
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Ted Strikes Back, by Anssi Räisänen
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Spellcasting 101 - Sorcerers Get All The Girls, by Steve Meretzky
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Ka, by Dan Efran
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Eric the Unready, by Bob Bates
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Superluminal Vagrant Twin, by C.E.J. Pacian
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Return to Ditch Day, by M.J. Roberts
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Square Circle, by Eric Eve
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The Adventures of the President of the United States, by Mikko Vuorinen
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Tough Beans, by Sara Dee
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Psychomanteum, by Hanon Ondricek
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A Friend to Light Your Way, by verityvirtue
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Bring Me A Head!, by Chandler Groover
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Four Sittings in a Sinking House, by Bruno Dias
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Vlad the Impala, by Pumpkin B. Parjeter
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The Unstoppable Vengeance of Doctor Bonesaw, by Caleb Wilson (as Lewis Blanco)
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Ventilator, by Peregrine Wade
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The Skyscraper and the Scar, by Diego Freire, Ruber Eaglenest
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The God Device, by Andy Joel
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Snake's Game, by Nahian Nasir
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Aether Apeiron: The Zephyra Chronicles, by Hippodamus & Company
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Moonland, by BillyJaden
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Thaxted Havershill And the Golden Wombat, by Andrew Brown
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All I Do is Dream, by Megan Stevens
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Fallen 落葉 Leaves, by Adam Bredenberg and Danial Mohammed Khan-Yousufzai
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Cinnamon Tea, by Daffs O'Dill
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Toiletworld, by Chet Rocketfrak
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Manlandia, by Rob Chateau
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You are standing in a cave..., by Caroline Berg
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Theatre People, by Michael Kielstra
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Take Over the World, by Marie L. Vibbert
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The Mouse, by Naomi Z (as Norbez)
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Slicker City, by Andrew Schultz
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Sigil Reader (Field), by verityvirtue
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Labyrinth of Loci, by anbrewk
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Riot, by Taylor Johnson
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Not Another Hero, by Cecilia Rosewood
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Yes, my mother is..., by Skarn
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Evermore, by Adam Whybray and Edgar Allan Poe
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Quest for the Traitor Saint, by Owlor
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Zigamus: Zombies at Vigamus, by Marco Vallarino
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Black Rock City, by Jim Munroe
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Rite of Passage, by Arno von Borries
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Letters, by Madison Evans
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Stuff and Nonsense, by Felicity Banks
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SCREW YOU, BEAR DAD!, by Xalavier Nelson Jr.
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Mirror and Queen, by Chandler Groover
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Eight characters, a number, and a happy ending, by K.G. Orphanides
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The Little Lifeform That Could, by Fade Manley
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500 Apocalypses, by Phantom Williams
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The Shoe Dept., by Aquanet
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Ash, by Lee Grey
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The Queen's Menagerie, by Chandler Groover
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The Game of Worlds TOURNAMENT!, by Ade
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Ariadne in Aeaea, by Victor Ojuel
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To The Wolves, by Els White
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How to Win at Rock Paper Scissors, by Brian Kwak
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Pogoman GO!, by Jack Welch and Ben Collins-Sussman
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16 Ways to Kill a Vampire at McDonalds, by Abigail Corfman
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Stone Harbor, by Liza Daly
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Detectiveland, by Robin Johnson
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Edith's Cats, by Roboman
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A Time of Tungsten, by Devin Raposo
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Honeysuckle, by Cat Manning
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The Curious Incident at Blackrock Township, by Bitter Karella
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The Periwink, by Jedediah Berry
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Light into Darkness, by Christina Nordlander
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Low, by Peregrine Wade
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The Evil Chicken of Doom 3D, by Mel S
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Toiletworld Omega, by Brian Kwak
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Flight of the Necrovoyager, by Joey Bones
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Her Majesty's Trolley Problem, by Buster Hudson
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An Evening at the Ransom Woodingdean Museum House, by Ryan Veeder
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Steam and Sacrilege, by Phil McGrail
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What Are Little Girls Made Of, by Carolyn VanEseltine
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Night House, by Bitter Karella
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Tentaculon, by Ned Vole
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This is My Memory of First Heartbreak, Which I Can't Quite Piece Back Together, by Jenny Goldstick, Stephen Betts, Owen Roberts
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Take, by Katherine Morayati (as Amelia Pinnolla)
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Inside the Facility, by Arthur DiBianca
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Darkiss! Wrath of the Vampire - Chapter 2: Journey to Hell, by Marco Vallarino
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Cactus Blue Motel, by Astrid Dalmady
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Fair, by Hanon Ondricek
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Hill Ridge Lost & Found, by Jeremy Pflasterer

5 of 5 people found the following review helpful:
An off-kilter western, October 4, 2016
by Mr. Patient (Saint Paul, Minn.)

In last year's comp, Jeremy Pflasterer gave us Koustrea's Contentment, an intriguing, atmospheric, very large, and somewhat underclued game that initially lacked a walkthrough, leading a lot of players to give up on it. This year, Pflasterer has submitted Hill Ridge Lost & Found, which is similarly intriguing, atmospheric, and still a little underclued, but also about the right length for the comp. And the walkthrough, thankfully, appeared much earlier (though not on day one).

Hill Ridge is an off-kilter modern western, mixing familiar tropes with alien but relatable elements. We're the Ambler, an old cowboy gone to discover the fate of a long-unseen neighbor. Like with Koustrea's Contentment, proper names are all askew -- there's a Langle Olk and a Mrs. Vumfarr, and the missing neighbor is Lonon. There are cows and barns, but also jiller vines and vorairs, huge temperamental armadillos. The weirdness is pleasingly low-key, and the writing is understated and effective:


It's not good to sit still with suspicion. Better to carry it somewhere, quick and careful. But it ended up being somewhat late in the day that Sunday when you set out, after all manner of procrastination had run its course. And that, for you, was unusual.


The gameplay is classic text adventure stuff: explore the mostly-abandoned site, take all the things, fix what needs fixin'. It begins with an imposing wall of text, but it does give you a clear initial goal -- find Lonon -- that I thought was lacking in Koustrea. Once I achieved that goal, though, I was at a loss. There were clearly puzzles to be solved, but I didn't have any idea what my PC was trying to accomplish. The inference I was meant to draw after visiting some of the game's locked-away areas, and the action I needed to trigger the endgame -- these are leaps I wouldn't have made without the walkthrough. Hill Ridge also has a couple of misleading responses, especially with the (Spoiler - click to show)bicycle/lamp (the game reads UNSCREW LAMP as an attempt to open the bottom of the lamp for some reason, rather than unscrewing the screw that holds the lamp to the bike).

Overall, I liked Hill Ridge pretty well, more than Koustrea's Contentment, and I think the author has made a more accessible game this time around. With a little better cluing and a clearer motivation for the PC I think it might be excellent.

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Koustrea's Contentment, by Jeremy Pflasterer
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The Adventures of Alice who Went Through the Looking-Glass and Came Back Though Not Much Changed, by D. A. Asherman
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Snowblind Aces, by C.E.J. Pacian
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Fish!, by John Molloy, Pete Kemp, Phil South, Rob Steggles
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Reference and Representation: An Approach to First-Order Semantics, by Ryan Veeder
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Tryst of Fate, by G. M. Zagurski
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All Alone, by Ian Finley
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The Mary Jane of Tomorrow, by Emily Short
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Ms. Lojka or: In Despair to Will to Be Oneself, by Jordan Magnuson
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Dead Man's Hill, by Arno von Borries
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Harmonic Time-Bind Ritual Symphony, by Ben Kidwell and Maevele Straw
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Famous Baby, by N.C. Kerklaan
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Shipwrecked, by Andrew G. Schneider
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The Xylophoniad, by Robin Johnson
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Three-Card Trick, by Chandler Groover
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Dude, Where's My Scapula?, by Zachary Hodgens
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Balances, by Graham Nelson
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Foo Foo, by Buster Hudson
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Barroom Brawl, by Mathbrush
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Impetum Maleficus, by Hamish McIntyre
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Cheesed Off!, by Hulk Handsome
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Downtown Tokyo, Present Day, by John Kean
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At Wit's End, by Mike Sousa
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The Temple, by Johan Berntsson
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Mother Loose, by Irene Callaci
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Ditch Day Drifter, by Michael J. Roberts
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2 of 2 people found the following review helpful:
Warning: Broken, May 20, 2015
by Mr. Patient (Saint Paul, Minn.)

I wanted to like this one.

The story, such as it is: after escaping your bedroom, you find yourself captain of the eponymous sailing ship, searching for the lost sons of the previous captain. The game is amazingly, almost endearingly primitive. There are no descriptions of anything. Almost every command is met with "I can't" or "I see nothing special." You can't even recall the room description without exiting and re-entering. There are severe guess-the-verb problems, starting with the opening room. But for all that, I was still having a good time about 2/3 of the way through it. The puzzles (mostly) made sense. I stumbled around the map but somehow always found the right place to be, and I was able to progress with a little help from the walkthrough when verb-guessing became impossible.

But then I hit a point where the game is simply broken. An object that is supposed to be there, isn't. Following a footnote in the walkthrough, I came to learn that the only way to complete the game is to hack it with The Quill to conjure the missing object. That's quite a ways beyond where I was prepared to take it. It's a shame.

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6 of 6 people found the following review helpful:
Loose leaves, loose ends, November 30, 2013
by Mr. Patient (Saint Paul, Minn.)

Time for Tea makes a terrific first impression, with signs of a lush, deeply imaginative setting, great atmosphere, and strong writing. That impression isn't quite sustained through extended play, but even so, it's a deserving winner of the 2nd Metafilter competition.

The setting was adapted from Clarabelle Chong's Time 4 Tea, from the 2010 One Page Dungeon competition. Most of the other entrants that I looked at were in a D&Dish vein: caves and orcs and that sort of thing (although I see that Adam Thornton had a winning entry that year entitled Central New Jersey After the 'Big Whoops'). Time 4 Tea is a fantasy/SF Victorian "dungeon" with an enormous amount of imagination stuffed into the one page. There are tea alchemists unlocking magical powers, tea pirates, missing persons, mysterious notebooks, strange symbols, sinister labs filled with unusual machines, and of course, the rough outline of an actual dungeon which ends with the word "secrets!".

Virtually all of this ends up in the IF game (which was not written by Clarabelle Chong), along with some new elements: airships, a cult of Hermes Trismegistus, permutation theory in mathematics, and a touch of Lovecraftian horror. The setting seems fully-formed right out of the gate. Very quickly -- before having left the first room, even -- we find a notebook filled with historical details. We're encouraged to SOCIALIZE with the other patrons in a tea garden, suggesting that this will be a game which takes its pseudo-Victorian backdrop seriously. The initial objects we encounter have been given the deluxe treatment:

> x silver coin
Minted just two years ago, the coin carries the visage of Blake Whitstone, who founded the eponymous city in 1843, just after the War of the Rosy Cross. On the reverse is a diminutive picture of a fleet of clipper ships with minuscule tea leaves inscribed on their tiny sails. The coin should be just enough to buy your afternoon tea.


It's quite a lot to absorb from an opening, but it says to the player: There's some deep world-building going on here; you're in good hands. Unfortunately, while it remains fairly compelling throughout, the game doesn't quite fulfill this promise. The central problem is that it writes a lot of checks that it can't cash. We know from the start there's a grand mystery or conspiracy involving the tea trade, alchemy, and a missing person. As we persevere through the game, more gets piled on. There are grotesque statues, mysterious plants, a bookstore we can't get into, massive machines, engravings, creepy paintings, old tomes, all lavishly described with seemingly important detail. It turns out that hardly any of it actually matters. At the end, when we have won, we have learned almost nothing. The author ran with all the interesting stuff in Chong's original design, added yet more cool stuff to it, but didn't actually tie anything together. The game is all loose ends. It's a shame, because it's a hell of a setup.

After that first room or two, Time for Tea also becomes somewhat thinly implemented: there are a lot of objects which appear important but are only painted on; actions which should be plausible but are not accounted for; synonyms expected but not found; and just a couple of NPCs with not much to say. The game is written with a definite just-enough aesthetic. If something is directly related to the solution, it'll be manipulable or takeable, and might have second-order descriptions. If not, it might still get a very detailed description, but otherwise will be swaddled in default responses.

The puzzles are mostly in the just-about-right range, except for two. One of these involves a (Spoiler - click to show)hungry animal who has something you need. If you are reading this, you already know the solution. The obvious actions do not work, though, and the failure messages you get are highly misleading. (In fact, the solution makes no sense at all, as you have to perform the action on the (Spoiler - click to show)wrong animal). The other puzzle is one of the hardest I've ever seen in any game. To access a certain location, you must place objects in a specific order. This order is determined by (Spoiler - click to show)understanding a bit of mathematics I've never heard of (and which took quite a bit of concentration to grasp), finding two codes, performing a very unexpected (and unmentioned) operation on those two codes, and then taking the result and decoding it back into a value. Or to be more precise, decoding it into one of two values, because the game randomly selects between them. As you work on the puzzle, there is no feedback to give you any confidence that you actually understand what you're doing. The game has built-in hints, but they are so limited and so coy as to be useless. The hint given for the ordering puzzle is "Everything in its right place, but which place is right?". Ultimately, I contacted the author for the solution.

I've been mostly negative here, and I didn't mean to be. I found the mystery at the game's center compelling enough to want to see it through, to try decompiling the game to help solve that inscrutable puzzle, and to track down and email the author for help. Time for Tea is unquestionably the cream of the 2010 Metafilter competition. But to actually tell the story it wants to tell, it would need to be as long as Anchorhead.

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Fingertips: I Found a New Friend, by Adri
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Fingertips: Who's That Standing Out The Window?, by Melvin Rangasamy
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Fingertips: Hey Now, Everybody, by Melvin Rangasamy
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Fingertips: I Hear the Wind Blow, by Jacqueline A. Lott
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Fingertips: Fingertips, by Michael D. Hilborn
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Fingertips: Everything Is Catching On Fire, by E. Joyce
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Hypnotist of Ladies, by David Cornelson
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Narrow Your Eyes, by Ben Collins-Sussman and Jack Welch
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If I Wasn't Shy, by Joey Jones
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See the Constellation, by ed blair
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Which Describes How You're Feeling, by Adam Parrish
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Hall of Heads, by Dan Efran, 'Becca Stallings
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Dinner Bell, by Jenni Polodna
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The Guitar (The Lion Sleeps Tonight), by Jason B. Alonso, Catherine Havasi, and Val Grimm
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Spider, by Andrew Schultz
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My Evil Twin, by Carl Muckenhoupt
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The Statue Got Me High, by Ryan Veeder
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Dig My Grave, by Ryan Veeder
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Mammal, by Joey Jones
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She's Actual Size, by Jake Eakle
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I Palindrome I, by Nick Montfort
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Blighted Isle, by Eric Eve
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No Time To Squeal, by Mike Sousa and Robb Sherwin
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Six Stories, by Neil K. Guy
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Parasites, by Marius Müller
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Identity, by Dave Bernazzani
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You've Got a Stew Going!, by Ryan Veeder
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Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus, by Dan Shiovitz and Emily Short
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Pinched, by Anonymous

5 of 5 people found the following review helpful:
Boy, it sure would be nice if we had some grenades, don't you think?, February 2, 2013
by Mr. Patient (Saint Paul, Minn.)

In Pinched, the PC is the hilariously crude Jayne Cobb, the accidental hero played by Adam Baldwin in Firefly. Jayne usually provides the muscle of the Serenity crew, but in this adventure, he does everything but that. It's an amusing setup, although it doesn't quite reach its potential.

The key thing in fanfic like this is to get the voices and behaviors of the characters right. Here, I think the author mostly does a fine job. Mal's voice in particular is well-realized, and almost all of the default responses have been replaced by funny things that I can imagine coming out of Jayne's mouth. Some of these are downright terrific (like the response[s] to SING). And naturally, there's lots of Whedony language and callbacks to the show. While not quite bug-free -- there are some minor run-time errors when eating unexpected things -- the game seems solid, and was allegedly tested, although the testers are also anonymous.

I wish it had a more open design, though. The game is broken into a series of one- or two-room scenes, where you either bide time during expository dialogue, perhaps interjecting something with JOKE or ASK QUESTION, or you solve (or brute-force) a simple puzzle. It's easy to code, I'm sure, but it's a real missed opportunity. The joy of playing a Firefly game (and writing one, I would think), would be in poking around Serenity and interacting with the crew: playing with the dinosaurs on Wash's console, or lifting weights with Book in the cargo bay. We don't get to do these things, or admire Jayne's prodigious gun collection, even though we're in his bunk. Firefly has a large cast, so I understand the challenges of implementing all of them as fully-realized NPCs with detailed conversation trees, but I was hoping for more.

The puzzles, while funny in the abstract, don't really deliver the daring heist promised in the blurb. A little bit of "Jayne is uncomfortable in polite society" goes a long way. Some more tension or derring-do would have been welcome.

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The Things That Go Bump In The Night, by Tim Hamilton
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The Next Day, by Jonathan Blask
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Endless, Nameless, by Adam Cadre
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Wearing the Claw, by Paul O'Brian
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Adventurer's Consumer Guide, by Øyvind Thorsby
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Bee, by Emily Short
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The Guild of Thieves, by Rob Steggles
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Ghosterington Night, by Wade Clarke
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Andromeda Dreaming, by Joey Jones
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The Hunting Lodge, by Hulk Handsome
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The Quidditch Final of 1954, by Joseph Miller
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Last Minute, by Ruderbager Doppelganger (A.K.A. Hulk Handsome)
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Eurydice, by Anonymous
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Fish Bowl, by Ethan Rupp and Joshua Rupp
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howling dogs, by Porpentine
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Murphy's Law, by Scott Hammack
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Valkyrie, by Emily Forand et al
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J'dal, by Ryan Kinsman
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Irvine Quik & the Search for the Fish of Traglea, by Duncan Bowsman
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Transit, by Shaye
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Body Bargain, by Amanda Lange
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A Killer Headache, by Mike Ciul
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In a Manor of Speaking, by Hulk Handsome
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Castle Adventure!, by Ben Chenoweth
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Living Will, by Mark Marino
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Spiral, by Justin Morgan
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Shuffling Around, by Andrew Schultz (as Ned Yompus)
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The Sealed Room, by Robert DeFord
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The Test is Now READY, by Jim Warrenfeltz
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Signos, by Mauricio Diaz Garcia a.k.a. "M4u"
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The Island, by Old Andy
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The Lift, by Colin Capurso
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Escape From Summerland, by Joey Jones and Melvin Rangasamy
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Kicker, by Pippin Barr
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Changes, by David Given
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Guilded Youth, by Jim Munroe
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Andromeda Apocalypse — Extended Edition, by Marco Innocenti
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The Blank Wall, by Richard Otter
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A Colder Light, by Jon Ingold
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Spy Snatcher, by Jonathan Partington and Jon Thackray
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The Beetmonger's Journal, by Scott Starkey
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Foggywood Hijinx, by Ivan Cockrum
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The Act of Misdirection, by Callico Harrison
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Jinxter, by Georgina Sinclair, Michael Bywater
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Southern Gothic, by Mordechai Shinefield
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Nothing But Mazes, by Greg Boettcher
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Speculative Fiction, by Diane Christoforo and Thomas Mack

15 of 15 people found the following review helpful:
Fraud for fun and profit, July 14, 2012
by Mr. Patient (Saint Paul, Minn.)

Speculative Fiction is an extremely sharp, witty game. I'm glad the authors completed it, after placing second in 2011's IntroComp.

At its core, the game is just a straightforward puzzler, but it handles the player/PC/parser divide in very entertaining fashion. You are a wizard whose mind is trapped in the body of his familiar: W.D., an uncompromisingly gluttonous raven who's not entirely thrilled to be sharing his body. You command W.D., and he describes the world and performs actions in a more-or-less ravenly way; the parser's voice is (almost) entirely his. In that sense, the game's structure bears a small resemblance to Suspended, I suppose. However, unlike the robots, W.D. has his own will, and can thwart you from time to time. He's also hilarious from start to finish.

Your wizard has recently looted the kingdom's treasury and replaced the gold therein with an illusion. Acting through W.D., you must find a way to replace all the stolen money before the treasurer gets hold of the king and you are executed. Replacing the money involves committing many more crimes. Some of these are sly, subtle jabs at recent financial industry malfeasance, like one involving a robo-signer. Others are a bit blunter and crueler.

W.D. is the game's great creation. Calling him a wisecracking bird would reduce him to an animated Disney sidekick; he's much better than that. It's tempting to list out dozens of great lines, but I'll restrict myself to just a couple:

>x signature
A poorly-executed forgery of the treasurer's signature. I suspect his name is not actually "The Treasurer." I also suspect he knows how to spell "treasurer." I wish your Spelling Wasp had caught on, boss. That one should have made us millionaires. Anaphylactic shock is a small price to pay for proper spelling.

>x beggar
He's got no eyeballs. Man, that's the best part of the human.


Even if you solve none of the puzzles, you should have a pretty good time just reading W.D.'s descriptions (as well as an excellent fake-terrible disambiguation message in the Stock Market).

The game is structured so that it's possible to get a decent ending by solving only the easier puzzles. The more puzzles you can solve, the better an ending you can open up. This would seem to make it newbie-friendly, except that the puzzles do become very challenging, verging on underclued, including one I didn't even realize was a puzzle until I read ABOUT HINT (which does not actually dispense hints, but simply lists the primary tasks).

The implementation is decent with a few hiccups. The authors have replaced most of the default responses with W.D.-appropriate ones, and they're terrific. However, there are occasional missing line breaks, a repeated word or two, some unimplemented objects, and a couple of bugs (one of which which allowed me to short-circuit the game's cleverest puzzle, albeit in amusing fashion).

But frankly, it doesn't matter. W.D. is so ingenious that you should play Speculative Fiction just for the writing.

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School Dreams 3: School Dreams Forever, by GoblinBoy

7 of 7 people found the following review helpful:
Exciting, boring, nauseating, July 14, 2012
by Mr. Patient (Saint Paul, Minn.)

Note: the following review is for an AIF game. There is some spicy talk in the spoiler space below.

(Spoiler - click to show)SD3 is AIF set in and around a British secondary school. Fresh off the events of the previous installments (which I haven't played), you are urged by your best friend to score with his younger sister. Whether or not you choose to accept this particular mission, you'll have sex with a wide array of basically similar and remarkably forgiving girls, the least of which is your ostensible girlfriend. And they are all girls. There are a few adult women in the game about whom you can DAYDREAM, but the focus is squarely on the underage set. The PC is presumably 16 or thereabouts, so the partners might be narratively appropriate, but the player is very probably a balding middle-aged nerd, which makes the whole thing a little unsavory.

There are some suggestions that the game is set a couple of decades ago. There are VCRs, but no cellphones; David Hasselhoff, but no Bieber. However, the girls all have modern hairstyles and clothes, and, perhaps more to the point, Brazilians and landing strips and the like. I have no idea if these were à la mode among British schoolgirls circa 1994, but I am skeptical.

The big draw of SD3, and I'm guessing the reason it's so highly-rated (with 11 Erin awards, and a bunch of five-star ratings here), is that it's lavishly illustrated, with dozens of images ranging from the suggestive to the hardcore. The original illustrations all have that polygonish, alien computer art look, but a few of them are pretty hot. There are some real photos as well, including the aforementioned Mr. Hasselhoff in full Baywatch gear (surely the hottest of all). I found that the images overwhelmed the text -- blah blah creamy globes, blah blah moist treasures, let's move on to the next picture -- which is probably not a bad thing.

Although it's parser-based, the gameplay is CYOA-style. Do you ask your friend's sister on a date, or your own girlfriend, or someone else? How much money do you want to spend? And what to do about that other girl, vigorously masturbating just around the corner? The game tracks the various girls' attitudes towards you, and opens and closes certain paths accordingly. The paths mostly lead to similar places, of course. And that's literally: many of the locations you can visit are homes, and they all have exactly the same floorplan.

The parser provides bare-minimum functionality for the parts that don't involve sexytime. Even the sexytime parts are sort of minimal. Sure, all the basics are covered, but the game doesn't appear interested in implementing very much beyond thrusting and groping. (That said, it is almost adorable that it understands HOLD HANDS). It also nods a little too much towards realism, so to speak. I wanted to just throw down Stiffy-style wherever and whenever it seemed like it would be entertaining, but the game insisted on privacy and propriety, except at the very end.

So SD3 is not very good IF. Is it good porn? Sometimes. Like porn generally, it's exciting at first, turns repetitive and boring after a little while, and occasionally veers into gross. The younger sister storyline leads at the end to what must be the single most appalling sentence I've ever seen in IF:

(Spoiler - click to show)"Fuck yes, sis!" Mike crows. "Nice cunt!"

The sex scenes can last as long as you like, and a great deal longer. After the fourteenth orgasm or so, you might want to leave the room, but the game will insist that you WITHDRAW first. (It's an oversight we're all guilty of from time to time). SCORE keeps track of your scoring, naturally, but I found it a source of humiliation. Having combined every verb and noun I could think of, I managed to bring my virtual girlfriend to orgasm in only 6 of 26 ways before giving up.

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Emerald Isle, by Shaun D. Abbott and James Horsler

9 of 9 people found the following review helpful:
Zork, without all the words, July 14, 2012
by Mr. Patient (Saint Paul, Minn.)

In Emerald Isle, you play a pilot who's had to bail out in the Bermuda Triangle. The back-of-the-box blurb promises a man vs. nature fight for survival: "You escape by parachute, floating downwards to the lonely atoll, the 'Emerald Isle,' from which few escape. The only way out is to solve its challenges...".

It turns out not to be a man vs. nature fight for survival. After extricating yourself from a tree, you...hunt for treasures, in a part-fantasy part-modern world. And then you put the treasures in a room to score points. Huzzah. It's exactly like Zork or Adventure, but inferior in nearly every respect. There are no room descriptions, only room titles. Objects are described with three or four words apiece. The parser is two-word, and not overly robust even in comparison with others of its kind. The puzzles offer no surface area for experimentation and feedback. You either guess the right action, or get an unhelpful default response. And several of the actions are simply unguessable.

What the game does have is a lot of empty space. There are at least 200 rooms, and maybe 1/4 of those have an object or something to interact with. It also has illustrations for every one of those rooms. I would have gladly traded half the rooms and all of the illustrations for a description of the train-ticket machine that went beyond "Looks dented."

Level 9 did some fine work, not least of which is 1987's Knight Orc, which had an excellent parser and a highly original story. Emerald Isle has to be one of their worst. In his indispensable walkthrough, Jacob Gunness had this to say: "Credits must go to Level 9 for producing one of the largest, dullest and most plot-less adventures in a long while."

I'll co-sign that.

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Monkey Business, by Benjamin Sokal
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The Sound of One Hand Clapping, by Erica Sadun
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Roofed, by Jim Munroe
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Guess the Verb!, by Leonard Richardson
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Delusions, by C. E. Forman
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Xen: The Contest, by Ian Shlasko
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leaves, by ed blair
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Sloth on a Stroller, by Juhana Leinonen
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Home Sweetie-Bot Home, by Jacques Frechet
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Offering, by Richard Smyth
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The Feather Grange Job, by David Fletcher
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The Legend of the Missing Hat, by Adri
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Olivia's Orphanorium, by Sam Kabo Ashwell
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IFDB Spelunking, by Joey Jones
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Lord Bellwater's Secret, by Sam Gordon
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Lock & Key, by Adam Cadre
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Möbius, by J.D. Clemens
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Down, by Kent Tessman
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On the Farm, by Lenny Pitts
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Kissing the Buddha's Feet, by Leon Lin
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Retro-Nemesis, by Robb Sherwin
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The Dreamhold, by Andrew Plotkin
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Gourmet, by Aaron A. Reed and Chad Barb
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Snowquest, by Eric Eve
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Firebird, by Bonnie Montgomery
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The Egg and the Newbie, by Robert DeFord
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The White Bull, by Jim Aikin
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The Rocket Man From The Sea, by Janos Honkonen
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The Pawn, by Rob Steggles, Peter Kemp, Hugh Steers, Ken Gordon, and Geoff Quilley
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Nemesis Macana, by Herman Schudspeer, Victor Gijsbers
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Ecdysis, by Peter Nepstad
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The Mind Electric, by Jason Dyer
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Muggle Studies, by M. Flourish Klink
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Wuthering Heights, by Jonah Siegel

12 of 13 people found the following review helpful:
The word “heathcliff” is not necessary in this story, April 5, 2012
by Mr. Patient (Saint Paul, Minn.)

It's been a very long time since I read Wuthering Heights; I can remember the names Heathcliff and Catherine and little else. So I was worried that my faded memories of the book might limit my enjoyment of the game. They didn't.

That's because there's no game here. There's hardly anything at all, as far as I can tell. No takeable objects, no NPCs, no puzzles, nothing. You can wander through seven rooms, examine the few objects which the author took the time to implement, observe the numerous misspellings, and then quit. There are a half-dozen locked doors, but no keys, and the game does not understand the word "door" at any rate. The only ending appears to be in response to examining the dog (I won't even dignify that with a spoiler tag). The help text encourages the player to "find all of the mansion's hidden secrets!". They must be awfully well-hidden.

I don't understand why the game was posted to IFDB in this state.

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Enlightenment, by Taro Ogawa
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Risorgimento Represso, by Michael J. Coyne
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Augmented Fourth, by Brian Uri!
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LASH -- Local Asynchronous Satellite Hookup, by Paul O'Brian
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Zombie Exodus, by Jim Dattilo
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Gamlet, by Tomasz Pudlo
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Moments Out of Time, by L. Ross Raszewski
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Mangiasaur, by DCBSupafly
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Indigo, by Emily Short
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Love, Hate and the Mysterious Ocean Tower, by C.E.J. Pacian
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Walker & Silhouette, by C.E.J. Pacian
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Make It Good, by Jon Ingold
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Party Arty, Man of La Munchies, by Jonathan Blask
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Metamorphoses, by Emily Short
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Curses, by Graham Nelson
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The House, by Finn Rosenløv
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The Last Dark Day, by Bob Reeves
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Dark Deeds, by Justahack
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Ignis Fatuus, by DCBSupafly
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Dash Slapney and the Calamitous Candy Corn Cornucopia, by Andrew Schultz
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Attack of Doc Lobster's Mutant Menagerie of Horror, by Duncan Bowsman
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Hungry, by Richard Otter
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Stuck Piggy, by Mike Desert
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Death Shack, by Mel S
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Blue, by Marius Müller
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Bloodless on the Orient Express, by Hannes Schueller
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The Primrose Path, by Nolan Bonvouloir
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Escape From Santaland, by Jason Ermer
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PataNoir, by Simon Christiansen
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Calm, by Joey Jones and Melvin Rangasamy
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Blind, by Andrew Metzger
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The Binary, by Bloomengine
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Cursed, by Nick Rogers
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Dead Hotel, by Comazombie
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Death of Schlig, by Peter Timony
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A Comedy of Error Messages, by Adam Le Doux
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How Suzy Got Her Powers, by David Whyld
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It, by Emily Boegheim
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Keepsake, by Savaric
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Last Day of Summer, by Doug Orleans (as Cameron Fox)
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Luster, by Jared Smith
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Operation Extraction, by Ming-Yee Iu
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The Play, by Dietrich Squinkifer (Squinky)
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Professor Frank, by Laurence Kilday
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Return to Camelot, by Finn Rosenløv
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Sentencing Mr Liddell, by Anonymous
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Playing Games, by Kevin Jackson-Mead
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Six, by Wade Clarke
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The Hours, by Robert Patten
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The Guardian, by Lutein Hawthorne
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Fog Convict, by Andrew Metzger
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Cold Iron, by Andrew Plotkin (as Lyman Clive Charles)
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Cana According To Micah, by Christopher Huang (as Rev. Stephen Dawson)
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Beet the Devil, by Carolyn VanEseltine
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Awake the Mighty Dread, by Lyle Skains
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The Myothian Falcon, by Andy Joel
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Kerkerkruip, by Victor Gijsbers
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Ted Paladin And The Case Of The Abandoned House, by Anssi Räisänen
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The Ship of Whimsy, by U. N. Owen
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Andromeda Awakening - The Final Cut, by Marco Innocenti
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Taco Fiction, by Ryan Veeder
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Tenth Plague, by Lynnea Dally
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Vestiges, by Josephine Wynter
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The Life (and Deaths) of Doctor M, by Michael D. Hilborn
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Till Death Makes a Monk-Fish Out of Me, by Mike Sousa and Jon Ingold
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City of Secrets, by Emily Short
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Carma, by Marnie Parker
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Broken Legs, by Sarah Morayati
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The Best Man, by Rob Menke

7 of 7 people found the following review helpful:
Exciting action, excruciating inventory mgmt, September 12, 2011
by Mr. Patient (Saint Paul, Minn.)

The Best Man is a rare example of an action thriller in a medium known mainly for leisurely contemplation. In the game, you are en route to a friend's wedding, to serve as best man (naturally), and deliver the ring for the bride. After a short flashback sequence, you find yourself aboard a train which, within a few moves, will be hijacked by terrorists. If you want to deliver that ring (and survive), you'll need to defeat the terrorists singlehandedly.

The game does a lot of things right. For the most part, it fulfills its action-movie goals. It resembles Die Hard in its one-man-vs.-the-terrorists setup, but there is rather less ass-kicking on the protagonist's part, and rather more chemistry. That's not to say there's less death -- in fact, there's a shocking amount of it, which could just as easily have been written away -- but the dirty work is all handled offscreen and indirectly. The first half of the game is tight, exciting and well-done, and the initial puzzles are at the sweet spot in terms of challenge, even if there's a lot of learning-by-dying, which turns some players off. The story works well enough for the genre it's trying to emulate, even though it doesn't make a whole lot of sense (and there are suggestions that much of it (Spoiler - click to show)might be a dream). It has excellent feelies (good luck trying to fold that spider).

On the other hand, there's not enough characterization of the PC for the transformation from everyman into terrorist-fighting hero to really work. The PC is pretty much a blank slate (as good looking as ever, in fact). There's a brief setup scene where we learn that we're the survivor of a plane crash on a previous attempt to serve as best man for this same couple, but there's nothing which really prepares us in a character sense for what happens later. Terrorists take over the train, and we suddenly become a coolly competent terrorist fighter, because that's what protagonists do.

The game as a whole is on a timer, and there are a few smaller timed puzzles as well. The time limit is more forgiving than the one in say, A Change in the Weather, but it is not exactly slack. I played a pretty taut game, restoring frequently to optimize, and I still finished with only a few moves left on the clock. It's definitely as cruel in the Zarfian sense as A Change in the Weather. It's extremely easy to lock yourself out of victory without knowing it, and by performing actions that look reasonable at the time.

The Best Man is too old-school in its gameplay than it should be given its year of publication. Doors don't open automatically, even those you've opened before, an annoyance felt all the more keenly in a game with a time limit. More disappointing, though, is the inventory management system. There's a very strict inventory limit, and even the "carryall" object has a limited volume. Items which are in the carryall must be brought to hand manually before they're dropped or used. The game tries to juggle some items for you, swapping items into your carryall as needed, but it always managed, seemingly with malice aforethought, to stash the item I actually wanted to keep at hand (or to transfer liquids into the carryall while leaving the containers in hand, breaking the game). Exacerbating matters, there are a number of similarly-named objects, and a great deal of movement that relies on having free hands. The end result is that much of the game is spent laboriously dropping and stashing items, a gameplay style decidedly at odds with the action-movie genre.

The puzzles are mostly fair, but there are a couple of doozies involving the (Spoiler - click to show)bomb. It's very confusingly described and hard to picture. There are components mentioned in its description which can't be examined until the thing is opened, and worse, there are very critical components which are not mentioned at all until you've tripped over them and died. The (Spoiler - click to show)balances puzzle is fiddly to the extreme, with disambiguation issues compounding the overall challenge of solving the puzzle. After looking at it for a few minutes, I had a good idea of what I wanted to do, but I still couldn't do it, because a) I struggled with (Spoiler - click to show)all the various tubes and flasks and bottles to express what I wanted to do; and b) the quantities of liquid involved were too great. The puzzle would have been greatly improved had the beakers contained only 20 or 30 ml of liquid each, so that experimenting produced feedback more quickly and reliably.

The hints, as other reviewers have noted, are not as useful as they could be. You generally can't access a hint for a given puzzle until you've died failing to solve it. In general, I find adaptive hinting pretty annoying; very rarely does a game seem to know what I actually need or want. There are no hints at all for the endgame (a three-move timed puzzle with no slack, and with at least three nonobvious prerequisites), even after you've died. There really aren't very many clues, either. I always find that rereading feelies is helpful in these sorts of situations.

I've dwelled on the negative too much. The game really is very exciting, and handles the action genre better than any other IF I can think of, except perhaps Border Zone and the endgame of Spider and Web. If it had a more forgiving and convenient inventory system, I'd give it an easy four stars. If the (Spoiler - click to show)bomb puzzles were made a little more sensible and the PC given a little more characterization, I'd have no trouble listing it among the best games I've ever played.

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Choices, by David Whyld
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The One That Got Away, by Leon Lin
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Leap Time, by Sarah Morayati
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My Angel, by Jon Ingold
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A Flustered Duck, by Jim Aikin
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Sturdlint (The Mempotnaclob), by Bob Reeves
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Varkana, by Maryam Gousheh-Forgeot
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The Golden French Fry, by Paul Allen Panks
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Deadline Enchanter, by Alan DeNiro
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The Moonlit Tower, by Yoon Ha Lee
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Steve Van Helsing: Process Server, by Mel S

4 of 4 people found the following review helpful:
You got served, August 11, 2011
by Mr. Patient (Saint Paul, Minn.)

This is pretty well-polished for being Speed IF. The amount of text and depth of implementation makes me wonder if it was actually completed in only three hours.

In the game, you play a monster hunter of sorts. To say much more would give away the game's central joke, but it's suggested in the title. There's a very long prologue -- too long, really -- but it's pretty funny. The gameplay then consists of three rooms and three small puzzles, none of which are terribly taxing. The last of them, however, is extremely finicky about wording. I referred to an object using the name I saw in my inventory (and the name suggested in disambiguation messages), but the game resolutely refused to perform the right action with it until I used different phrasing. This is the sort of thing which happens in Speed IF, I suppose.

On the other hand, it's rare in Speed IF for virtually all the described objects to be implemented, but they are here, so kudos to the author for that. There are even built-in hints, but I didn't find them especially useful, since I knew exactly what I wanted to do; I just couldn't phrase it properly. I was amused by a number of the descriptions, especially Dracula's. I do wonder how anyone could possibly (Spoiler - click to show)dance to Rush's Tom Sawyer.

I would enjoy seeing this expanded to a full-sized game.

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The Vault, by BlueMaxima
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The Fly Human, by Hensman Int'l
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Tenebrae Semper, by Seciden Mencarde
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Pete's Punkin Junkinator, by DCBSupafly
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All Hallows Eve, by Alvin Echeverria
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I Was a Teenage Headless Experiment, by Duncan Bowsman
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Knight Orc, by Pete Austin
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Christminster, by Gareth Rees
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Fine-Tuned, by Dennis Jerz
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Tales of the Traveling Swordsman, by Mike Snyder
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Theatre, by Brendon Wyber
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Hoosegow, by Ben Collins-Sussman, Jack Welch
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Sting of the Wasp, by Jason Devlin
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Chunky Blues, by Scott Hammack and Jessamin Yu
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John's Fire Witch, by John Baker
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Sunset Over Savannah, by Ivan Cockrum
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Treasures of a Slaver's Kingdom, by S. John Ross
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Exhibition, by Ian Finley
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The Weapon, by Sean Barrett
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Edge of the Cliff, by Poster
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Little Blue Men, by Michael S. Gentry
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The Adventures of Buckaroo Banzai, by Scott Adams and Phillip Case

8 of 9 people found the following review helpful:
Laugh while you can, monkey-boy, June 10, 2011
by Mr. Patient (Saint Paul, Minn.)

I hadn't played any Scott Adams games before encountering Buckaroo Banzai, but I did recently read Nick Montfort's Twisty Little Passages, so I had a rough idea of what to expect. It's probably unfair to dwell on the game's technical limitations, as it's an old game made under tight memory constraints. I'll just note that even though I was prepared for a two-word parser and small vocabulary, I was still amazed at how primitive the gameplay was, given the year of publication. I was exhausted after an hour, and tracked down a walkthrough. It didn't improve matters.

The real crime here is that the game has virtually nothing to do with Buckaroo Banzai. I love the film; I can quote it chapter and verse. It's got a richly detailed world (almost impenetrable, really, on first viewing), terrific heroes and villains, and it's howlingly funny. It deserves a good IF adaptation.

This is a miserable one. There are no Hong Kong Cavaliers, no Lectroids (red or black), no Secretary of Defense, no Penny Priddy, no Kolodny Brothers or Rugsuckers or Blue Blaze Irregulars, no neurosurgery, no particle physics, no rock and roll, no laughs and no action. Most of the game is spent laboriously gathering and using items to refuel a car. The greatest insult comes at the end, when we learn that (Spoiler - click to show)to defuse a bomb, we need to transmit the code "warfin" [sic]. This despite a memorable scene in the film where John Lithgow spells out his name to a telephone operator: "That's W-H-O-R-F-I-N. You got that, honey?" Perhaps it's an homage of sorts to the Red Lectroids' misadventures with English, but given the rather lax attention to spelling and grammar throughout the game, I doubt it.

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The Usher, by Branden Rishel and Daphne Gabrieli

5 of 6 people found the following review helpful:
Casual suicide-related fun, June 10, 2011
by Mr. Patient (Saint Paul, Minn.)

The Casual Gameplay Design Competition #7 must have produced a lot of very good games if this one finished eighth. (I've also played Party Foul by Brooks Reeves, and really enjoyed that; it came in fourth).

As the blurb says, you're buried alive with your dead queen. It's your job to perform some rituals to lead the queen to the afterlife, and then kill yourself as well. From this premise and the cover art, you might expect this to be meditative and brooding, but no, the setting is pure gonzo fantasy, and silliness abounds: the king is Stanley, his pet is called Bobo, and there's a god named Larry. It's ostensibly a one-room escape game, but there are actually two rooms. Maybe that's why it finished eighth. The puzzles are fair and solvable (if sometimes a bit uninspired or baffling), everything is implemented, it is polite and forgiving, and the writing nicely evokes the combination of absurdity and dread that the PC is experiencing. It's a solid first effort from the two authors.

I had a few minor problems. The puzzles, as mentioned, were all very reasonable, but none stood out as particularly clever. The (Spoiler - click to show)potion-making puzzle was reminiscent of the sorts of problems you solve in the analytical portion of the GRE, only simpler. From an in-game standpoint, the puzzle makes little sense; its only real purpose is to add a couple of minutes to the play experience.

I didn't really understand the mechanics of the (Spoiler - click to show)climbing puzzle. I have to drop everything before climbing a railing, and then from there I can climb onto a lintel; that much makes sense. But how has my rope magically made its way up to the lintel with me?

Finally, I must say I was confused by the ending. I honestly can't tell you what happened, or how it relates to the goal I thought I was pursuing. But it seemed to be a winning ending, and I couldn't find another one other than dying (and reading the walkthrough, it seems like I did what was intended).

That said, I enjoyed it, and I'd definitely play the authors' next game.

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Worlds Apart, by Suzanne Britton
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Whom The Telling Changed, by Aaron A. Reed
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Dangerous Curves, by Irene Callaci
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Perilous Magic, by David Fillmore
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Losing Your Grip, by Stephen Granade
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They're After You!, by Bob Reeves
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To Get To the Other Side, by Bob Reeves
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Symetry, by Ryan Stevens
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Delightful Wallpaper, by Andrew Plotkin ('Edgar O. Weyrd')
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Fallacy of Dawn, by Robb Sherwin
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The Plant, by Michael J. Roberts
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Masquerade, by Kathleen M. Fischer
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She's Got a Thing for a Spring, by Brent VanFossen
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Damnatio Memoriae, by Emily Short
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Best of Three, by Emily Short
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Narcolepsy, by Adam Cadre
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Suspended, by Michael Berlyn
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Rematch, by Andrew D. Pontious
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> by @, by Aaron A. Reed
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All Things Devours, by half sick of shadows
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The PK Girl, by Robert Goodwin, Helen Trevillion, Nanami Nekono, and Oya-G
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Winter Wonderland, by Laura Knauth
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Bmissfille, by Anonymous
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Rover's Day Out, by Jack Welch and Ben Collins-Sussman
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The Bible Retold: Following a Star, by Justin Morgan
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Bureaucracy, by Douglas Adams, The Staff of Infocom
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Tapestry, by Daniel Ravipinto
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Nightfall, by Eric Eve
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A Walk in the Park, by Anonymous
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The King of Shreds and Patches, by Jimmy Maher
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De Baron, by Victor Gijsbers
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CosmoServe: an Adventure Game for the BBS-Enslaved, by Judith Pintar
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Zork: The Undiscovered Underground, by Marc Blank, Michael Berlyn, and G. Kevin Wilson
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Kaged, by Ian Finley
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Moist, by Scarlet Herring
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Doomed Xycanthus, by Eric Mayer
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shadows on the mirror, by Chrysoula Tzavelas
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Lost New York, by Neil deMause
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So Far, by Andrew Plotkin
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The Fire Tower, by Jacqueline A. Lott
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Child's Play, by Stephen Granade
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The Warbler's Nest, by Jason McIntosh
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Under, In Erebus, by Brian Rapp
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The Sons of the Cherry, by Alex Livingston
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Rogue of the Multiverse, by C.E.J. Pacian
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R (Pron: Arrr...), by therealeasterbunny
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A Quiet Evening at Home, by Anonymous
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The People's Glorious Revolutionary Text Adventure Game, by Taylor Vaughan
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Pen and Paint, by Owen Parish
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Oxygen, by Benjamin Sokal
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Ninja's Fate, by Hannes Schueller
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Mite, by Sara Dee
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Leadlight, by Wade Clarke
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Heated, by Timothy Peers
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Gris et Jaune, by Jason Devlin
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Gigantomania, by Michelle Tirto and Mike Ciul
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Flight of the Hummingbird, by Michael Martin
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East Grove Hills, by XYZ
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Divis Mortis, by Lynnea Dally
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Death off the Cuff, by Simon Christiansen
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The Blind House, by Amanda Allen
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The Bible Retold: The Lost Sheep, by Ben Pennington
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Aotearoa, by Matt Wigdahl
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The 12:54 to Asgard, by J. Robinson Wheeler
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Ad Verbum, by Nick Montfort
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One Eye Open, by Caelyn Sandel (as Colin Sandel) and Carolyn VanEseltine

9 of 9 people found the following review helpful:
Babel, directed by David Cronenberg, November 12, 2010
by Mr. Patient (Saint Paul, Minn.)

After a few minutes of playing One Eye Open, I thought to myself, "I remember playing this game when it was called Babel." But after playing it for a good bit longer (much longer than the two-hour judging period), I decided that I liked it quite a lot on its own terms.

The similarities with Babel are legion. In both games, you play the subject of nefarious mind- and body-altering experiments performed upon you by uncaring corporate overlords. You're alone in a research facility in the aftermath of those failed experiments. You gather up the history of the experiments and the facility, piece by piece, (Spoiler - click to show)often by touching objects (although Babel's methodology for this is more organically tied to the story). In both games, you (Spoiler - click to show)fashion an antidote -- tragically never completed by the experimenters -- and have to safely enter a tainted airlocked lab in the northeast corner of the facility. So things may seem awfully familiar.

The primary difference is in tone. Babel is a science fiction/mystery story, with an emphasis on uncovering the truth of what happened at the station. One Eye Open is a horror story. There's a mystery here, but what you really need to know is: the experiment is really, really bad. Your job is to undo it as completely as possible.

There's no build up to the horror. It's all right there in front of you, almost from the first move, which runs counter to the usual horror imperatives of suspense and dread. What it lacks in those areas, though, One Eye Open makes up for in ickiness. The style is early David Cronenberg with the gore turned way up: meat and organs and orifices everywhere, pulsating behind everyday objects. It's agreeably revolting.

The game is a bit too long for the Comp. After two hours, most players will not have completed it (or at least they won't have gotten a good ending, I don't think), and the story is slow to unravel. When it finally does, though, it is very compelling. It's a testament to the storytelling skills of the authors that I persisted long past the judging to get a pretty good ending, and then finally found the best ending days later. Like with certain Cronenberg pictures (I'm thinking here of Videodrome or eXistenZ), I'm not entirely sure what it was I just saw, but I know that I couldn't take my eyes off it.

The coding was mostly solid, with a few minor bugs and annoyances. I wrestled with the parser to get past a certain locked door, had trouble (Spoiler - click to show)putting a vaccine in a syringe, and found myself stymied by files in cabinets. There were some walls of text that could perhaps have been trimmed down as well. But these are insignificant issues that can easily be addressed in a post-Comp release. Familiar as it was, One Eye Open stuck with me, long after Babel did.

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A Fine Day for Reaping, by James Webb (aka revgiblet)
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Blue Chairs, by Chris Klimas
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Varicella, by Adam Cadre
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Sand-dancer, by Aaron Reed and Alexei Othenin-Girard
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Even Bantams get the Blues, by Eric Mayer
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The Meteor, the Stone and a Long Glass of Sherbet, by Graham Nelson (as Angela M. Horns)
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Stink or Swim, by Renee Choba
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Chicks Dig Jerks, by Robb Sherwin
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Hunter, in Darkness, by Andrew Plotkin
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Babel, by Ian Finley
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Shrapnel, by Adam Cadre
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Hoist Sail for the Heliopause and Home, by Andrew Plotkin
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The Edifice, by Lucian P. Smith
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The Game Formerly Known as Hidden Nazi Mode, by Victor Gijsbers
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Jigsaw, by Graham Nelson
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Aisle, by Sam Barlow
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Glowgrass, by Nate Cull
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Suveh Nux, by David Fisher
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Bad Machine, by Dan Shiovitz
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A Freak Accident Leaves Seattle Pantsless III: Endgame, by Admiral Jota
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Pantsless in Seattle, by David Cornelson
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I Went to the WTO Ministerial Conference and All I Got Was This Souvenir Delegate From Mauritius, by Matthew Amster-Burton
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A Freak Accident Leaves Seattle Pantsless, by Christopher Huang
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You are a Chef!, by Dan Shiovitz
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An Act of Murder, by Christopher Huang
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The Chicken Under the Window, by Lucian P. Smith
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A Day at the Office, by David Whyld
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Bronze, by Emily Short
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Coke Is It!, by Lucian P. Smith, Adam Thornton, J. Robinson Wheeler, Michael Fessler, Dan Shiovitz, David Dyte
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A Bear's Night Out, by David Dyte
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Vespers, by Jason Devlin
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The Elysium Enigma, by Eric Eve
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Pirate Adventure, by Scott Adams and Alexis Adams
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For the Love Of Ornery Blue Yaks, by Doug Jones

11 of 11 people found the following review helpful:
A labor of love that needs an update, August 8, 2010
by Mr. Patient (Saint Paul, Minn.)

FLOOBY (love the acronym) is an unreconstructed old-school treasure hunt. The author explains in the ABOUT text that he and a friend began work on it in 1983, but never managed to get it done. As of this writing, it's still not finished: this is a 2010 IntroComp entry.

The gameplay is pretty much what you'd expect: enter the house, find the secret passage to the Zork-like fantasy setting, outwit or overcome some mythical creatures, and take their stuff. Most of the puzzles are straightforward and some are familiar from literature and other games. Indeed, there's one ported wholly (every detail intact) from the original Adventure. It's probably meant as a good-faith homage, but without any sort of original spin or subversion, treads over into aping territory. I was able to get all 60 points, but couldn't get a final reply (To be continued, Thanks for playing, etc.). I'm not sure if there is one.

The author acknowledges that the appeal of this sort of game has diminished over the years, and he's not wrong, but I think he's selling the potential of his game short. I still enjoy old-school treasure hunts from time to time, and I imagine a lot of people do, provided that they're innovative and well-written. As tight as the memory requirements were back in the day, Crowther and Woods and Blank and Lebling managed to draw some pretty evocative scenes. FLOOBY doesn't, at least not yet. An old-school game can also be done with a modern sensibility, without being tongue-in-cheek and without losing any of the appeal of the classics. (See Emily Short's flawless Savoir-Faire). We've had 35 years now to learn what players find entertaining and what they don't (mazes!). There's no reason the author can't make a version of FLOOBY that stays true to his teenaged vision, while still benefiting from decades of progress in the form. My advice to him: don't just finish the game you were making in 1983. Make the 2010 version of the game you wanted to write in 1983.

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Beyond Zork, by Brian Moriarty
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Spellbreaker, by Dave Lebling
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Gardening for Beginners, by Juhana Leinonen
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Arrival, or Attack of the B-Movie Clichés, by Stephen Granade
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Fang Vs. Claw, by Oliver Ullmann
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Plan 6 from Inner Earth, by Adrien Saurat
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Closed Circles, by M. M. Kathrel
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Peanut Orchestra, by Mikhail Fiadotau and Evgeny Bychkov
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Tourist Trap, by Iain Merrick
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Waker, by Kevin Jackson-Mead
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A Fleeting Case of Self-Possession, or, Memento Moratori, by Lea Albaugh
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The Duel That Spanned the Ages, by Oliver Ullmann
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Uncle Zebulon's Will, by Magnus Olsson
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Rameses, by Stephen Bond
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The Magic Toyshop, by Gareth Rees
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Plundered Hearts, by Amy Briggs
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Border Zone, by Marc Blank
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Shade, by Andrew Plotkin
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Adventure, by William Crowther and Donald Woods
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Everybody Dies, by Jim Munroe
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Savoir-Faire, by Emily Short
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Obituary, by Drew Mochak and Johnny Rivera
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Mystery Fun House, by Scott Adams
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Dead Like Ants, by C.E.J. Pacian
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Deadline, by Marc Blank
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Moonmist, by Stu Galley, Jim Lawrence
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A Mind Forever Voyaging, by Steve Meretzky
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Suspect, by Dave Lebling
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I-0, by Anonymous
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Nord and Bert Couldn't Make Head or Tail of It, by Jeff O'Neill
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A Change in the Weather, by Andrew Plotkin
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The Space Under the Window, by Andrew Plotkin
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Party Foul, by Brooks Reeves
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Seastalker, by Stu Galley, Jim Lawrence
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The Witness, by Stu Galley
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Ballyhoo, by Jeff O'Neill
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Anchorhead, by Michael Gentry
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Stationfall, by Steve Meretzky
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Earth And Sky 3: Luminous Horizon, by Paul O'Brian

13 of 13 people found the following review helpful:
Almost, but not quite, a satisfying conclusion, April 26, 2010
by Mr. Patient (Saint Paul, Minn.)

There's kind of an illicit thrill in playing a real superhero in IF. For decades now, the overwhelming majority of IF characters have been decidedly un-super in their abilities. Really, they're incompetent, unable to perform even the simplest and most intuitive tasks unless they have exactly the right tool for the job (>BREAK THE SMALL GLASS BOX WITH THE HAMMER | "A valiant attempt."). This is what makes playing the Earth and Sky series (especially in the role of Austin) so refreshing. When you encounter a pair of massive steel doors in Earth and Sky, you don't need to faff around for hours finding the rusty key or inserting the crystalline cylinder or answering a riddle. You simply SMASH THE DOORS. It's a nice bit of therapy for emotionally-scarred IF players.

I really enjoyed the first two games in the series, which combined humor, comic-book action, and a relentless focus on ease-of-play to great effect. Luminous Horizon continues in the same vein, but it's not quite up to the level of the others. The second (and strongest) game centered on an extended puzzle which combined multiple objects and rooms in a pretty satisfying way. Most of the puzzles in the third installment are just variations on SMASH THE DOORS. It's fun and cathartic, but not as rewarding as something a little more elaborate would have been.

One nice feature of Luminous Horizon is the ability to switch back and forth between control of the two siblings, which you'll naturally need to do several times to complete the game. Each sibling sees and describes the world in a different way, which adds a real richness to the experience of playing them.

The author does a good job of eliminating frustration. Like with the other two installments, it's impossible or at least extremely difficult to make the game unwinnable, which is always appreciated. The game also implements a nice (and customizable) conversation system, where you can choose from a menu of replies, ranging from the sincere to the snarky. Unfortunately, your choices don't matter very much -- the game proceeds pretty much the same way no matter how you choose to play the characters.

The conversation system also provides built-in hints. In principle, if you get stuck, you can TALK TO your sibling and get nudged in the right direction. After repeated nudges, the sibling may just solve the puzzle for you. However, for the most challenging puzzle in the game, the hint system is nothing of the kind. It's actually a misdirection system, focusing your attention on something which is almost entirely unhelpful at the moment the advice is being dispensed. Be warned.

At times, it feels like more was planned for the game than was actually implemented. There are areas with interesting objects that can be manipulated, but which don't ultimately matter. There are story threads which seem like they'll be featured prominently (like (Spoiler - click to show)rescuing Dr.
Andrews
), but which get resolved off-screen. I'd be interested to see what could have been done with this game in a longer format.

If you've played and enjoyed the first two Earth and Sky games, then you certainly ought to give Luminous Horizon a whirl; it's a decent conclusion to the series, and you'll want to know how it ends. But it's not quite as satisfying as it could have been.

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Pick Up the Phone Booth and Aisle, by David Dyte, Steve Bernard, Dan Shiovitz, Iain Merrick, Liza Daly, John Cater, Ola Sverre Bauge, J. Robinson Wheeler, Jon Blask, Dan Schmidt, Stephen Granade, Rob Noyes, and Emily Short
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Zork Zero, by Steve Meretzky
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Alabaster, by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton, Ziv Wities
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The Lurking Horror, by Dave Lebling
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The Frenetic Five vs. Sturm und Drang, by Neil deMause
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Spider and Web, by Andrew Plotkin
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Gun Mute, by C.E.J. Pacian
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Earth and Sky 2: Another Earth, Another Sky, by Paul O'Brian
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Journey, by Marc Blank
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August, by Matt Fendahleen
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Pytho's Mask, by Emily Short
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Second Honeymoon, by Roger Ostrander
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Sparrow's Song, by J. D. Berry
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Dead of Winter, by Gunther Schmidl (as 'Christina Pagniacci')
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Voices, by Aris Katsaris
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1981, by Anonymous
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The Tale of the Kissing Bandit, by J. Robinson Wheeler (as 'Cary Valentino')
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Slouching Towards Bedlam, by Star Foster and Daniel Ravipinto
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Arthur, by Bob Bates
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Earth and Sky, by Paul O'Brian
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9:05, by Adam Cadre
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Fail-Safe, by Jon Ingold

16 of 17 people found the following review helpful:
Suspended's cynical little brother, January 11, 2010
by Mr. Patient (Saint Paul, Minn.)

Completely by accident, I played Fail-Safe in the same week that I played the Infocom classic Suspended. Fail-Safe is essentially Suspended's more cynical little brother. In both games, the PC is immobile and completely dependent on NPCs for sensory input, movement, and manipulating objects. Both are also set in science-fiction worlds where a massive calamity has just occurred, and the PC has to walk the NPCs through repairs that they have trouble describing and can only dimly understand.

Fail-Safe is very short, and as mentioned elsewhere, does not permit saves or restores, which is less painful than it might sound. Once you have figured out the basic plan of the game, you can quickly get back to the part where the crucial decisions are made (and where the game's black humor really shows itself). You'll definitely want to replay a few times to make sure you get all the endings. At one point, there's an unfortunate guess-the-verb problem, but for the most part Fail-Safe is entertaining, well-written, and definitely worth playing.

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Damned entertaining, December 8, 2009
by Mr. Patient (Saint Paul, Minn.)

Moon Over Jupiter was my introduction to Speed IF, and I have to say, it's pretty damned entertaining. You're stuck aboard a spaceship waiting to disembark on Io, and have to persuade your colleague to open the airlock. The colleague doesn't get a lot of screen time (the game is tiny, obviously), but he certainly is memorable. The game is funny throughout with a bit of a Meretzky/Douglas Adams vibe, and it's reasonably polished given the constraints under which it was written.

It's a fun way to spend 5 minutes, for sure.

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