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About the StoryCycle 87. Last work shift of the quarter. And you're left behind to tidy up so the rest of the crew has time to settle into the new site. Make sure Mining Site 43 won't be a half-melted wreck by the time the next crew comes around, once the daylight has passed it by. It's a half-day off, really, so there's nothing to complain about; just don't stick around for the sunrise, and everything should be fine.
Entrant overall; 2nd Place, Best Use of Theme ("Sunrise") - ParserComp 2015
These Heterogeneous Tasks
This is a well-put-together piece of work, but a number of factors conspired to make it a substantially less satisfying experience than it should have been. The early tasks were made less interesting because I knew exactly where the plot was going; the airlock-hacking puzzle was fiddly enough that, when the mass ejector ending bugged out, it felt pretty frustrating
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Emily Short's Interactive Storytelling
Despite this griping, there’s a lot to like here. Implementation is pretty solid. The in-browser presentation is handsome and shows more effort than is typical for Parchment-run IF games; the science fiction elements feel fairly realistic, which is unusual for interactive fiction
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A pro-proletariat space story with some puzzles, June 12, 2019
This Parser Comp game has two facets: first, it's a space game where you wander an abandoned station. Second, unlike most such games, instead of amnesia you have access to many memories, most about unionized labor.
At the time this game was released, and the first time I played it, many people (including me) thought the puzzles were a bit fussy. But on this second playthrough, I found it pretty enjoyable. It does require a kind of relative positioning command that's not typical in parser games due to its complexity, but this is good for puzzle fiends, space buddies, or those concerned for social welfare and the plight of the masses.
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