This is a thing people do, right? This seems like a fun way to keep track of the games I play during Ectocomp. If you see an egregiously bad opinion, just know that I’m relatively new to playing community-made IF games, and this is all subjective opinion anyway. Also, I’ve got a game in the comp. (While I hope it’s clear from my reviews that this isn’t a psy-op to sabotage other participants, I wanted to mention it.)
On to the games!
Les Petites Morts
Every day I get emails (Emery Joyce)
Well-constructed, scaled perfectly for the LPM category, entirely too real. I loved that the workday felt a little like a mini-game (match these emails with the correct colleague) while still conveying the story. I could feel the pit of dread every time a coworker [redacted]; not much is scarier than being expected to do something you’ve not been trained to do. This felt like it could’ve been the premise for an episode of I am in Eskew (horror podcast with a similar late stage capitalism horror-satire vibe), which I say as a huge compliment. This one is setting the bar high for the other LPMs.
Normal Morning (Damon L. Wakes)
A neatly constructed little parser that’s also scaled perfectly for the LPM category. That’s always going to impress me; fitting the scope of your concept to 4 hours of actual creation is hard! This game works in a clever way to reward replay, and I really appreciate how this used parser mechanics and default responses to craft a dynamic scene and simulate anxiety/panic. It’s a very tight, well-crafted experience.
A Walk in the Hallways (augustgloom)
I don’t love tight spaces or dark hallways, and the narrowing hallways freaked me out a bit in a fun way. I’ll admit this is a perplexing one conceptually; played it several times and I can’t tell if there’s something specific happening or if it’s just creating an effectively dreamy (nightmare-y?) atmosphere. Apologies if I’m missing a clear connecting threat. Still, it’s not easy to convey a weird, surreal experience in a game, and this does it well. Technically very tight and, like I noted, has some evocative moments.
The Walking Man (mathbrush)
This was really great! This is a matter of personal taste, but this is exactly what I want fro a spooky little game. It felt like a classic short horror story condensed down into a bite-sized parser: the kind of cozy but genuinely creepy experience that you want around Halloween. Make sure not to close out too soon after the game ends, as the “post-credits scene” was a fun surprise. (I said “Ohmygod, he’s in my computer!” out loud.)
Grand Guignols
...Grind exceedingly small... (DissoluteSolute)
This game is mean and grim in a way I really liked. I don’t know if this makes sense, but it had a crunchy, lo-fi, PS2 graphics sort of vibe. I really liked the gnarly moment of that first “in” command when you realize where the rest of the game is going to take place.
It seems like this was probably meant to be a LPM that juuust missed the 4 hr cut off; as a GG, I would’ve liked a little more detail and context. Some of it really works as nightmarish surrealism (maggot skinsuit, bone architecture), but I wish I had little bit more of an idea about how this hellish little world worked. (How and why did the flies actually kill a human? What’s up with the spider magic?) Still, it’s an icky, fun little game. Also, it’s got bugs!
Dad's Shiva (Cidney Hamilton)
Really bleak! Does a good job evoking overlapping types of discomfort. There were some rough edges on the construction that led to some awkward dialog sequencing options (topics that had been touched on in a previous option that later were written as if it was the first time we’d talked about them, e.g., or having the option to call Jamie stick around even after it wasn’t something you could do). This was more noticeable because the conversation was so central to this game. It seems to end quite abruptly (at least the two endings I got did), but the more I think about it the more that might be very intentional. Not sure resolution is possible here; sometimes the only way out of this kind of swamp of trauma and family tension is to abandon the hope of resolution and get out.
