This thread has been quiet! Just me posting in here? 
Super Halloween Horror Show
By Adam Biltcliffe @jwalrus
Super Halloween Horror Show has an air of unabashed campy fun in its hybrid of superhero and horror motifs, and the game’s title and cover image reflect this. Given that, I was pleasantly surprised by the subtle sophistication of this limited-parser Petite Mort in which emotional vulnerability is your greatest strength.
You play as a young superhero-in-training with more enthusiasm than experience. When villains strike at the City Commissioner’s Halloween party, you are thrust into the role of defending innocents and saving the day. I was quickly won over by the player character’s earnestness; the bold, pithy prose; and the clever game mechanics, which revolve around the protagonist’s changing emotional state.
The moment the game begins, you must make two discoveries to proceed: that your inventory will play a rather unconventional role, and that SHOW will become your go-to verb. With INVENTORY, SHOW, and the classic EXAMINE as your tools, you must gain entry to the Mansion and resolve a series of encounters with NPCs; including a fairly large cast of enemies and allies alike. I found that the puzzles hit a sweet spot of being complex enough to be satisfying and solvable without having to make wild leaps of logic.
A tangent about quality-of-life features in parsers (not really a critique of this game)
I hit an impasse at one point in this game, which I made it past with a hint from the author. It was definitely just something I had missed, and no fault of the author’s. But the specific way in which I got stuck just happened to be a perfect example of why including the option to highlight or boldface interactable objects, NPCs, and exits in room descriptions can be a huge help to making parsers games more accessible to players such as myself who are still getting acclimated to the genre.
Not sure how common this is; I have seen this feature often, but not consistently, in parser games. So this my plea to all parser authors to please consider adding this feature, if it is at all practical for you to do!
The author of this game was under a time constraint, of course, so I certainly understand that those sorts of QoL features can fall outside the scope of a LPM. I don’t count that against this game.
Super Halloween Horror Show has quite a lot going on for a small-scale game, including NPCs and elements of the environment that change and an NPC that moves between locations in response to your actions. I’ve never authored a game in Inform myself, but implementing a (seemingly bug-free) parser of this complexity within the constraints posed by an LPM is very impressive to me.
This game deserves more reviews!