Mathbrush ectocomp 2024 reviews

Mathphobia

As a math teacher, I had to try this game first.

‘Mathphobia?’ I said, my nostrils flaring in mingled rage and excitement. ‘Is this an ANTI-MATH game???’

Fortunately, it’s not. Well, kind of…

You play as a kid who is forced to do 500 math problems on Halloween since you didn’t go trick or treating to get candy for your teacher.

But you soon are transported to a magical land like phantom tollbooth where monsters such as the Specter of Subtraction try to attack you.

All challenges are defeated by use of math, starting with extremely easy problems (like 8 plus 4) and moving to harder problems like sequence finding, number factoring, fraction simplification and trick problems.

I proudly conquered each problem by hand except one where I suspected a trick, plugged it into calculator to check, then confirmed the trick (so I failed at doing it all myself!).

This game is much longer than it first appeared, with 5 main antagonists and sections between antagonists with 4 or more puzzles.

Outside of the math puzzles, the game seems completely linear. Going back and entering some answers incorrectly, it looks like it gives you another chance.

This was fun. I sent it to another math teacher to try out.

19 Likes

Sundown

As a small side note, this game has a nice navigation system that made me think, ‘That reminds me of a game I liked a few years back.’ Then I remembered that that game was ‘we, the remainder’ by this same author.

Anyway, this game is melancholy and gradually disturbing, reminding me a bit of The Yellow Wallpaper but also a few other stories (which I won’t mention as they are spoilers).

You play as a woman wandering around a mostly-empty house, with clear indicators that you’ve experience many things in life (an old wedding photo, a dress that is now threadbare, etc.). The background sounds and animated color changes contribute to a mild sense of unease. One of the things that felt most off-putting to me is the matter-of-fact way the game lets you turn on all the water in the house and describes it just running and running.

Much of the game centers around alienation and also the search for your dog. More happens later on, and new NPCs mix it up a bit.

I found the writing evocative, and several sequences did a great job at ‘bewildering’ horror, like The Spiral entity from The Magnus archives.

Not enjoyable (intentionally so! it would be bad in a way to call this game enjoyable) but a game that I am glad I played and would recommend to others.

7 Likes

Thanks for playing and reviewing my game! I admit, I did have a feeling you would be interested in it. :smile: I’m glad you found it fun!

1 Like

La bestia

This is a Spanish Grand Guignol game.

It looks really neat, with a Vorple interpreter that adds a smoky background, and it has a unique mechanic: it’s a parser game, in Inform, but if you hold down shift, it highlights keywords, some in white and some in red.

The imagery was vivid: bronze doors framing the hall to a dragon, engravings speaking to you.

Then I passed to a new scene, and it seemed deeply familiar…that’s when I realized that this was a translation of @VictorGijsbers De Baron!

I loaded up the beginning of that game to check. Some parts are distinctly different (like the ending of the first scene) but it’s definitely the same game.

Afterwards I read the notes (this is just a preview so only has a scene or two), and it does say it is a re-writing of De Baron with different words. The ‘author’s note’ is just Victor’s ABOUT message translated, while the other note goes into the details mentioned above.

I definitely like the parser-hybrid system, especially since I can still type. The story of De Baron is one that I find uncomfortable (intentionally so!) so I’m not really looking forward to this being finished but I do like this system and think it’d see good use in many games (kind of reminiscent of Texture mixed with Inform).

Reading this fresh did remind me just how vivid and beautiful the writing of De Baron is, though, both the new version and the old.

7 Likes

I played through Dark and Deep and found much of it good (reminded me why I like Christina Rossetti so much), but then I reached a sex scene that was too sexy/exciting for me, so I quit.

onto…

Resurrection Gate

[Since this review, a new version has been uploaded that resolves some of the issues described below and enhances the positive parts described below.]

This is a demo game and so my review will be more in the vein of beta feedback than player-focused review.

Grim Baccaris quite literally wrote the book on Twine design, with The Twine Grimoire vols. 1 and 2 (which I’ve consulted before). So it’s no surprise that the game is visually appealing: lush, kaleidoscopic background images before chapters, a variety of fonts and colors, character profile images, different fonts, etc. as well as music.

Two or three of the background images were broken for me; the first tilting image (of the menhirs) and the next image or two after that. The images in Chapter 2 worked for me.

The writing is rich and descriptive, reminding me of Forgotten Realms or Ruby Gloom (I know those are two very different things and neither one captures what I’m looking for. I think Victor Ojuel’s Pilgrimage is closer). I liked the description of necromantic beings the most, followed by ambient nature.

Some of the writing was confusing. I want to point out two examples (because in other spots it was great so I figure the author would want to know and possibly change it if they want to):

Example 1

The monk glances along the caravan, gaze settling briefly on the score of other members. They look ragged and motley, a patchwork of suffering. “Whose cavalry?”

“Why are you asking the questions?” Yasha snarls. “Answer me.” Though no taller than Sully, Yasha looms large and solid before them. “Why were you lurking around?”

“I told you, I heard a bunch of swamp noise and wanted to see what was up. You know," Sully adds, “it’s a public thoroughfare. I’m allowed to be here.”

We don’t know who Sully is at this point (a horse? a human?) since their name isn’t mentioned on the first screen. I had to replay to see where they are brought up:

At the front of the group, Yasha rides his nameless mount beside Rheya and his sorrel mare. The outcast acolyte trudges between their horses, that Yasha may keep an eye on the interloper; as a rule, he distrusts fast-talking, eavesdropping monks who skulk around in the swamp.

Here Sully is the ‘outcast acolyte’.

In any case, I’m not sure if ‘whose cavalry?’ refers to actual cavalry (it fits the time frame), ironically using cavalry to refer to bedraggled monks as being the opposite of gleaming knights, or ironic cavalry as in ‘do you expect these people to come and save the day?’

For that matter, who is asking the question? We are Yasha, right? So who is Yasha answering? They say they told us they were investigating swamp noise, but we didn’t see it.

So this isn’t bad writing, it just seems to assume a lot of knowledge on the player’s part that we just don’t have. A little bit of that is fine in a scene, but if the whole scene is based on knowledge withheld from the reader, it’s really hard to follow.

Example 2

*BLOODLETTER: I cannot say I am not glad to have him gone, but … There is a silence here that troubles me. That of the Devourer.

AUGUR: We’re working on it.

BLOODLETTER: The terrible agon has not yet reached you.

AUGUR: Must we structure this farce like a tragedy?

BLOODLETTER: Is it a comedy?

AUGUR: I suppose we are not so lucky as that, are we?*

This example starts fairly understandable (the devourer is a creature we met earlier) but descends into banter that felt difficult to parser. I get that farces, tragedies, and comedies are all metaphors or lenses for their situation, but what are they referring to? What’s the terrible agon? Is it the devourer? Or related to it? Is it a farce because the devourer is actually not a big deal, so treating it like it is it structuring life like a tragedy?

All of this could be answered in later chapters, but right now this is all we have, and this scene was a bit hard to read.

For examples of writing that worked for me:
-examining the menhirs with acumen
-the description of the Baron’s background and reforming body
-the creepy devourer guy, our rescue/battle, the appearance of the rescuer
-the description of the mirrors early on

For fonts and design, it was overall readable and I liked the speed/feel of the reveals of each paragraph on clicking, and clicking a special light for the next page (helped me with not accidentally clicking past a page!). Stats seemed fun and I enjoyed character creation and the crossed-out stats indicating our potential. I worried I wouldn’t be able to read the gothic font for the stats and descriptions but it was pretty easy to understand, except for when I thought DARING was VARMG.

I would definitely play a longer version of this game. I liked seeing consequences for actions in the form of wounds.

One thing I think would help clear up a lot of confusion I had would be having names or titles under the profile pictures. Even if we had to have ‘???’ for strangers at first. The first scene where we have two newcomers and ourselves would especially benefit from it.

Overall, the design is at a level rarely matched in Twine, the system seems strong, and the writing is good (the only things I pointed out was me getting lost). Great work!

I don’t plan on putting this review on IFDB, as I expect the final game will have resolved many of these issues and I’d rather spend that space saying things I like about the finished game when it comes out.

3 Likes

Museum der paranormalen Phenomene

This is a German Grand Guignol game that is about Ghostbuster’s in everyway except the name.

It’s a simple, lovely tribute game. You’re in a Ghostbuster’s museum with wax statues, but every exhibit is missing an important object. Your goal is to find all the objects and return them to whence they came.

Size-wise it feels like a game that started as Speed-IF but which the author turned into Grand Guignol (I can’t confirm this). The detailed descriptions of the Ghostbuster’s equipment and objects were fun; you can tell the person who wrote this really likes ghostbusters.

There is some sparseness, which is what made me think it might be upgraded speed-IF. At point point it is said we see a distant Universe, but this cannot be examined (as far as I can tell).

The game does have an independent NPC in addition to the mannequins.

Overall, this game gave me fond memories of Ghostbuster’s and was easy to play as a non-native speaker (needing just NIMM, X, GIB, SCHIEBE ___ [direction], and WIRF, as well as directions).

4 Likes

I don‘t recall throwing anything!

2 Likes

In my ignorance, I didn’t know how to DROP in German. The postcard said to WIRF WEG, but WIRF by itself is just fine (it’s the same in English; just THROW maps to DROP).

What is the normal German word for DROP in adventure games?

2 Likes

I always use LEGE (put down), seems more natural than WIRF WEG (throw away). I think I know where you used it, but you can use GIB solving that one as well.

2 Likes

Thank you so much for the feedback, Brian! I’m thrilled about the elements you enjoyed and it means a lot to me that you’re looking forward to more.

When I’ve spent a lot of time with a specific scene I can develop a blind spot for what’s too little information vs too much, so I appreciate knowing when things are unclear or lack context. I agree that adding character names helps a lot. That was feedback from when Colette tested an earlier version of demo, which I loved and wanted to implement ASAP, but it slipped my mind in the Ectocomp scramble. I’m stoked that you reminded me and I included that with a few other small QOL updates in a new build!

1 Like

I tried the new version and the names alone clear up essentially all the confusion I had in that first scene. I definitely look forward to the finished game! I’ll put a note at the top of my review saying that some of the issues described have already been addressed.

1 Like

Parka

This is a Spanish Grand Guignol game about waking up in a seedship on its long journey through the stars.

It uses what is either AI or modified stock images for its scenes.

It hits on the most exciting time for a colony ship, the kind of time where you have to wake people up and make big decisions.

The system is choice-based, with an inventory (which, for me, wasn’t used) and a little space below the room description to describe the results of various actions.

It was neat, but ended very abruptly for me. I’ve asked others for confirmation, but it looks like right now the game just ends after a surprising reveal. If that was the whole game, I would have wanted more; if it’s a bug, I hope it’s fixed!

2 Likes

Thank you so much for the lovely review! You’re absolutely right: it was supposed to be a La Petit Mort, but I had taken on a bit too much and felt it more important to iron out a few things.

1 Like

A Puzzled Soul

This is a lovely little game with themes that I like. It is a bit rough in execution sometimes, but that could easily be fixed in a future update.

It’s a surreal game where you are being hunted inexorably by a monster through a surreal world. Gameplay consists of passing various obstacles which slow down the monster, and which for most of the gameplay consists of doors.

Most of the rooms, in particular, have 3 doors, each with their own way of opening, and with different symbolic elements. It quickly becomes clear that the whole game is symbolic or meaning-filled. I played through twice, opening an entirely different set of doors the second time and having a final choice.

I haven’t been able to determine yet if there are ‘good options’ or ‘bad options’ for the doors, as the two doors I got in each room were similar to each other, so either they’re all the same or the ‘hardest door’ in each room is special.

The execution had some issues, mostly things that come from a complicated game, like having extra lines or extra full stops. I think that having more synonyms for actions could be useful.

The overall story of the game is one told with a heavy hand at the end, but the vivid language used throughout balances that, I think. Great job by the authors, and I think that adding more testers and polishing the game for an after-competition release would make this a great long-standing game. In the meantime, though, the missing synonyms and typos could cause trouble for players.

4 Likes

Thank you for your review! We are aiming to polish it as soon as the comp closes, so your comments are really appreciated!

1 Like

Thank you very much for the review! :smile:

1 Like

Thanks to both of you for a fun game! I’m really into stuff like this!

2 Likes

Lucky Spinelli muss sterben

This is a genuinely funny game; it’s the kind of game I wish I would have written.

The title means ‘Lucky Spinelli Must Die’. Unfortunately, Lucky Spinelli, a mafia hitman, is very, very lucky.

One of the main attractions of the game is the humorous gangster dialogue, which includes references to a recent ifcomp game as well as a series of improbable coincidences, kind of like Pink Panther movies in terms of humor.

The game also has an overall conceit which is very funny that messes with some of the parser conventions for meta commands. By the end I was grinning at how absurd it got.

According to the blurb, this is another game that was meant for Petite Morte but got expanded. Because of this, the game suffers in terms of implementation of objects. The ‘main path’ is pretty smooth, but there are multiple areas I had to decompile the game for because I had to make a leap of intuition in German and couldn’t do it (especially guessing the noun I needed to interact with in the cabin of the truck and the verb to use with the worker).

Very amusing. Unfortunately I am strongly biased towards games of other languages because translation and guessing words and google translate adds another layer of interaction, so I can’t tell if this would still be very fun for native German speakers or not.

4 Likes

Boo

This is a moiki game, designed to introduce English speakers to the format. I’ve seen it used in a lot of French games before; this particular game shows off some of the text effects and of course the new audio effects very well, but undersells the other powers of the engine a little bit, which can do very complex state tracking and branching.

I think ‘deliciously frightful’ could well describe this story; it has constant sounds, the majority of which are frightful whispers. It reminds me of an audio version of the children’s hidden picture book where there’s a creepy creepy gate with a creepy creepy house with creepy creepy stairs and a creepy creepy box…the anticipation builds as the whispers become more intense. I kept wondering, ‘will there be a jumpscare now? How about now? How about now???’

So the emotion was there, and the polish. The overall story was fairly small and simple, but any longer would likely have made the audio element too big or too annoying to record.

I enjoyed this, so thanks!

1 Like

Maria les campanilles

This game was made in just half an hour. It’s a bitsy game (or similar), with arrow key movement and animations, and text triggered when you reach certain squares.

It’s a brief telling of a legend of a creature that comes for kids that don’t sleep well. It features some spooky urban-legend type horror. The students at my school just finished a unit on legends, monsters, and superstitions in spanish-speaking countries, so I sent this to our Spanish teacher.

The animation is very good, although it took me a while to realise that the upper-left picture is like a ‘zoomed in’ version of things (maybe our POV?) and I don’t know what the lower rectangle. Creepier than I thought it would be.

6 Likes