(tl;dr I point out some reasons there are difficulties with SGS but then pull out a surprise argument on how that’s actually good and I think SGS is doing well right now. Then I start rambling and lose the thread.)
In the Short Game Showcase, the balance between playing a game and writing reviews is very different than in other competitions. In IFComp or Spring Thing, you might play half an hour or an hour for most games and then spend (for me) a few minutes writing a review as a small end note. Often times the authors have been working on their games for a long time and/or are emotionally invested and frequently are planning to enter future comps and want advice to grow, so writing a review feels like something the author will value.
For the short game showcase, writing a review can be much more time and effort than playing the game itself, and very occasionally even more than what went into writing the game. There were some games that were two pages with 250 words each and only a single choice each. Those games still have value and the authors deserve respect (I’ve made games like that before myself so I get it) but it can be hard to think of something to say about the experience at all, whether good or bad. And expressing that in a review can be a downer; about 3-4 authors out of PunyInform and Short Games Showcase contacted me unhappy about their reviews, so I stopped playing games I thought I might dislike to not hurt feelings.
A third thing is that this is for games that authors felt didn’t get enough attention in the past year, and that has a non-zero correlation with game quality. Sometimes it didn’t get attention because it’s just not that good! And that’s okay! I make mediocre things, too. I released Rustjaw this year and it’s rated my worst game on IFDB in the last decade. Putting it in front of more people won’t make it a better game, but I can learn from it and apply it to future projects (which I have! I did it to practice romance simulations and incorporated feedback into my current CoG game and got good notes on it from players). My IF author heroes like Emily Short and Andrew Plotkin have some bad games, too, if you scroll to the end of their list on IFDB. That’s part of being a creative human: you try a lot of things, it’s hit or miss, and you get better.
(important caveat that no game during this comp was awful, and a lot of them were wonderful games that I adore like You or Sundown, new games that stuck in my mind like the Dumplings game and Lasagna game, and even some of the really short games were really good, like 30x30’s Sojourn which really spoke to me or the Chinese poem game.)
The part where I say SGS is good
With all that said, I think that the flaws mentioned above are exactly what the SGS is designed to overcome, not problems caused by the SGS. Longer games almost always win competitions (up to a point; 10 hour games in competitions are usually really buggy, so it’s around 3-4 hours games that win the most for parser and 1-2 hour for choice). It is hard to review short games and they don’t get as much attention and care, so the Short Game showcase is probably the best compromise.
In fact, when I really hit my stride in reviewing at the end, it was because I’d play 2-4 games back to back and then review them all at once. It fixed the problem of ‘too much reviewing’ because I got a nice fun chunk of playtime all at once.
Rambling
The game LATEX, LEATHER, LIPSTICK, LOVE, LUST is one I skipped in IFComp due to personal preferences, but the author of it made a postmortem where they disagree strongly with how IFComp is handled by the community, and describes a kind of person that they despise that is exactly the kind of person I am, and it got under my skin because there are some good points. Their thesis is that the worship of long games and the awe people have of IFComp is dumb and overrated, and that you can make good art of any size.
Back to why SGS is good
It’s hard to see how SGS could better serve its intended goal. I feel like players just want to be seen and acknowledged. Getting over 1000 ratings was really impressive here, and each rating meant someone played your game. SGS also serves players, because a lot of people don’t have much time to play games, so having close to 100 games that are guaranteed to be quick to finish is great!
Itch
I don’t leave comments on itch because the culture there seems to be that you always say ‘That was fantastic! I loved it! Amazing work! Changed my life!’ no matter what the game was like, and that kind of commentary doesn’t feel like it does much of anything. I’ve seen authors ask that all bug reports and criticism be put on other sites so that potential players don’t get turned off.
[Final note: I feel evil writing a lot of this post, and so because of that I’m willing to help out anyone that is negatively impacted by what I write. If you are a SGS entrant you can message me and I’ll say something positive about your game and I’ll encourage you in any future plans you have for writing.]