Reviews by manonamora

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Potato Peace, by ronynn

1 of 1 people found the following review helpful:
In a world, where mankind and potatoe..., May 14, 2024
by manonamora
Related reviews: springthing

Potato Peace is a fairly linear game made in Ink, set in a fantasy world where mankind and potatoes live in peace and harmony (sort of). Until one day, the <S>fire nation</S>... urm... the Pie of Peace, symbol of potatoe-human relationships, is stolen. At the time, you were an investigator, child of a famed diplomat, tasked to find the statue. And it was with shame that you were forced to retire, when you could not deliver the goods, never learning of the mastermind behind this awful act.

That is... until the culprit shows up at your door to confess, asking you to participate in a bit of a charade to bring things back to where they were.

You are more pushed through the motions of things rather than exploring the mystery/plot or affecting your situation (save for the final beat of the game), which is a bit of a shame, considering the zany setting of the game. There are a lot of good bits about the worldbuilding already that would have been so interesting to get into (why are the population clashing? have humans stopped consuming potatoe? when did all of this happen?).

As for the Interface, it was a bit jumpy at times, and often, I found the AI-generated illustrations/mashups distracting (I was also really confused about the appearance of the woman on the screen, until I realised it was supposed to be me [the player] - I thought we were a man?). I would rather have had more text and exploration in the story than the pictures taking 2/3rd of the page.

The writing was pretty fun, and the puns made me giggle. It was a pretty nice distraction from the rest.

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Do Good Deeds..., by Sissy

2 of 2 people found the following review helpful:
Be kind and become the Forest King, May 14, 2024
by manonamora
Related reviews: springthing

Do Good Deeds... is relatively short Twine children's story, where you play as Modis, an outcast elf on a stroll in the forest. Along the way, he meets many creatures in need, prompting him for help. Some of the animals require council, others your bare arms, and some a bit of wit, to help them out of their situation... if you choose to do so (because you can also ignore them). Depending on the amount of creatures, you get different endings.

At its core, it's a cute game, probably more aimed at children, with some inspirations from fables (The Lion and the Mouse, the Ant and Grasshopper, etc...). The "puzzles" are relatively simple, and if you mess up, the games lets you try again. And the interface with the custom backgrounds and sprites were really cute! It really gave off that children's book vibe.

Some stuff that didn't work quite as much for me:
- except for the white and maybe yellow-coloured text, the dialogue was often pretty hard to read, even with the letter border (often an issue with a multi-coloured background). The cycled link was sometimes impossible to read because of it.
- the timed/typed text was too long, and pretty unnecessary for the type of story. It hindered more the reading of the text than helped build it up.
- there were some awkward space between lines of text (unnecessary spacing) and a few miscoloured lines (switched between the interlocutors).

It was a cute little game, that could use a tiny bit more polish.

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The Case of the Solitary Resident, by thesleuthacademy

3 of 3 people found the following review helpful:
Snooping around to connect the dots, May 14, 2024
by manonamora
Related reviews: springthing

The Case of the Solitary Resident is a murder(ish) mystery game made in Twine where you get to play the detective, tasked to solve the mystery. Receiving the case, in you go to the location to investigate, and find... a dead body. Ensue a search for clues by interacting with different elements around the apartment, and interviewing different suspects. When you are good to go (and found enough clues that the game lets you do so - I found 15 out of 16), you can move to accusing the correct suspect and explain how it all happened (got the cause right away, it was the last detail that just didn't come right away).

I love a good murder mystery, especially the impossible kinds where it isn't clear who did it. I think I found what had happened pretty early one, though I couldn't have answered the final question without going through the game (and even then, it got technical).

The investigating is what makes the game shine here, with your little commentary and (sometimes false) observations of what is there. Snooping around people's stuff to learn more about who they are and how they got here is always very fun (aside from, you know... the dead body in the living room). Collecting samples around the place was neat, it even lets you cut a piece of cheese for testing!

All the clues you find during your run is neatly tucked inside a case file, which updates as you find those clues or get notifications of sample analysis being done (that first one made me giggle). And you can even review the interviews of the suspects or ask them more questions as you find more clues.

I struggled a bit with finding the last necessary clue: I thought I would be able to visit locations or go back to the precinct to do some research about them rather than (Spoiler - click to show)finding their number in the victim's phone. It didn't make much sense when the information is given through text or by one of the suspect, to then go through the victim's phone about it...

I also found the interview bits a bit lacking, especially compared to the investigating part. You get to pick topics to ask the suspects but not specific questions (it would have been fun to maybe be more antagonistic than just one-tone). You also can't really confront the suspects on their answers ((Spoiler - click to show)I know no one is at fault in this particular case, but sometimes people forget they've done or said things, or remember wrong). A bit more background on the other characters or more optional questions would have been nice to make the case feel a bit more... real? A bit more fluff, if you will.

One minor thing: the stock image to represent the Police department has a sign saying Polizei (German for Police), but it seems like the case is happening in Australia? The mention of dollars threw me off at first, then I connected the dots when talking to the son to where we were. Also, no Australian accents?

All and all, it was a pretty fun game.

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Alltarach, by Katie Canning and Josef Olsson

1 of 1 people found the following review helpful:
A deep-dive into Irish folklore and religion, May 13, 2024
by manonamora
Related reviews: springthing

Alltarach is a pretty large Twine game centred around Irish folklore and set in the early Middle Ages. Through a character study of your young protagonist Bríd, we get a taste of what might have been 6th century Ireland, its culture and customs. Between grieving lost parents, worrying about the disappearance of her brother, and navigating new land, we are taken in a coming-of-age adventure, where crude realities and disillusion slowly replace naiveté and childishness, as you uncover secrets and confront your beliefs.

The presentation of the game is really neat, with beautiful illustrations, reminiscent of children's books, incredible enticing prose and very helpful tooltips to translate/put into context local terms. As an interactive novel, it is a very interesting piece (and SURPRISINGLY LONG!).

But between the long pages filled with paragraphs, I felt like something was missing. Though it is interactive (you have plenty to ask and explore), it didn't always feel like my action truly mattered at the end, choices being there for the sake of helping the player getting a clearer picture of who the character is, rather than having true consequences on the story.
Even the final choice was not my (as Bríd) doing at all! But of another, who's characterisation is even more muddled and confusing than the main character. That was a bit frustrating.

And yet, I liked it. It had an unusual setting, really good pacing, and interesting takes. It's just missing that little something that would make it incredible.
Had this been a book, I'd have devoured it in one sitting.

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The Kuolema, by Ben Jackson

1 of 1 people found the following review helpful:
Running tediously back and forth, April 13, 2024
by manonamora
Related reviews: springthing

This review will mostly focus on the Twine version, submitted to the 2024 SpringThing.

The Kuolema is a fairly large mystery adventure puzzle/choice game made in Twine, where the goal is to investigate an incident in the eponymous ship, retrieve an important device, and avoid international conflict. In this one-man adventure, you get to explore the ship (whose many rooms require a key to access), interact with the different objects (and bring them along), question the few survivors about the incident, and maybe learn a bit more about this whole... "deal" (boat, employer, device...). There are a handful of endings depending on a few choices made during the story. This version also includes a "Story Mode", which includes visible hints (helpful for the crossword especially).

The game plays on the conventional and expected twists (uh-oh, that's a dead body) and tropes (e.g. the really smart scientist turning cuckoo banana or the rugged security officer that trust no one) of the genre. And while the writing tends to be atmospheric and gradually will build tension, it switches up to a fast-paced action-focused sequence, which kind of turned me off. While the use of the Security Officer breaks the story into beats, I do feel like the game have worked better had you found no life on board.

With the move to Twine, the game managed to remove some clunkyness from the Google Form format, especially when "moving" forward in the story or trying to go backward, with the "return" from your notes and "rewind" if you die - though there is no UNDO (if you clicked too fast, missed some information or by mistake, too bad); the picking up elements and moving between spaces; or with an easier access to the inventory and notes (which are not always available).
However, it also rendered some puzzles tedious, especially the ones requiring to enter a code to unlock a safe or a door. There are 6 different section using a cycling lock (you click on each number until you have the correct one on the screen), ranging from 3 to 6 cycling link, often requiring an option at the end of the cycle - but unlike those real-life combination lock, you can only turn it one way (if you miss it you need to start again). After the second or third lock like this, that sort of puzzle ends up being more annoying than fun to solve.
I think I might not be the target audience for the 'running back and forth' type of puzzle (i.e. the puzzle at one end of the map can be solved thanks to an object on the other end), I found the running around pretty frustrating reaching the halfway point.

I didn't vibe with it as much as I thought I would. I think I found the game more interesting in its Google Form version, because of the limitation of format.

A note on accessibility: while it is appreciated the game tries to be accessible, with settings to toggle timed text (though the messaging section was missed), or turning some images into text-only version* (if not, you have have super verbose Alt-Text), I had some concerned with other aspects such as: colour-contrasting between text and background - especially with pop-ups and listboxes (when open, the options are barely readable) - as well as the text and image animations (a warning would have been nice, a toggle would even be better).
*It would have been nicer instead to be able to enjoy both the images and the descriptive text, having the later below the former (using something like `< details >`). Having to hover over/press the images would make them at times glitchy (if they ended large enough to read the smaller text).

A note on tracking information and choices: Like the Google Form version, this one tracks your choices and compares it to other players (you can see that at the end of the game). While this is expected for the first version because of its format (that's the whole point of a Google Form), this is not a native option for Twine. When using code to track and store information, players should be able to make an informed decision (whether to agree that their playthrough will be tracked or whether to play at all if they are not given the option). This should be clearly indicated when the player starts the game, rather than told at the end of the game or hidden behind a few clicks. [Note: this may have been changed since this review was written/queued]

A note on the final poll about AI use: since the poll is only available after playing through the game (which contains AI generated elements), the results will surely be biased in favour of AI, as opponents of AI are less likely to actually play the game (as mentioned by the author in the credits). This kind of go against the want of the poll to have an open discussion, as the pool of participants is already pre-determined with the placement of the poll (at the end of the game rather, adding a "wall" to access it). This is a clear selection bias.
This placement could be even used to invalidate users choosing an anti-AI position, as they still played a game included AI elements.

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The Time Machine, by Bill Maya

1 of 1 people found the following review helpful:
Sequel Adaptation, April 12, 2024
by manonamora
Related reviews: springthing

The Time Machine is a short-ish parser that continues the eponymous story, where you play as an unnamed friend trying to find clues as to Wells' psychosis (or proof that is tale is true). You get to explore parts of Wells' house, inspect his machine, and travel to the future with it (where you can explore a bit of the new world).

There are only a couple of puzzles (mainly to get and handle the machine), most of the interaction being conversations with the different characters. A sidebar includes your full inventory, NPCs you can interact with, and conversation options with said characters. There are also hints and a full walkthrough in-game.

The thing is, there isn't much to do after running the machine. I get that your goal is to get proof your friend isn't crazy, but had I been sent to the future, I would probably have tried to explore more or find a way to interact with the world... or just stand right there and freak out. Time may be of the essence for your friend, but you have a machine to rewind time (at only a push of a lever, how practical...).
Or go off the trails and get back in time. The possibilities are ENDLESS!

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The Truth About PRIDE!, by Jemon Golfin

2 of 2 people found the following review helpful:
Give me a P! Give my an R! Give me an I..., April 12, 2024
by manonamora
Related reviews: springthing

The Truth About PRIDE! is a short bitsy piece, where "you" explore the meaning of < pride >, by going through each of its letters (and an exclamation point). It is short and sweet, though it seems more of a personal interpretation of the meaning of the word rather than its "true meaning" (is there truly a true meaning for the word? or wouldn't you end up with individual interpretation of the word depending on your personal experiences?).

Each path leads you down that-letter-shaped corridor, where you can interact with that-letter-shaped element (where the author defines and question the meaning of each letter) before you can choose which path to go through (get the special meaning of P or back to the main room). There is also a secret path (which wasn't working for me).
Moving the sprite is a bit tedious (which is usual for bitsy) especially when you need to go across the screen with no interaction, or when an element is blocking your path in the next screen, or when it is not quite clear which tile is the exit.

Does it challenge any concept? Not really, it's more of a feel-good celebration of Pride, a pep-talk about yourself as an individual rather than pride as an aspect of your identity. But sometimes, that's all you need.

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The Portrait, by dott. Piergiorgio

1 of 1 people found the following review helpful:
Get right into the brush strokes - level of details, April 11, 2024
by manonamora
Related reviews: springthing

The Portrait, also titled as A Taste of Isekai in-game, is an exploration parser, a sort of amuse-bouche to a larger game coming out in the future. You are introduced to the PC, isekai'd into a strange world (and a new body!) without knowing how or why, and are given hints of the world you stumbled into, through exploring the couple of available rooms and examining the different elements in this room.

As the title of the game suggests, there is a massive portrait in the first room you land on, with an insane amount of details to discover (earning you points every time you find something interesting). Depicting three women, the picture will trigger memories (which you are certain are not your own) or mention other elements you could examine next.
This was clearly influenced by the "IF Art Show" competitions, where the goal was to focus on one specific object and mainly interact with it. This piece would have fit right in that event, as you (mainly) interact with the painting and all its little details. It's kind of neat to see newer games being influenced by (almost) forgotten events that defined IF. It makes for a lovely tribute.

The text is pretty verbose and extensive, similar to the very flowery style of the late 1800s. And quite focused on the body (which shouldn't be too surprising as (Spoiler - click to show)you are a man, waking up in a woman's body), which at times sounds a bit strange. It reminded me quite a bit to those pulpy romance novels, actually. It feels a bit voyeuristic and a bit uncomfortable, as we are told the PC to be, and somewhat disorienting. I mean (Spoiler - click to show)wouldn't it be extremely disorienting to wake up in a completely different body?

From the little you get to explore (and examine), it is clear that a lot of worldbuidling has been put down to paper (in the same way Creative Cooking felt to me - are they connected?). From the different species (maybe even are in conflict with one another?) with visuals reminiscent of known fantastical creatures, down to the architecture and decor reminding you of cultures on Earth (maybe there's more than just one link (you) between the two worlds), there is still quite a bit to learn to make this picture whole...

I finished with a score of 64 out of 80. Though I didn't find all the details, I feel like I have had a complete experience.

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You Can Only Turn Left, by Emiland Kray and Ember Chan and Mary Kray

1 of 1 people found the following review helpful:
Very much wonder, not so land., April 11, 2024
by manonamora
Related reviews: springthing

You Can Only Turn Left is a surreal piece exploring "the hypnagogic state between sleeping and wakefulness", based on a past dream journal. Though it may seem quite linear when going through the text, the game actually includes multiple endings, affected by the choices you can made throughout the story. I found two out of the four coded.

The game is quite unsettling from the start, with a fast animated sequence of moving text, uncomfortable sound, and changing background, asking you whether you are present or still dreaming. This aesthetic, along with blurred or flipped text, continues on in the rest of the entry, emphasising on the unreality of it all (whether it is describing dreams, "memories" or pure hallucinations). It often veers on the uncanniness of things (especially one ending), edging on the nightmarish.
There were some moments where reading the text was almost impossible, as the white text would barely be readable behind a light moving background, or bring too blurry to make out the different letters.

This vibe is also mirrored in the text itself, as you move from memories to dreams, with the narrator waking up, only to find themself still dreaming or going back into that hazy realm. You will go from very detailed and vivid settings to just a passing blurred line in the distance, real and grounded moments to bizarre and skin crawling hallucinations.

This was very strange, and yet very familiar (fudged sleep pattern with insane vivid dreams). It is bizarre and comforting.

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Bydlo; or the Ox-Cart, by P.B. Parjeter
All work and no play makes me dull..., April 11, 2024
by manonamora
Related reviews: springthing

Bydlo; or the Ox-Cart is a minimalist micro Bitsy piece about, according to the blurb, the triumph of art over drudgery.

Using a simple orange and white palette, and the dreary Mussorgsky's Bydlo theme from Picture At An Exhibition, the game lets you control a little sprite (farmer?) navigating through its field, day by day, as an ox cart passes through the screen. Each sequence (about a dozen) shows a different iteration of the field, with boulders, plants, and carcases blocking your path. Yet, you must continue on, weaving through the obstacles to reach the next level, and the next, and the next...

Until... the cart exit the screens. And so can you.

There is very little you can interact with in the environment, only moving about the screen. You learn nothing about the setting or yourself, why you are here and what you want further. There isn't any text aside from the title and the final screen. Only the chirped version of the melancholic theme...

I am not really sure what to make of it still... Monotonous work pushing people into boredom and daydreaming? Tediousness making us wish for an easier time, a more fun time? Or is it a confrontation of how we view labour (i.e. seeing beauty and art in the mundane)?
Or... should we just enjoy a piece without reading too much into it...

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