JIG Comp games

After a busy week, I’m just now getting to try a few of the Jay Is Games IF competition games. For those who aren’t familiar with it, this is a JIG-hosted IF competition on the theme of Escape; the games are short and all playable online, and there are some substantial prizes. It looks like this intrigued some people who aren’t IF veterans (and some who are) to contribute games. So, very cool.

I probably won’t get to all of them during the play period, but I thought I’d try out a few. Brief, non-spoilery thoughts on “Fragile Shells,” “I Expect You To Die,” and “Golden Shadow” follow the cut; if you’re interested in more, longer, and much funnier reviews, Jenni Polodna is also covering this comp, as is Matt W. And grue love.

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Homer in Silicon and other Casual Stuff

On Delicious Emily’s Holiday Season, a time-management game with a romantic subplot in which you can actually make choices for the character. I can see this may have set them up for some problems about sequels down the road, but I was pleased with it, and it made a good occasion to talk some more about the interplay of gameplay and romance.

Speaking of casual games with developed plots, I am seriously disappointed by Jojo’s Fashion Show: World Tour. I’m guessing someone else took over the franchise after the tragic dissolution of Gamelab. But the dialogue doesn’t snap, the characters are dull, the fashions are less attractively drawn, and the gameplay is neither as challenging nor as interesting. There’s a portion where you can create your own items of clothing to go into the show, which sounded like it might be another attempt at the product-mixing concepts in Chocolatier: Decadence by Design and Passport to Perfume. But once again, this isn’t actually as interesting a mechanic as it could be. You’re always creating clothing to match a specific style, applying colors and patterns to a very limited selection of silhouettes: the result is that it’s hard to make an outfit that is a resounding failure, and fairly easy to come up with something worth a large number of points; and the process of doing this is all about experimenting with the colors and patterns until you’ve hit as many of the style features as you can. Perhaps this is an attempt to keep the game from being too difficult, but the results are (in my opinion) kind of limp. I’m still waiting for a tycoon or time management game where you design your own products but the gameplay on both sides really crackles. (This is — or could be — basically a deck-building problem.)