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Odd, but fun! Will be back for more once the sequel (hopefully) comes out.
I thought this was horrible. I expected a funny game about some guy rushing through crowded stores to get decent gifts and struggling to place which person wanted which thing, or something like that, but no. This relies entirely on shock humor, abuse jokes, and gore. Every ending is awful, even when you finally escape the house and get help. The story even defies logic for the sake of abusing the main character. It was absolutely nothing to do with Christmas other than using it as a cheap plot device. The title is a lie; the character makes no attempt to actually get any gifts. Should not be under the Seasonal genre. No one should associate this with the holidays. You, sir, get a 1/5, appalling.
Very interesting indeed. *SPOILERS, I GUESS* It seems to be a story of an official who passed a law that the people hate. Wish the story would explain what the law actually was. Unless, of course, it did, and I somehow missed that. Still, not knowing anything about the law other than its controversy makes the final choice to sign or rip apart the law seem kind of pointless. Your character seems torn between the two options, but the reader can't tell why. 4/5.
I feel like this is a superhero's backstory.
Anyway, an this is interesting idea. Nice work. Not exactly amazing, but nice.
Nice! Not too awfully scary, but scary enough, you know? The story was a bit cliche, and I didn't really like any of the characters, but it wasn't bad.
Easily 5/5! I love the amount of options in the customization and development of the robot and the freedom for the reader to decide whether a robot is a machine or a being. It's a shame the whole thing isn't free, but I guess I can't blame you. Excellent work!
This was fun and cute! The characters are nice, the world isn't bad, and overall it's just very cute. I don't even mind its shortness. Well done!
Pretty entertaining, if nothing else. Should be tagged "Comedy" though.
Not sure whether to rate it highly for the unique logic and effort put into it, or to rate it low because... well, it's tic-tac-toe. I think it would've been nice if, instead of just making a game dedicated solely to tic-tac-toe, you take the code from this and put it into an actual story. So like, the reader could challenge a stranger to the game for some sort of prize. That would REALLY show off your skill. Just a suggestion, though! Hope you see this review and consider it!
I'm guessing all the weirdness of the game comes from the fact that maybe this whole thing was an experiment, a way to test the game codes and learn how to work the program.
That said, this isn't really a story, and it isn't really a game. I'm not sure what this is, actually. But I don't think it's supposed to be much of anything, is it?
Intriguing! The gameplay is primarily stat-based, yet it never feels like you're just controlling numbers on a screen; the language used, the tone, puts weight on your choices, emphasizes the value of the colonists' lives. There aren't any true characters aside from the AI, but that only heightens the sense of loneliness and emptiness in the vast blackness of space. All alone, with a thousand lives in your hands, an entire species' fate up to you... and more often than not, instead of avoiding damage altogether, you must choose the lesser (or more bearable) of two evils; give up decades of sleepless nights and entire lives of scientific research, or lose the only records of the brightest and most inspired minds who poured passion and creativity into their art? So realistic. Very well done.
It was alright. Nothing groundbreaking. Would've liked to see some backstory or something instead of just, "oh ya u liek dis guy hes ur crush." No offense intended, ha ha. But yeah, you can't have a good love story if the two characters don't have any connection. And you can't just state that they have connection; you have to show, don't tell. For example, explaining how the two met and developing their personalities would be nice. Adding a scene where one person defended the other from bullies or helped them when they were feeling down or something would be sweet, even if it is a bit cliche. A little attention to detail could go a long way. Also, the options are pretty limited, and the story itself is short. That's nothing a little practice can't help, though! Good luck with your future work!
Okay then. This was... nice...? It's pretty funny, but if you're looking for a complex saga to immerse yourself in... well, what the heck are you doing here? The only major complaint would be that I tried to go to the garden thing and instead it brought me to the grocer's. Also, it's a bit short.
Okay, so, this is the first Victorian Detective story I've read. I must say, this is probably the best thing I've read on this site as of writing this! Dark but quirky, relying on well-known detective story tropes but creating its own identity, this was truly a great story. The puzzles were very fun, and while some were difficult, they never felt unfair. The characters weren't too awfully developed, with the possible exception of some of the suspects, but the story didn't seem very character-driven anyway. The choices you made didn't affect the story very much, but they didn't have to. This was more of a story to be told, not a story for the reader to create on their own. And there's nothing wrong with that. Overall, very nicely done. I'll be reading the other Victorian Detective stories soon.
Probably would've been better if there was more story. *SPOILERS* Really though, figuring out the story won't take that long. If you're honestly confused, just type "remember Clare" or "smile" or "jump." So I get it; it's a story about a guy from Rome whose wife(?) Clare died in some sort of accident. Her ghost, or more likely his memory of her, still remains with him to some degree (even if nothing happens if you try to look at or talk to her). The whole idea of only having one command per ending is fine, but there aren't many commands to input. Many are random, and some that you'd think might work don't. The main character and Clare get zero personality, so it's hard to get attached to either of them. The main guy is sad, yes, we get it, but he's nothing BUT sad. I can pretty much tell you the entire story here: "I was in a supermarket, and I caught sight of some Gnocchi pasta as well as a lady. I was sad; the pasta reminded me of Rome, a better place. The lady reminded me of my dead lover Clare. Those days are behind me now." I mean... that's basically it. So... yeah. Decent idea, meh execution.
Alright, I've read this story twice. This is by no means the worst story ever released here on Quest, but the grammar is a bit off (switching from past to present tense), and a few sentences are worded awkwardly. The plot itself had potential, but the characters and setting weren't given much description. The story sets itself up as an exciting adventure, but nothing very exciting happens. It's just a kid playing in the snow. And yes, it's perfectly possible to write a good story about a kid playing in the snow, but this just wasn't done well. Also, the choices the reader makes have little to no effect on the story. Don't feel discouraged, though; with some good advice and a little more practice, your writing could improve tremendously. Good luck, Mikey!
This is a game. About petting a cat. With a premise like that, who would give it five stars?
Well, as boring a premise as it seems, Cat Petting Simulator surprised me. Very much. It apparently wasn't just made because "lol, cats!!" No, it was made to make the player feel relaxed and cared for. While, yes, your cat's affection for you is scored and you can score badly, you feel the love nonetheless. There really is nothing quite like feline affection.
Wow! Surprisingly good, though I did get confused enough to look up a walkthrough. The ending may seem random to some, but if you really think about it, it all makes sense. Wonderful job!
Okay, so, I just found this site, but I've been playing interactive novels for years, not to mention that video games were half my childhood. Anyway, I died pretty early in the game-- my ship was torn apart by pirates during my second sailing trip-- but I've seen enough of the style of gameplay, and... well, I just don't like it. No story, no characters, nothing to talk about. I came here for an enthralling tale of complex characters seeking adventure, and I was disappointed. I dunno, maybe I expected too much. That said, I can see the amount of work put into this, and I commend you for that. To me, though, the game is too stat-heavy and feels less like a story than it should.