The IntroComp is one of the very few competitions that still have a rule of silence for judges during the competition period. Here's one vote to abolish it, Jacqueline! Anyway, the voting deadline is past, so I assume I can now post my comments.
The protagonist is a journalist for a gossip magazine, albeit a "quality" gossip magazine. This is a good premise, and I'm sure a fine game can be created around it--especially if the paradoxes of fame and stardom are explored! The game is also apparently going to feature a clothing system: you can buy different kinds of clothing, and people will react to you based on what you decide to wear. Could be interesting, but I would make it even more central: let me wear different combinations of clothing, shoes, make-up, a hat... and make sure the impact on the people around me is clear. Most useful if the game itself is going to delve into the "fashion" part of the celebrity world, of course. (If the question is just whether you can choose the right dress for the right occassion, I'm afraid it will be a shallow puzzle system. Let us play around with the clothing, and have fun with it, if it's important! Perhaps there can be a party where we might either want to impress or to shock.)
The puzzles need work. The first puzzle was photographing someone in a park. The park was too big and featureless, the person I was seeking too hard to find (and even when I saw her, and she ran off, the game didn't tell me in which direction she ran!), and when I finally managed to take a shot of her I didn't know what I had done right! Fewer locations, more structure.
The party is a little bit better, but doesn't flow very well either. I had to use hints to get through it, and even then, the game wouldn't let me leave the party even after it said that I had enough information? Strange.
So: could be good, but needs more work.
Oh, and I would not put a sentence like this in my game: "She isn’t very interested in parties, because she also has kids." So has Britney Spears.
This game was the best of the three. Good writing, though the authors ought to be very careful, because there is a constant temptation (to which they have perhaps already succumbed a few times) to take the style too far. Interesting story, that I would like to see more of. I wonder if it is necessary to start so magically, though? Did the sudden mist and the empty town serve any purpose? Surely, the protagonist can be shot by rednecks even where nothing supernatural is involved. Then again, these things may make more sense once one goes farther into the story.
Because the story is so unclear at this point of the game, it is very hard to say anything more constructive. The dissociated scenes might turn out to be thematically brilliant, or they might not--there is no way for me to say at this point.
But I'll be looking forward to this one.
You can pick up the shard of glass and cut yourself with it, causing you to bleed copiously and continuously. On the first turn of the game. This is good.
I didn't seem to get noticably weaker as I watched more and more blood drain from my body. This is not so good.
Also, after I cut myself and buried a body, I was transported back to the initial room and couldn't find anything else to do. There were no hints and no walkthrough available. So... was this all there was to do? Was there more? Either way, I can hardly give a good score to a game that I got stuck in after a couple of moves, nor can I say anything particularly enlightening about it.