A work of spectacularly ill-advised genius, packed with horrible, horrible design decisions but still pulling off some excellent ideas.
An adaptation of the classic sword & sorcery tale by Robert E. Howard, first published in 1933.
It's a story-driven, almost puzzleless work about a man obsessed with what he perceives to have been a wrong turn in his life. The story has dark themes with elements that are either fantasy, or delusion on the part of the protagonist (depending on your view).
An entertaining little romp that's sometimes straight fantasy and sometimes more akin to parody of fantasy, as indicated by the name (which adverts to the r*if community's well-aired dislike for games involving dragons). A few of the puzzles are a bit obscure, but most are both challenging and reasonable, and there's substantially more plot than the typical canonical fantasy game offers. Funny and well-written.
Have you ever wondered how the life of a guard troll is? Find out in this game!
Another one-room joke game. You too can experience the boredom of a monster guarding a passageway!
This is a one room insider joke for everyone familiar with the original Zork trilogy.
A traditional fantasy quest in which you and your village have been cursed with a slow transformation into various animals. The only way to stop the curse is to retrieve the Pendant of Elinor from the mysterious island of the Goergs.
A short fantasy with a theme of illusion and an interesting substitute for a scoring system. Your town is subject to a curse that is turning people, bit by bit, into animals. The closer you come to meeting the demands of the wizard responsible, the more your wolf's paw turns back into a hand.
Mite is an easy-going, picturesque, coming-of-age sort of fantasy anchored in the section of the literary landscape inhabited by The Wind in the Willows. By the way, you're a pixy.
When thirteen year old Rosalind tires of her mother's angst, she sets off to grandmother's house for good food and better company. But upon arriving, she finds an empty house, a half-twisted quilt, and a full-on mystery. Thus begins her quest through space, memory and a closet full of skeletons.
Moon-Shaped is a typical puzzle-based interactive fiction, save that it favors fuller prose over fuller geography. Puzzles are of moderate difficulty and clued fairly well, and a menu interface offers progressive hints.
The Djinni chronicles is a story, or rather a series of linked stories, about humans summoning djinni in order to gain their heart's desires -- beauty, happiness for a loved one, victory over one's enemies, that kind of thing. The player is not put in charge of the humans, but in charge of the djinni.
*The intepid Adventurer has escaped the caverns. Nought remains to block a successful escape but this troll here. Hmmm. A one-room adventure. *
You've already overcome dozens of obstacles, collected lots of treasures, and scored 240 points out of 250; now there's just the little matter of getting past a canonical troll bridge and scurrying out of the caverns with your loot. But how? In the game's words: