Our central repository is at the Interactive Fiction Archive. For a browsable database of IF games, see the Interactive Fiction Database. However, this is my page so I can hype my own games. They're all freeware, so have fun.
These games cover the gamut from serious to silly to zen.
You can play all these games in your web browser. Or you can download them as portable Z-code game files, in which case you'll need a Z-code interpreter.
All these games were created using Inform, Graham Nelson's free compiler for Z-code games. Most of them are in Inform 6; but I am now using Inform 7, which is an entirely new language and pretty frighteningly cool.
Created for the @party demoscene event in Massachusetts, in the summer of 2010.
My entry in the JayIsGames Casual Game Design Competition #7. It was in a three-way tie for second place.
My entry in the 2006 Interactive Fiction Contest. It came in 6th of 43 entries. It also won the Miss Congeniality (authors' choice) award.
(Winner of the XYZZYnews Awards for Best Writing, Best Puzzles, Best Individual Puzzle, and Best PC of 2006.)
Of course, you can turn off the hints and the tutorials, and play The Dreamhold as a real game. The puzzles are not extremely difficult, but they should offer some challenge to both experienced players and newcomers. (If the challenge is insufficient, there's an "expert" mode which makes some of the puzzles harder.) There are also many optional bits to explore beyond the main storyline.
I've tried to create a game which rewards many species of adventurer: the inexperienced newcomer, the puzzle-hurdler, the casual tourist, the meticulous explorer, the wild experimenter, the seeker after nuances and implications.
(Winner of the XYZZYnews Awards for Best Puzzles and Best Use of Medium of 2004.)
My entry in the 2000 Interactive Fiction Contest. It came in 10th of 53 entries. (Against very strong competition; I'm not disappointed.) It also tied for third place for the Miss Congeniality award. Also won the XYZZYnews Award for Best Setting of 2000.
My entry in the 1999 Interactive Fiction Contest. It came in 8th of 37 entries. (Not as high as I'd hoped; but I've tried to alleviate the worst flaws in this version.) On the other hand, it tied for second place for the Miss Congeniality award. Also won the XYZZYnews Award for Best Setting and Best Individual Puzzle of 1999.
(Winner of the XYZZYnews Award for Best IF Game of 1998; also Best Use of Medium, Best Individual NPC, Best Puzzles, and Best Individual Puzzle.)
(Winner of the XYZZYnews Award for Best IF Game of 1996; also Best Writing, Best Puzzles, and Best Individual Puzzle. Also was two of the four runners-up for Best Individual Puzzle.)
Parchment is not yet up to running this game, so you cannot play as a web app. Sorry. Try the Java version.
The Space Under the Window is part of a collaborative art project invented by Kristin Looney, called The Space Under the Window.
Not standard interactive fiction. Try it and see.
I had some fun with the concept.
(Winner of the Special Award for Causing Emily Short the Most Grief.)
I brought it in to the office and showed it around, and everyone thought it was cute enough to include on the final Icebreaker CD. (Both Mac and PC versions, I believe. But not the 3DO version; that came much earlier.)
That was pretty cool. (My first IF publication!) However, Icebreaker was an impressive flop; barely anyone has a copy. And since my IF version was based on the arcade game, which is owned by Magnet Interactive Studios, I can't distribute it.
So if you see a copy of Icebreaker sitting in a bargain bin somewhere, pick it up. It's a treasure and a rarity. Or something. Plus it's got this pyramid-shooting arcade game on the CD, as a sort of bonus find, and that's pretty entertaining too. :-)