If you’re following the IGF you may have noticed ASCIIpOrtal mentioned there on the student showcase page, right under all the nominated entries. Not to shabby. Here’s what I had to say about it:
And here’s the full text of the judges responses:
ASCIIpOrtal scored best in: Overall
And scored worst in: Audio
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I find the premise of this game to be completely charming. And the designers have done an excellent job with the translated mechanics. That said, sometimes it can be frustrating due to a lack of sense of space (which is an interesting problem in light of this game).
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DESIGN
+Translates the basic components of Portal to 2D Ascii form very well
+Fun and tricky levels
-Tutorial level is odd. Why give the player the portal gun if they can’t use it until level 2? I spent most of level 1 trying to figure out why my damn portal gun was busted! Why not award it at the beginning of level 2 instead, that way the player isn’t so focused on trying to interact with the titular mechanic?
-Odd choices in UI. For instance in the menu I want to press the buttons for the corresponding option. Why not have the “1″ button actually start the game? If not, I’d suggest removing the numbers since they create needless confusion, and don’t appear to add to the game’s style.VISUALS
+Loves that you went ASCII all the way, everything conforms to the aesthetic perfectly.AUDIO
+Minimal sounds work perfectly
+The “voice” sample works really wellTECHNICAL
+Impressive portal techOVERALL
ASCCIpOrtal is a fun game with an interesting slant. Of all of the games I’ve played for IGF this year, the name is the most indicative of the experience. While it doesn’t break any grounds on the gameplay side (after all, it is a heavy homage to a pre-existing title) it’s 2d gameplay and low-rez charm make for a very entertaining experience.Bravo!
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Brilliant. The use of colored text made me wonder if it should be ANSII pOrtal, but that was a minor quibble! Original puzzles based on classic premise. Implemeting the game in text is extremely cool and adds to the appeal of the concept. It feels old school and awesome.
I want an ACIIpOrtal T-Shirt, I’ll be honest!
What I said in the judges forum: “Awesome. In an age where it seems a lot of IGF entries are auditioning for commercial exploitation, something like this that is uncompromisingly independent is a real breath of fresh air. The fact that the concept is not 100% original doesn’t bother me too much, as many IGF games seem to borrow from classic gameplay styles. If we think of the portal concept as a genre, like side-scrolling, I think the collection of portal puzzles here, along with the text-based implementation, creates a really strong project.”
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A real breath of fresh air. I love how bold it is, and I think it shows a lot of courage from Cymon’s Games to take the approach that they did with the game on the visual side. “Portal” style games are emerging more and more, but I admire how Larson chose to interpret the genre.
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You’ve managed to port the basic premise of Portal to the hardest form possible (excepted, perhaps, a text adventure). You’ve somehow managed to take the already quite refined gameplay of Valve’s piece and refine it further, producing a gem of hardcore puzzle goodness. Well done!
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Clever and challenging in all the right ways. It was a bit difficult to rate, since it isn’t anything special superficially, but at the same time it’s hard to go wrong with ASCII graphics. (They’re certainly better than the crummy attempts at modern graphics I’ve seen!)
Super cool overall.


January 29th, 2010 - 4:45 pm
Great news! I’m glad the judges’ comments were encouraging, especially the “really strong project” quote, which I think is what defines a good game like ASCIIpOrtal. Congrats!
January 29th, 2010 - 11:23 pm
I’m happy that many of the jufges found the game fun, original and refreshing.
It also sounds to me that the majority of the judges are students themselves having never experinced any form of BBS or type in games and that’s way ASCII Portal only received honorable mention. The judges didn’t know how to categorize and score it.
Keep up the good work.
February 2nd, 2010 - 8:23 am
Yay! Worst in audio. If ya can’t be best, worst is, er… next best :]
I know it’s been a week or two since the results, so I’m a bit late, but congrats Joe on achieving the Honourable Mention. I think you’re right on the money with the stale air argument, and I don’t think it has anything to do with sour grapes (mixing metaphors for a second). I suspect most people see IGF as a platform to get proper money out of someone, which means they generally conform to what’s expected of “proper” games today… ie, boring, generic, derivative, 3d etc etc. For the most part, anyway.
Looking forward to seeing what’s comin’ next…
February 2nd, 2010 - 9:39 am
Steve, for everyone who doesn’t know, did the sound on ASCIIpOrtal.
Steve, I haven’t seen you on chat recently. I probably I should have e-mailed you.
Don’t get to worries about Worst in Audio. That just means that the audio was the part that ranked the worst, but I doubt it ranked that much worse than anything else. I don’t think it was anything against your sounds.
Have I mentioned this above? It was hard to strike the right tone with this video. I think I came off a bit whiny. Seriously, I’m pleased with how well ASCIIpOrtal did, but when I think about the literally hundreds left out in the cold I just gotta think the IGF needs to do something about that. Mind you, I’m sure that many of the entries were crap, but I’m guessing there were many that could have and should have been recognized if IGF would expand their categories or have more frequent contests or something.
February 2nd, 2010 - 11:00 am
Nah, I’m not really worried. It would have been much more worrisome had it been the other way around.
February 21st, 2010 - 2:52 pm
ASCII portal scored that high because a lot of judges are just students that are t1red of EA’s shoot-and-smash ****-ups. Other than that, it would be somewhere in the middle of the top quarter of the list.