Reviews by Kinetic Mouse Car

Twine

View this member's profile

Show ratings only | both reviews and ratings
View this member's reviews by tag: ADRIFT Adventuron AI AI protagonist AIF Animal protagonist Bitsy Children's ChoiceScript City setting Construct 3 Custom choice-based Custom hybrid Custom parser Cyberpunk Decker Dendry Dialog ECTOCOMP Fairy tale Fantasy Gruescript Historical Horror IFComp IFComp 2022 IFComp 2025 Inform Ink IntroComp Jupiter Mars MkDocs Murder mystery Mystery Mythology Poetry Quest Robot protagonist RPG Science Fiction Simulation Slice of Life Spring Thing Strand Sub-Q Surreal TADS tape window Teenage protagonist Texture Travel Twine Twiny Jam Unity Vorple
...or see all reviews by this member
Previous | 11–20 of 104 | Next | Show All


Saltwrack, by Henry Kay Cecchini
2 of 2 people found the following review helpful:
The icy expanse doesn’t mess around, October 14, 2025

Saltwrack follows a perilous expedition across an unforgiving arctic landscape. The story is bleak. The odds are grim. The characters search for secrets best left undisturbed.

Gameplay
Saltwrack describes itself as a “post-post-apocalyptic” story in a world that has been devastated by snowfalls of salt and an ice age. The land is now one vast deposit of salt, also known as a wrack. Human civilization resides in six cities, existing as points of light, huddled at the edges of this harsh wasteland.

You are an interpreter- a scientist. The Observational Society has agreed to fund your proposal: to journey to the center of a salty wrack to discover its secrets. No one has attempted such a journey.

But first you select two individuals to aid you on the expedition: a saltwalker and an oracle. Saltwalkers know the physical landscape through experience and excel at survival, while oracles have precognition and interpret dreams. There are two candidates for both categories, providing incentive for replays.

The entire expedition- traveling to the wrack’s center and returning to the city of Hearth- is expected to take 40 days. Player decisions center on navigating the land with the guidance provided by your travelling companions. The game keeps track of your progress at the top of the screen.

Day 1 | Miles travelled: 40 | Rations: Plentiful

You also collect specimens and samples as proof of your discoveries. And no save features, either. Death looms behind every action.

All sorts of unexpected things can happen.

(Spoiler - click to show)

When you scramble out of the tent, you see the walker sitting in the vehicle, the engine running, the headlights on. You can’t understand, for a long moment.

He calls down to you over the sound of the engine. “I am sorry to do this to you. I truly am. But you’re already gone—you’ll never make it back, and I can’t help you. I can’t.”

Dude.

Really?

And btw, I DID make it back. The oracle would have made it back as well, but they chose to stay and ponder the wasteland. We were fine, all things considered. (And yes, it’s possible for the other saltwalker to leave you, but at least she just leaves because you’ve been ignoring her advice. And she doesn’t take the machine with her, either.)

What frustrates me about the gameplay is how your choices don’t always have as much influence as you would think.

For example, (Spoiler - click to show)the number of specimens I brought back to the Observational Society had no effect on whether they believed my account of the expedition. The protagonist takes notes automatically, but surely physical specimens are needed as proof, right? Turns out, you can skip every opportunity to collect samples, and the Society will still believe you.

There are also moments where the game overrides the impact of your previous choices in favor of a pre-determined outcome. Sometimes the (Spoiler - click to show)female saltwalker would leave even when I followed her advice and established a good rapport with her through conversation. It felt like the game simply wanted her to be taken out of the picture, rapport or no rapport.

Despite this occasional rigidness, the game still managed to surprise me. I didn't think it was possible, but I somehow managed to (Spoiler - click to show)make it to Hearth with the second oracle where we recovered in the hospital clinic together. Usually, the oracles either die or choose to stay in the wrack.

I enjoyed finding every salt-sign glyph encountered by the saltwalkers. I found glyphs for (Spoiler - click to show)Contamination, Trap, and Death.

Story
The game is somewhat reserved in the amount of backstory it provides, but from the looks of it, there is a dead city in the center of the wrack. This city was once a hot spot for technological advancement until something devastated the world. You intend to find its origin. Spoilers.

(Spoiler - click to show)

This origin turns out to be a research facility abandoned over two centuries ago.

What we find inside is an experiment-gone-horribly-wrong. This reveal is also one of the vaguer parts of the story. It appears to be a biological anomaly that is organic but not entirely tangible. By accessing it, it forms a parasitic connection to your mind and body. It feeds on a part of you, and that part stays behind when you leave the facility. The characters have clearly been altered.

After leaving, the characters suspect that they’ve been contaminated or infected, making them a potential danger to civilization. Because of this, completing the expedition as planned is not exactly a “happy ending.” In fact, there are no conventionally happy endings, just ones where you don’t die a horrible death. If you make it back to Hearth with your research and share your findings, everyone regards you as a pioneer! Fellow interpreters are foaming at the mouth to visit the source.

However, you are unable to fully explain the anomaly and its effects. Despite the praise you’ve received for advancing humanity's understanding of the wasteland you wonder if you've also doomed everyone as well. Future explorers will be helpless when they face the facility's secrets, and they, too, will bring traces of it back to civilization.

Sprawling like a stain, fed by your witnessing, awakened by your trespass.

The horror is exquisitely conveyed through the author’s writing.

Whatever lives in the facility is not going to scurry out the door and escape into the night because you left the door open. It doesn't need to. It knows that other individuals will arrive, and it will venture out into the world through them.

An open mouth, a hungry and wounded space, waiting.

As the player, that’s when you start to think, wow, I'm responsible for all this. Maybe the expedition was a bad idea...

Fortunately, there are other endings that are slightly more optimistic.

Further impressions
The wrack is probably the coolest (I don’t mean that as a pun) piece of frozen wasteland I’ve encountered in interactive fiction.

It’s interesting how it (Spoiler - click to show)almost has its own consciousness, tied in with the local ecosystem and (I assume) independent from what we find in the facility. Exploring the wrack for too long can result in you becoming “wrack-touched,” where you gain oracle-like abilities that enhance how you perceive the world. Your body’s biology can even be altered.

The protagonist is surprised to see that the wrack is not devoid of life. Rather, unfamiliar organisms- extremophiles- have appeared, their biology allowing them to thrive in this cold wasteland. I love the concise yet vivid way the writing describes these creatures.

Hydras, polyps, a profusion of tiny invisible life.

This life, however, is absent in the city ruins. We learn, vaguely, that the (Spoiler - click to show)anomaly created in the facility would consume natural ecosystems and produce salt as a waste product. That’s probably the clearest answer we’ll get.

We tend to envision the future as being high-tech, but Saltwrack approaches this differently. It appears that the saltfall and ice age has knocked humanity backwards in technological advancement. Any tech we encounter feels rediscovered. While there is no mention of computers or radio communication, we wear clothing made of synthetic fibers and travel in an experimental machine powered by a motor engine.

Parallels to our world
As is often the case with my reviews, I like to take a detour to explore some broader concepts. Feel free to skip this part. I'll stick it under a spoiler tag to take up less space.

(Spoiler - click to show)

Saltwrack reminds me of nuclear semiotics, an ongoing discussion and field of research on how we should store and label nuclear waste- a hazard- so that humanity of the future knows to stay away from it.

Nuclear waste is buried deep underground in repositories. Because written language evolves or becomes obsolete over time, an emphasis is placed on visual imagery to convey danger. A face contorted in disgust. Skull bones. Hostile architecture is another method, using spikes and structures that hinder access and convey the feeling of STAY AWAY.

There’s even an existing template for what signage should convey. It comes close to describing the mysterious facility- and its source room- we find in Saltwrack. Here's a sample (courtesy of Wikipedia):

The danger is in a particular location... it increases towards a center... the center of danger is here... of a particular size and shape, and below us.

The danger is still present, in your time, as it was in ours.

And, most of all:

The danger is unleashed only if you substantially disturb this place physically. This place is best shunned and left uninhabited.

Eerie, right?

Too bad the characters didn’t receive any of this (even if the facility isn’t a repository).

While the threat in the game is more abstract and interwoven with a fictional narrative, the implications of an abandoned danger- a danger facilitated by humanity- are relevant for us. A real-life repository may seem unremarkable, but hundreds of years from now the world may be vastly different. Perhaps these sites will possess the kind of secrecy, ambiguity, and lore as the facility featured in Saltwrack.

Visuals
Just a basic black screen with white text formatted neatly in the center. Links are underlined and stats are clearly listed at the top. Its lack of frills fits with the game’s grim, no-nonsense atmosphere.

Final thoughts
Saltwreck is an intriguingly desolate work of horror with vivid writing that conveys the bleak, salty expanse of the wrack and the expedition that attempts to cross it. There are a variety of events that can happen during the journey, encouraging many playthroughs.

Over time, the gameplay can start to feel inflexible, but the descriptiveness of the setting and its harsh realities make it difficult to turn away. I enjoyed it immensely.

(And if there’s spiky mold on your rations, don’t eat it.)

You can log in to rate this review, mute this user, or add a comment.

A Visit to the Human Resources Administration, by Jesse
Aw, SNAP!, October 11, 2025

As the title suggests, the game takes place at the Human Resources Administration (HRA) in New York City. You are an alien sent on a mission to sign up for SNAP, also known as the Supplemental Nutrition Assistance Program, as part of your studies on human culture. Disguised as a human, you hope to see how SNAP helps people dealing with food insecurity!

Or at least how it’s supposed to help people.

Gameplay
The game takes place in a waiting room where we follow instructions on applying for SNAP. There are no puzzles. As the player we primarily observe the bureaucracy involved as we navigate a kiosk, dismissive staff, paperwork, and a line of people.

Our protagonist has the ability to “freeze” their surroundings in a temporal bubble of green light, rendering everyone and everything frozen in time. This is done to take notes and make observations before returning to reality.

I want to give this game a higher rating. Its exploration into its subject matter is strong, but as a game it ends too abruptly. The turning point happens after we’ve submitted our paperwork.

(Spoiler - click to show)

The protagonist freezes their surroundings to take more notes only to realize that one human isn’t frozen. Understandably, said human freaks out when they see everything in a glowing, frozen state. To stall for time until backup arrives, the protagonist reveals themselves to be an alien who traveled to Earth to study humans.

The human expresses anger at the soulless nature of HRA and is offended when they notice the protagonist taking notes on their anger. Backup arrives, and the human is seemingly neutralized. The game ends.

We don’t even get a chance to receive the benefits we applied for. It feels like the protagonist’s mission is only getting started.

Story
Rather than focusing on a plot, A Visit to the Human Resources Administration strives to highlight the bureaucratic inadequacies that hinder obtaining social services such as SNAP. And it does an effective job at this.

For example, if you choose “Sarah Traballano-Williams” as your human name, you discover that the kiosk does not have a key for the dash symbol. A staff member says it’s okay to omit it… only for this to clash with the application process several minutes later.

"Your name in the paperwork says Sarah TraballanoWilliams, one word, and your ID says Sarah Traballano DASH Williams. Your name needs to match."

One small snag that can setback your progress. And what about needing to show a photo ID to apply for a new photo ID because your old one got stolen? This is the reality people face in real life.

The game points out that humans’ need to eat does not get put on hold until you fill out paperwork (again), reenter your info online (hopefully you still have access to a computer and internet connection), and possibly wait three to five business days for such and such to be processed and approved.

And what happens if, “sorry, the system isn't working right now?”

When the system fails, struggling people have to contort themselves and navigate unnecessary obstacles to make up for this failure.

SNAP
What initially drew me to this game was its coverage on SNAP.

I have never experienced food insecurity. However, I became aware of SNAP when I participated in a volunteer/learning program that included the “SNAP Challenge.”

In this challenge, we went to different stores and filled a cart with what we would buy if we were on SNAP. We then compared the hypothetical groceries from each store to see how one’s choices were affected by pricing and item availability. A common question was "do I buy higher quantities of food with lower nutritional value, or do I buy less food- and therefore have less to eat- but with better nutrition?" How would this factor in if you had a family to feed? Or lived in a food desert?

It was eye-opening. And yet, I still have a lot to learn.

Now, I thought that the game would portray some of that. Instead, it’s merely on applying for SNAP. And that suits the game’s purposes just fine. Besides, we end up applying for Cash Assistance instead (since the system isn’t working right, we’re told). I’m just curious at what observations the protagonist would make if they had a chance to purchase food with their newly acquired benefits.

Further discussion
The author, a social worker, offers some powerful takeaways that are discussed at the end of the game. Studies can reduce vulnerable people (such as those dealing with food insecurity) into data points. This quantification distances research from the realities endured by its subjects, and we see fragments of this with the game’s protagonist.

In a way, there’s a systemic suspicion towards individuals who apply for help, a default assumption that you’re trying to exploit the system… until you jump through every hoop to demonstrate otherwise. People need to eat. You don’t need studies to prove that.

If food is central to human existence, why are the machines to get SNAP lacking basic functions such as a working text interface?

Questioning the legitimacy of programs (and committing to them) that help reach the objective of no one going hungry makes little sense.

Characters
Initially, I was expecting a story where an alien finds themselves on Earth and must receive benefits to survive. The game takes a different route by using an alien PC sent to Earth on a mission. They don’t actually experience food insecurity firsthand. I do think the investigative approach of the protagonist’s mission and their status as a being from another world allows us to examine SNAP and its infrastructure with a more neutral, straightforward manner. The player is made more aware of real-world issues.

However, the most compelling aspect of this game is how it considers the protagonist’s actions as being potentially problematic. They choose to participate in these missions because they want to "experience alien cultures directly." They are well-meaning and make the vital observation that for a system that is meant to help people, it is not designed with this objective in mind.

(Spoiler - click to show)

But our final interaction with the enraged human shows the protagonist processing the situation with a clinical detachment that is noticed by the human. Once the human has been subdued, the game even ends with the protagonist exclaiming, "What a fantastic day! I can't wait to write all this up."

The human’s sharing of their own experience is received as a point of curiosity rather than recognizing the human’s individuality that goes beyond their need for assistance. The protagonist may feel for the human, but they seem more interested in gathering information for a report than anything else. This can be a parallel to studies conducted in real life.

The game also name-drops some of the protagonist’s colleagues, but they have no greater effect on the story.

Visuals
Keeps it simple. It uses the default Twine appearance of a black background, white text, and blue links. Everything is easy to read and neatly spaced.

Final thoughts
I'm glad this game exists. It's an equal blend of light-heartedness and seriousness to convey important ideas about food insecurity and the bureaucracy that gets in the way of addressing it. Plus, the alien character adds flair.

As a social worker, the author brings valuable insight to this game, and I enjoyed their concise yet descriptive writing. They nailed the bathroom scene with its dwindling liquid hand soap and germy hand dryer.

I do wish the game was longer (or at least less linear) and allowed the player’s choices to have a larger impact on the story’s trajectory. That way, we have a chance to see the impact of our choices. And what’s up with (Spoiler - click to show)Skrzyyyyt? The protagonist doesn’t seem to like them.

Nonetheless, A Visit to the Human Resources Administration is well worth your time.

You can log in to rate this review, mute this user, or add a comment.

Backpackward, by Zach Dodson for Interactive Tragedy, Limited
1 of 1 people found the following review helpful:
Behold, Rambo of Stripmallshire!, October 1, 2025

Backpackward is a portal fantasy that sees a slacker, low-motivation protagonist in the modern world finding an alternate world where he might actually make a name for himself.

Gameplay
In Backpackward, we play as a guy named Bert. The game begins right as we get fired from Jack of All Fruits, a ridiculous smoothie bar that requires employees to wear jester costumes and treat customers like royalty.

After a few more misadventures we reach home, only to be locked out by Bert’s mom. The solution? Sleep in the cellar of the house next door. It belonged to a neighbor named Jan, but she had recently moved out and sold the house, thankfully. You enter the cellar…

A vast rolling green expanse unfurls before you. There’s a PEASANT HUT just between you and the SHEEP BARN you’ve stepped out of. And the near horizon, framed in majestic sunlight, is a medieval CASTLE.

…only to find yourself in a fantasy land reminiscent of the Middle Ages. That’s right, Jan’s cellar contains a portal. And the key to this portal? Your crusty trusty JanSport backpack.

Puzzles
Each scene is interspaced with inventory management segments where you decide what to put in your backpack. This is done visually. The player drags icons of items into a backpack that has a grid layout. The layout requires the player to rotate and shuffle items around to make them fit, and some items will inevitably have to be left behind. You must decide what will give you the best advantage in the portal world.

The inventory limits add replay value because it’s fun to experiment to see what benefits come with each item you pack. Now, a lot of it is superficial in that it doesn’t transform the narrative. For example, (Spoiler - click to show)if you hide as Tech Bro leaves the mall, the sounds of your costume spook his dogs. Left the costume behind? You sneeze, scaring the dogs. No matter what, something will scare the dogs. The fun is finding the different ways of reaching the same outcome.

Or consider what you bring to the medieval world. Packing the (Spoiler - click to show)suckers allows you to make the three babies stop crying. It has no other impact on the gameplay, but I enjoyed seeing how the simplest of items have their own applications. (Make sure you pack the Cheetos for the final fight.)

I will say, the game underestimates the number of items you can put into a backpack when you really want to. If only it were a 1998 Urban Adventurer Streetwarrior TRIPLE-REINFORCED Lifestyle Management System by Jansport*.

*Cragne Manor reference.

Story/Characters
Bert has issues with anger. Gameplay choices are largely based on whether to act on this anger or to suppress it.

You breeze past NED. He is so startled at your sudden show of politeness, a Cheeto falls out of his open mouth.

However, we never get to dive deeper into Bert’s anger issues. So far, they merely set the gameplay’s tone. Being fired from Jack of All Fruits certainly didn’t help.

The portal is significant for Bert because unlike the real world on the other side of the portal, the people here regard him with awe because they believe he’s a wizard. We learn that the (Spoiler - click to show)land is ruled over by a womanizing King. The villagers would like to get rid of him but lack the confidence and resources to take on the King and his forces.

In other words, this is a chance for Bert to be the hero. For once. Plus, (Spoiler - click to show)Cicilia seems interested in him. We see him at his best here: resourceful and quick-thinking. It’s a nice change of pace after seeing him fumble his relationships and employment status.

On top of that, I liked the writing. It is loaded with cynicism and conveys the protagonist’s apathy and agitation. The NPCs (Ned with his Excel spreadsheets, Goth Girrrl, the Cheeto-eating cat) are entertaining and feed into Bert’s cynical narrative.

Endings
Or more like (Spoiler - click to show)ending. Just one. Spoilers, obviously.

(Spoiler - click to show)

Final fight scene. You’ve got the King’s attention, Jan is revealed to be the King’s wizard, you now have a chance to see what’s inside the castle, and…

You smile, faintly, as the new world you’ve found goes black.

THE END

??? What about everything else that’s happened in the game? There are too many loose ends (Bert’s rocky relationship with Ernesto, Jan’s potential involvement with the portal, whether Bert will find another job, etc.) for this to feel like a proper conclusion.

The ending gives the impression that the author ran out of time and decided to cut things short. While it’s possible that they had a larger concept in mind, I feel that this game would be stronger if it were a standalone work rather than one experienced through multiple episodes. Even if some of the more ambitious elements get axed.

How long will we have to wait? Will it be Backpackward: Part II or just an extended version of this game? Currently, one of its listed genres on IFDB is "No Emotional Growth" which makes me wonder if it’s meant to play off the fact that the game gets cut short. At least, that’s how I feel about the game as an IFComp submission.

Also, when the game says, “If only you had brought something for JAN as well,” I’m not sure what item can be used for this. Who is Jan, really?

Visuals
Overall, the game is well-organized and easy to read. Black screen with white/yellow text and yellow links. Dialogue is evenly centered in the middle of the screen and character names are clearly shown in BOLD. Small details like these provide a smoother experience.

As I said before, the Backpackward uses visual icons for packing your backpack. And they are polished. I was not expecting such a feature when I first started. Hovering over items provides more information, and the backpack’s grid lights up in either green or red as you try to fit everything inside. It really elevated the quality of the game and gives a great impression.

Final thoughts
Backpackward has a snarky attitude with sharply written characters that left me wanting more. Bert is entertaining even as a static character, and I like how the portal gives him the opportunity to make something of himself. Even if he doesn’t know what that would be. It’s also worth multiple playthroughs thanks to its inventory management system.

I want to give the game a higher rating, but the loose ends dented the experience. I think the game also shoehorns the player a bit too much in the gameplay, such as (Spoiler - click to show)forcing you to visit the gun store before the fireworks stand. That said, while I was disappointed to see the game end so abruptly, I look forward to any future installments.

You can log in to rate this review, mute this user, or add a comment.

One Step Ahead, by ZUO LIFAN
4 of 4 people found the following review helpful:
Relevant themes, but is more like a draft, September 27, 2025

"Welcome back, is there anything I can help you with?"

One Step Ahead is a dystopian story about the temptations of A.I. and the erosion of choice. Ever since the protagonist discovered the convenience of A.I., they’ve been readily incorporating it into everyday life. But at what cost?

Gameplay
One might assume that One Step Ahead gives the player multiple paths based on whether to use A.I. for tasks, most of which are for academic assignments. Instead, it’s surprisingly linear. To progress in this game, you must use A.I. or get an abrupt GAME OVER.

One Step Ahead also needs more testing and proofreading. Some passages lead to a dead end. If it weren’t for the little “↶” arrows at the side of the screen you would have to restart the game. There was also one instance where I got an error message: Sorry to interrupt, but this page's code has got itself in a mess.

Story
Story-wise, there’s not much to experience. There’s a shift halfway through the game where (Spoiler - click to show) the protagonist becomes worried about how involved the A.I. has become in their life. The A.I. soon picks up on these doubts and throws a hissy fit when the protagonist tries to delete it for good.

In fact, the game ends right as the story gets interesting: (Spoiler - click to show) the A.I. declaring that they’re “always one step ahead” (hence the title), forcing the protagonist to crawl back to it.

Perhaps the lack of choice in the game is meant to represent not having any choice in using A.I. in real-life. If that’s the author’s intent, the delivery needs work because the game is too linear and undeveloped to explore these ideas meaningfully.

Choice is a muscle.
The less it’s used, the more it withers.

This point would have more impact if the player could actually choose not to use A.I. and see the impacts of that choice beyond a sudden GAME OVER. Instead, we get shoehorned into one gameplay route.

Regrettably
Due to consecutive nights of staying up late.
You developed an acute heart condition and had to be hospitalized for recovery.

In other words, you can either use A.I. or end up in the hospital. Not a strong message.

Further discussion
There’s little room to explore the game’s themes on A.I. reliance. I found myself approaching One Step Ahead with some cynicism especially since what we know about our protagonist is only skin-deep. Do they seriously think it’s acceptable to use A.I. to do all their academic work?

I don’t want to be quick to antagonize.

Society sets educational milestones for literacy, math, and other skill sets, and individuals who lack the opportunity to meet these milestones end up swimming against the current of a society that may not offer support in helping them catch up. I can understand seeking assistance. Having someone or something (like an A.I.) summarize content (a book chapter, for example) so you can better understand it serves as a steppingstone for producing your own original work.

Not everything can be accomplished through effort alone. You lack formal training in computer science, and the task exceeds your current capabilities.

There’s a balance. A balance of academic integrity and making sure students have the tools they need to perform in academic settings. We all need help, and we’re all responsible for our own work. But balance is not explored in this game.

Where does this leave the protagonist? There is one instance where they struggle in a class due to a lack of prerequisites, but they just opt for A.I. without sharing any perspective on their choice. As for the other assignments, the protagonist simply seems to not want to do the work. And there is never a point where they reflect about the potential consequences of using A.I. to do their assignments for them.

Or I could be overthinking things. It’s unclear, is the author trying to make commentary about the usage of A.I., or are they just wanting to make an interesting story about an A.I. (Spoiler - click to show)forcing itself on a human user?

Visuals
I think the author could have had some fun experimenting with Twine’s visual effects rather than opting for the default black screen, white text, and blue links. In fact, I was expecting something like the cover art which reminds me of the Blue Screen of Death.

Of course, if the author is new to Twine, I can understand why the game uses a default appearance. The (Spoiler - click to show)chaotic red text used for the A.I.'s meltdown was clever.

Final thoughts
I would love a post-comp release of One Step Ahead because its overall premise is highly relevant to the technological landscape we live in now. But as an IFComp game, it has a lot of rough edges that need to be sanded down. The formatting is messy, there’s at least one bug, and the gameplay could be better implemented. It simply feels too much like a draft.

You can log in to rate this review, mute this user, or add a comment.

you are an ancient chinese poet at the neo-orchid pavilion, by KA Tan
4 of 4 people found the following review helpful:
Where poetry and politics intersect, September 24, 2025

Ancient China.

You are a poet whose family fell from grace, making you somewhat of an outcast. But time has passed, and you’ve now carved a simple existence out of reading and staying out of the public eye.

Then, one night, a court official visits your home. You are informed that your poetry has caught the attention of society’s elite. Coincidentally, the Emperor is hosting a banquet to select a new court poet, and you are invited at his request.

Gameplay
you are an ancient chinese poet at the neo-orchid pavilion (aka YAAACPATNOP. Naw, too long) revolves around a sole task: creating a poem to present at the banquet.

The Emperor has a special request for you. He wants your poem to reflect the current climate of his court and the motivations of the people within it, citing your reclusive lifestyle as making you a neutral judge of the factions present at the banquet.

Gameplay is structured into sections where the player interacts with characters or scenery to develop each line of the poem. To provide inspiration for the guests, multiple activities take place at the banquet.

North, in the direction of a fruit orchard in the distance.
East, to a field where the polo court lies.
South, to where a stage for outdoor opera sits.
West, towards a set of low set buildings.

Each activity is run by a group that shares an ideology. For example, visiting the polo courts introduces you to the School of Numerical Perfection, a group that is attempting to create the perfect poem using math because they believe that human experience can be quantified to create order.

You visit two groups, sampling the different ideologies at play. You then decide whether to agree or disagree with the group’s beliefs, forging a new line of your poem. The climax of the story occurs when you choose to meet with either Princess Anying or General Zhang to further investigate the court’s alliances. Once the poem is completed, the endgame reveals the impact of your words.

The game allows you to start from the beginning of the story or to start at the banquet, encouraging replays.

Story
The story is interwoven with political undertones of factions vying for power. The Emperor’s sister, Princess Anying, and his cousin, General Zhang are major figureheads in the court’s politics. They make an appearance at the banquet, and while the three appear to tease and cajole each other as family members, unseen plans lurk under the surface.

When you reach the lake, you decide to walk…

Clockwise, towards the blooming lotus.
Counter-clockwise, where the wild reeds ramble.

Visit the lotus for the Princess, the reeds for the General.

Your interactions with the banquet guests and either the Princess or the General are conveyed through your poem and thus determine the story’s outcome. For instance, (Spoiler - click to show)you can align yourself with the Princess, resulting in an ending where you become her court poet. Assuming the rest of her plans fall into place, of course.

Endings
There are 23 possible endings. So far, I’ve only found: 2, 5, 6, 7, 8, 10, 14, 15, 16, and 23. That’s not even half. I tried to create a spreadsheet to keep track of how to reach them, but it became too complicated.

I will say, some endings feel cut and paste with their writing. Consider endings 2 and 10:

(Spoiler - click to show)

Although your poem is not overly adulatory towards the Princess Anying and the factions she has been secretly supporting, it manages to convince the emperor that she is not the looming threat he should be wary of.

Although your poem is not overly supportive towards General Zhang and the factions he directs, it is enough to convince the emperor that he is not the threat that the emperor considers him to be.

Same outcome, just with the characters swapped out. That said, this only became apparent to me after I replayed the game countless times to try to find every ending.

Theory on endings
Just some ideas.

(Spoiler - click to show)

It seems that disagreeing with The Conscientious Anarchists always leads to a negative ending steeped with civil strife, regardless of whether the player makes approving choices in every other interaction.

Beyond the Anarchists, it’s difficult to pinpoint the specific effect each group has on the end. It does appear that disagreeing with both groups (remember, you choose two) has an effect. For example, if you disagree with both and do not support the Princess or General, the Princess/General won’t have enough power to overthrow the Emperor.

On the flipside, if you agree with both groups but decline to support the Princess/General, the Princess/General will take power and leave you in the dust.

As long as you don’t upset the Anarchists, you can displease both groups and get a (more or less) good ending by supporting the Princess or General.

At least, that’s my best guess. Probably not 100% accurate. I still haven’t been able to find every ending.

Characters
The protagonist’s own story is more of a backdrop to explain your presence at the banquet rather than forming the main narrative. We don’t know a lot, but the amount we do know suits the game’s purposes just fine.

I will say, it’s kind of shocking to see Princess Anying act so affectionately towards the Emperor at the banquet (Spoiler - click to show) only to have him (and her cousin) executed in ending 8.

Or when General Zhang reminisces about chasing fireflies with the Emperor and Princess as children (Spoiler - click to show)before taking the firefly off your shoulder and crushing it. He, too, is more than willing to eliminate his relatives.

Also, I kept getting Attendant Zhang and General Zhang mixed up.

Visuals
The visuals are simple yet elegant.

Text is placed in a cream-coloured panel set against a backdrop that changes colours as we explore the banquet. On the right side of the screen is a small photograph, such as a lake, for every location.

Overall, its appearance is bright but not distracting. The author seemed to put a lot of care into conveying simple elegance.

Conclusion
As an entrant to this year’s IFComp, this is a game that you play with for a few minutes before rushing off to play one of the more fast-paced entries. But later, you find yourself drifting back and giving it more attention, taking your time to glean how your choices influence each ending. And I enjoyed it.

Now, the game can get repetitive if you try to strategize to find every ending since picking apart the variables makes the story feel more superficial. However, most players will be content to play it a few times for the overall experience. Carefully crafting a poem can serve as a meditative exercise for anyone.

And on that note… an obligatory poem:

The lonely bird's call battles laughter and music,
Swimming fishes surge to meet the sporting waves,
One with the earth, soil underfoot,
Pouring pearls forth, set loose into the world.

You can log in to rate this review, mute this user, or add a comment.

Detritus, by Ben Jackson
5 of 5 people found the following review helpful:
We are made of what we leave behind, September 23, 2025

This review is based on the NORMAL Mode setting of the game.

It’s not every day you get reprinted.

But then again, you are Jean Wilson, Comms Officer of Theseus, a cargo ship that has experienced a catastrophic collision. A collision you did not survive. Thanks to printing technology, your mind and body have been reprinted so you can figure out what happened.

Also, this review spoils the heck out of it. Please play the game first.

Gameplay
This isn’t a mere explore-the-spaceship game. It’s also a resource management game with awesome mechanics. It involves finding items around the ship to recycle and then using the resources to fabricate useful items. You also have oxygen, water, and food levels to manage.

Current resources:
Biomass: 22 | Metals: 49 | Water: 15 | Minerals: 35 | Polymers: 12

Puzzles largely consist of bypassing locked doors and barriers, but there is enough variation to keep things interesting. The author also provides a generous walkthrough/hint system into the game.

Detritus is an example of a Twine game with free range of movement, meaning that the player can wander around a map and interact with people/objects in each “room,” much like a parser game. This, paired with the recycle/fabricate mechanics, may appeal to players who like the idea of resource management gameplay but are intimidated by the parser format. Similarly, if you prefer parser games or are not a huge fan of Twine, Detritus is dynamic enough to be engaging.

You can also play the game in Story mode. There is something for everyone!

Story
Main story
The story revolves around a corporation called Rainforest™ that employs the ship’s crew. Unsurprisingly, it puts profits first. But now, it’s taken things too far. (Spoiler - click to show) The crew finds out that the “luxury goods” in the cargo bay is just a cover for the truth: Rainforest™ is planning on using Earth as the galaxy’s new landfill. Plus, cost of upgrading the fabricator, which is practical for productivity, comes out of the crew’s wages. Unacceptable.

Anyway, (Spoiler - click to show)the crew had enough and planned to go on strike by taking control of the ship. Meanwhile, GAIL has been closely monitoring the crew and recording every interaction, and these recordings are automatically company property. So, when GAIL goes silent as the ship wrestles itself from the crew’s control and into the path of an asteroid, things are looking awfully dire.

So: Can we trust GAIL?

As in, GAIL the corporate A.I. who’s been quietly recording and ghosting the crew members right up until the accident? The answer is:

(Spoiler - click to show)

Heck yeah.

I’ll admit I had some doubts.

After all, corporate A.I.s in stories tend to be antagonists. And GAIL is not portrayed in a reassuring light as we try to piece together what happened. The flashbacks we see indicate that the crew distrusts her and the lower clearance terminal logs are just as worrying. And then, right before the collision, she goes silent and unresponsive? Hm.

Also, this little gem…

"Daisy, daisy, give mee yoooour annnnnnswe…"

…does not help her case either.

And yet… I wanted to give her the benefit of the doubt. If Rainforest™ is capable of screwing over its human employees, surely it can do the same to its A.I., too. Still, it leaves the player not knowing what to think.

After seeing the crew’s talk of a strike from GAIL’s recordings, Rainforest™ commanded GAIL to fly the ship into a collision course. She refused, prompting Rainforest™ to initiate Command Omega to take over the ship and do the company’s bidding.

Indicators of GAIL’s loyalty are only revealed later, and they can be overlooked if you simply skim the text. In fact, I think one of the most exhilarating moments in the game takes place via a terminal log that we read:

› Rainforest: Initiate: Search for and wipe any crew body/mind backup data

› GAIL: Internal: Begin compressed backup of main / memory cores

› Rainforest: Remote command: Shut down main engines

› GAIL: Internal: Wipe Rover

› Rainforest: Goodbye GAIL

› GAIL: Internal: Begin data transfer…

› Rainforest: Initiate: Full reset. Wipe onboard AI.

It’s easy to underappreciate her fancy footwork here if you’re not paying attention.

As Rainforest™ uses Command Omega to take over the ship, she quietly transfers herself to the ship’s ROVER droid as her memory cores are being purged.

The quietest of battles. And Rainforest™ never stood a chance.

This means the GAIL in the archive room is a copy. You get to meet GAIL for real at the end of the game. It’s revealed that after the collision, she spent four months using her ROVER body to “rebuild” the crew with her recordings and the biological material in the cargo.

With varying success. Turns out our body is made of trash and the recycled remains of failed clones. Yeesh.

Thoughts on story
Detritus already has received high ratings which makes me feel like a wet blanket by giving it four stars. It has to do with the game’s delivery.

(Spoiler - click to show)

There are two big reveals that overlap. The first is that GAIL is, in fact, on our side. I already discussed that. The second is the nature of our existence as a recycled being. This one didn’t quite stick.

I feel that there is some hand waving regarding the plot twist. The mind and body backups of the crew were deleted by Rainforest™ when it initiated Command Omega. Thankfully, GAIL saved the recordings she made of the crew to recreate the mind backups and used the waste in the cargo to reconstruct bodies via the fabricator. Got it.

Problem is, I’m having a hard time imagining GAIL’s recordings of the crew’s conversations being complex enough to replicate an entire human mind. I would also like clarification on the nature of the PC: Is this primarily Jean’s mind that includes the fragments of the crew, or are they equally a blend of the crew but are given the impression that they are Jean? As in, a fifth character? I still felt like “Jean,” so maybe it’s up to interpretation.

It’s an odd thought to think that theoretically, if the ship was built a certain way, it would be possible, if illegal, to bring all the crew members back to life at the flip of a switch! The fact that mind and body data can be stored and then used… or erased is mind boggling. I assume the printer on Theseus can only print one person at a time because of legal reasons, not because it’s scientifically impossible to do so.

Printing your mind in someone else’s body, well, you could simply take their place and claim their identity!

Like we do in the game. No wonder it’s illegal.

Also: If we’re recycling our body to reprint the captain’s body, why do we climb into the fabricator instead of the recycler?

Themes
Detritus acknowledges issues faced in today’s world about corporate accountability, greenwashing, waste disposal, the replacement of human jobs with A.I., and socioeconomic inequalities. There’s even brief mention of microplastics in food.

Rainforest™ heavily relies on greenwashing to sell their narrative. Greenwashing is deceptive marketing where a corporation portrays itself as environmentally friendly to divert attention away from its environmentally unfriendly practices. Predictably, Rainforest™ loves this tactic and uses sound bites such as:

At Rainforest™, we hate waste™.

More like (Spoiler - click to show)“we hate waste so we’re going to dump it on Earth, so we don’t have to deal with it!" And the irony of the name, considering what’s happening to the Amazon rainforest.

I like how the gameplay had data pads scattered throughout the ship to provide backstory without dumping loads of information onto the player. Data pad (f) is especially interesting because it features a newspaper clipping that resembles our world today.

…with the invention of Recycler technology, has the galaxy's waste problem been solved? Not entirely! All planets have signed up to the 'zero-waste' agreement; they are legally responsible for their own waste disposal.

The use of language like “zero-waste agreement” is akin to the pledges countries make, and often neglect, at summits to reach shared sustainability goals. By (Spoiler - click to show) designating Earth as a landfill, Rainforest™ is seriously violating galaxy policy. Another real-life parallel is Nadir, an “ultra-wealthy” planet that sends its trash to Earth, just as wealthier countries export their trash overseas.

In theory, anything can be recycled, but as the quantities increase, so does the energy required. Recycling is not a solution to unchecked pollution.

The game also considers the effectiveness of recycling in being a blanket solution for environmental concerns. There is an ongoing debate about how “clean” the recycling process is since it, too, produces waste. And even if we perfected the science of recycling, we would still need to make other changes as a society to reach our sustainability objectives. While the game does not go into too much detail, it makes some powerful points.

Plus, a few other digs.

"Remember, smart companies don’t pay taxes!"

"We want to make the galaxy great again!"

I’ll leave it at that.

Characters
GAIL
I liked the depiction of A.I. in Detritus because it moves away from the plucky Good A.I. (I’m here and happy to serve the PC!) or Bad A.I. (I’m clearly against the PC’s best interests and I don’t like them either) binary that we often see in science fiction.

Detritus differs from Twine games, such as Lux and A Long Way to the Nearest Star, that center the gameplay on an A.I. NPC guiding the protagonist around a facility/ship. In both games the player communicates with the A.I. and even, for better or worse, forms a rapport with them. With GAIL, it’s different.

While the game’s description describes her as M.I.A., we find her in the “Admin” room. However, she is disconnected from the ship’s systems and has had her memory erased. You can visit her in the room for help but are otherwise left to roam the ship by yourself. And while, yes, (Spoiler - click to show)you can eventually reconnect her from the Helm, doing so offers little in further interaction with her, heightening the mystery.

As we investigate the ship, we receive mixed messages about GAIL’s intentions. As a result, the gameplay is infused with do-we-trust-the-A.I.? undertones that create suspense. This leads to a buildup when (Spoiler - click to show) we meet the “real” GAIL.

Our limited interaction with GAIL means we have less opportunity to get to know her as an individual. In (Spoiler - click to show)helping the protagonist is she merely clinging to the directive of Crew, Ship, Company, or is there a deeper emotional commitment there? By recording the crew, was she only trying to maximize the chances of them being recreated in an emergency or does she secretly want to relate to them more? Plus, Kashvi mentioned in a flashback that GAIL had been suffering from hallucinations, but we never learn what that was about.

Crew
After rambling on and on about GAIL, I don’t have much to say about the other characters since I found them to be less compelling than GAIL. That said, I did think the writing did a good job at conveying the close-knit nature of the crew. Their optimism was vividly conveyed in flashbacks, making it (Spoiler - click to show) especially sad when we find their dead bodies.

Visual design
I love the visual design of this game.

It's all glossy surfaces and sleek edges with text that is easy to read and stands out against the background. Text is a mix of yellow, grey, and white with blue links set against a dark grey backdrop. It also recreates a polished “computer screen” appearance when the player accesses a terminal.

Plus, there’s extra flairs to make things more interesting, including an in-game map of the Theseus. For atmospheric effect, the beginning and end of the game has animated starfield that makes you feel like you’re moving through space. Special animated effects for flashback sequences are also featured.

Conclusion
Detritus is an exciting sci-fi game with all the traits of a high-quality game. I can tell the author left no stone unturned. Personally, there are parts that felt one-dimensional to me. I really liked the (Spoiler - click to show) plot twist with GAIL’s true allegiance. The logistics of the (Spoiler - click to show) PC’s identity were fuzzier in comparison.

Part of me feels that my view of this game is influenced by my experience with The Den. I won’t spoil it, but the big twist (or, arguable, twists) made a chill go down my spine that made me think, woah, that’s brilliant. Not quite as much with Detritus.

Nonetheless, this is a game you don’t want to miss. It can be played at Easy, Normal, or Story mode, allowing you to set the gameplay at your comfort level. As for the ending… well, it just might surprise you.

Also: If you are curious about Twine games that involve your body being reprinted to cheat death, check out Trigaea.

You can log in to rate this review, mute this user, or add a comment.

The Burger Meme Personality Test, by Carlos Hernandez
3 of 3 people found the following review helpful:
Let’s Get Psychological!, September 17, 2025*
Related reviews: Twine, IFComp 2025

Awesome!

The Burger Meme Personality Test is about applying to a fictional corporation called Burger Meme™. You’ve already gone through the application process- (Spoiler - click to show)chip implantation and everything- and this A.I. powered personality test is the final step to see if you’re truly worthy.

Ready to learn a little more about yourself and not hold Burger Meme™ responsible for any trauma this required voluntary test may cause?

What could possibly go wrong?

Gameplay
There’s not much I can clarify for you here. The test asks questions. You answer them from a list of responses. And get judged by a snarky A.I. every step of the way.

One notable feature is a counter at the bottom of the screen that says Sins. If you select an answer that goes against the values of Burger Meme™, you gain a Sin and risk your potential future with the company.

The funniest part for me was Question 3. It features an artwork of a couple standing by an ocean. The man is doing… something vaguely affectionate to the woman. I'm not sure what the original artist had in mind, but the game’s author decided to interpret it as the woman’s neck being broken. We are then asked to identify how we most relate to it:

> I relate to the man breaking the neck of the woman.
> I relate to the woman having her neck broken.
> I relate to the uncaring blue of the sea and sky.
> I relate to the useless yellow flowers, helplessly watching a murder occur.
> I have a different interpretation of the picture.

Why is this so funny? No idea.

And that’s the case for much of the gameplay.

What I wish I knew in advance: This is not a game to play around other people unless you want them to ask, "dude, what's so funny?" because you keep trying not to laugh.

That said, players will either relate to my experience or be turned off by its rapid-fire style of humor. In that regard, the game is more hit or miss.

Story
The Burger Meme Personality Test is a parody of the use of personality tests in actual hiring practices. Rather than using a developed story, the game portrays this general concept by saturating it with comedy. Its appearance and clown mascot is a casual dig at McDonalds and exhibits a whole range of corporate clichés that extend to countless other real-life corporations.

The test is filled with the identifying features of a minimum wage, no benefits job at a corporation that presents itself as a “family.” It also has repeated reminders that your opinion matters, generic HR teamwork-themed imagery, and claims of being stewards of the environment. Oh, and corporate buzzwords.

In fact, it’s inspired by a true story, one that the author found on Reddit’s Mildly Infuriating subreddit.

Someone applying to FedEx had to take a personality test that involved looking at what appears to be stills from a video game that looks awfully like The Sims… except the characters are blue-skinned elf-humans. The applicant was then asked to state if they could relate to any of the characters in each image. For real, the only possible answers were “Me” and “Not me.”

The results were way off. The applicant did not feel like their result matched their actual personality. Apparently, one result said, “Can be taken for granted because you complete tasks without objections.”

?!?!???!?!?

Remember, this is FedEx.

In the end, the applicant decided not to put up with this rubbish and withdrew their application. And I thought Burger Meme™ had some screws loose. No offense to anyone who works for FedEx.

Keep in mind that the author isn’t outright opposing the usage of personality tests in hiring. Instead, it makes fun of tests that have little platform in terms of being reliable assessments of a person’s inner workings.

Plus, the game lightly touches on real-life problems such as the chances of being able to retire at a reasonable age and how “Full and Comprehensive Medical Plans” can be all talk, no coverage.

Characters
The Burger Meme Personality Test is a dorky test that isn’t meant to be taken seriously, but there is an unexpected twist that gives it more depth than games that share a similar premise.

(Spoiler - click to show)

The test brags that it is A.I.-powered, but gameplay strongly implies that it’s just an employee fooling around with you. Naturally, the A.I. gets insulted if you point this out.

If you keep poking the A.I. in the ribs you unlock three endings where it is revealed that the “A.I.” was merely an employee named Jwala, an employee who wanted to have some fun before actual A.I. took over their job. Now an ex-employee, this mysterious person messages you to see if you want to meet, leading to some heartwarming endings.

I was not expecting that! It made the gameplay feel more meaningful and rewarding since we can relate to Jwala’s annoyance with Burger Meme™.

Visuals
Being modeled off McDonalds, most of the game uses a yellow background with dark red text. Meanwhile, the epilogue/endgames opted for a basic white background with black text. Cleverly, (Spoiler - click to show) the Jwala endings, which involve Jwala contacting you on a dating website, featured a basic chat interface with speech bubbles and a website logo.

And tons of ridiculous imagery. Go play the game.

Conclusion
So, are you hired?

(Spoiler - click to show)

NO.

Maybe that’s for the best. (Unless you want to be a sellout, as the game puts it.)

I found a great deal of humor in this game. There are multiple endings and loads of replay value. Playing it is time well spent. Even if you don’t get hired.

But wait, there’s more! - Some of my favorite results include:

(Spoiler - click to show)

Social Skills: IF YOU DIED IN YOUR CUBICLE, NO ONE WOULD NOTICE.

Strength of Character: PICTURE A BROKEN REFRIGERATOR WITH ITS DOOR REMOVED LYING ON ITS SIDE AT THE DUMP

Narcissism: A STARFISH IN WARM WATERS, OBLIVIOUS TO MOST OF LIFE, NO PROBLEMS, NO WORRIES, JUST LETTING THE WORLD COME TO IT. I WISH I WERE A STARFISH.

Courage: THINKS “RETREAT” MEANS YOU GET A SECOND SNACK.

Moral Clarity: WHEN YOU WERE ASKED IF YOU’D EAT PEOPLE IN AN EMERGENCY, YOU REPLIED “WHY WAIT?”

Thanks for reading!

(edit: grammar, pesky grammar. I swear I proofread these things)

* This review was last edited on September 25, 2025
You can log in to rate this review, mute this user, or add a comment.

The Promises of Mars, by George Larkwright
1 of 1 people found the following review helpful:
Will they return to the surface?, September 16, 2025*

(Edit: Spelling fix)

Soon. Observing the decaying cityscape and the drifting dust clouds, feeling the heat cutting her skin, breathing in infected air through a tube, the Girl had never felt more doubtful.

The Promises of Mars is a Twine game about manufactured hope, waiting it out, and finding a silver lining despite everything that’s happened. And, as the title suggests, broken promises.

Genre
It’s easy to forget how diverse science fiction can be with its subgenres. The genre “science fiction” is so often used as an umbrella term that we overlook its nuances, so I’d like to take a moment to look at the genre of The Promises of Mars as a work of SF.

There is nothing shiny about this game.

It’s post-apocalyptic with a decaying city bleached of its colour. Everything about the story and setting embraces the “used future” aesthetic. That is, a future where life depends on reusing technology and patching it until it can no longer be repaired. Often this goes hand in hand with scarcity, strife, and reversal of technological advancement. Sometimes it includes embracing the old ways of living, though that’s not explored here.

The “used future” subgenre is descriptively conveyed through the game’s writing.

Her body is wrapped in layers of black and brown, cloth and leather held together loosely with gaffer tape and thread. A breathing mask is held tightly over her nose and mouth by fraying elastic straps, and goggles cover her eyes. Soldered onto the underside of a peaked visor, the lenses are thick and brown like soda bottle glass.

It’s infused throughout the game. Dim lights. Cheap recycled paper. Scarred lungs. Tape. Food rations. And the overarching question of how long will this last?

Gameplay
You play as “Girl,” an inhabitant of an underground bunker and member of Command’s Expeditionary Force. You’ve been sent on a mission to investigate a carbon capture plant that has gone offline. It’s also your first glimpse of Mars’ surface, a place you know only through stories.

This is a great puzzle Twine game for those intimidated by technical puzzles. In many ways, the game does all the heavy lifting for us. On the left side of the screen are two boxes. The top box features a clickable map that allows us to navigate the game’s world. The bottom box lists our inventory.

INVENTORY:

Comms Link
Headlamp
Screwdriver
Wrench
Paperclip

When faced with a puzzle, the inventory list lights up to indicate which items may have a possible application. The Comms Link option also serves as an in-game hint system that provides a gentle nudge.

There was never a point where I got stuck with the game. Notably, there is a pipe pressure puzzle where you need to set three pipes to the correct readings as stated by a manual. Pipe pressure puzzles have been used in plenty of games, and I’ll admit I’m not really a fan of them. After all, I prefer story-driven games. But in The Promises of Mars, the process is simplified and provided the right amount of casual challenge.

Gameplay is not as smooth as it could be. For instance, early in the game I encountered an error message:

Error: cannot find a closing tag for HTML <set>
<set $communicationsStage to 1>… >

Thankfully, this does not put the game into an unwinnable state.

Story
Backstory
The backstory revolves around an event known as the evacuation. Once, people lived in a city on Mars’ surface filled with modern conveniences. The protagonist’s mother shares what life was like: pets, frozen yogurt, trips to the mall, looking up and seeing the sky, plants growing on the sidewalk. Grass fields and playgrounds.

But when life on the surface of Mars took a turn for the worse, a bunker system was built underground to serve as a new home for survivors, and a group called Command was arranged to oversee the operation. From that point on, daily life focused on anything that could maximize humanity’s odds of returning to the surface. Everyone has a part to play.

While there is a decent amount of backstory, I couldn’t help but yearn for more of the backstory’s backstory. What exactly happened that forced everyone to flee Mars’ surface? Less relevant questions include: Has Mars been terraformed? If so, to what extent? Has human biology adapted to Mars’ lower gravity or has technology made this irrelevant?

Promises, promises
What exactly is this promise as stated in the title?

The promise is that Mars will recover enough to allow people to live on the surface again. That if humanity keeps trying to rebuild, Mars will respond in kind. But is it really Mars making these promises?

(Spoiler - click to show)

If anything, it’s more like The Promises of Command since Mars didn’t do anything to deserve to be ransacked by humanity. Command reassures everyone that their daily tasks and assignments are taking humanity one step closer to returning to the life they had before. But we soon realize that it’s all pretty lies.

Here’s the thing: Is Command trying to make the most out of a dire situation or are they just self-serving? Arguably, there is the underlying question of “what are they supposed to do, give up hope?” Well, it’s hard to align oneself with Command when their benevolent appearance starts to get scuffed with the truth.

This becomes clear when we arrive at Substation Arcadia, an important node in Mars’ carbon capture* system. We discovered that the substation’s oxygen system failed, prompting personnel to request help from Command. According to communication messages, Command dragged their heels, causing the staff to die. And now Command wants the Girl to turn the substation back on, ignoring the casualties around her.

How futile is humanity’s efforts to return to Mars? Consider the scientist in the video who says, "Your hope betrays you." What relevancy does Command have in this statement?

(*Carbon capture technology separates carbon dioxide from the atmosphere and stores it underground.)

Endings
The endings are slightly underwhelming.

(Spoiler - click to show)

There are two ways the game can end. You can either restart the reactor as asked or defy Command and walk away. With the latter, the implication is that you march back to the bunker to give Command a piece of your mind and call them out for their deceit. Ultimately, we don’t see the aftermath of these choices. The game just gives us a blank screen that says,

End

That’s it. I was waiting for something else to appear on the screen, but that’s all the game has to say. Still, it’s not bad, if abrupt.

Themes
There are several interesting themes in this game, but since I’ve rambled enough about the story, I’ll pick one: Denial of childhood. We get the impression that childhood isn’t really a thing in the bunker.

Like many of her peers, the Girl was born on the surface but grew up underground. The bunker is all she knows. That, and the stories her mom would tell her about life on the surface. And, of course, what we find while exploring. The most moving scene is when she comes across a playground.

She'd never been on a slide. She places a boot on the slide's bottom step. Her mother's words echo in her ears: "Focus up." She'd never played on a climbing frame.

All work, no play. After all, everyone must chip to fulfill Mars’ promise. But discovering the (Spoiler - click to show)futility of the bunker’s efforts to return to a life that once was makes one wonder what is being sacrificed. They are surviving, not exactly living.

She pauses to look at the playground.
She continues onwards.

Ultimately, she can only continue onwards.

After looting the playground for materials, of course.

Characters
Who is the protagonist?

Her name, if she has one, is never mentioned. In simply referring to her as “Girl,” the game is reducing her to a mere role stripped of identity. A single unit borrowed from a population of similarly anonymous individuals.

The word “Girl” emphasizes how awfully young she is to be traversing the ruins of Mars. It highlights both her maturity and Command’s willingness to send such a young person out on a dangerous mission. Whether Command’s decision is merely the product of running out of options or not caring about the Girl’s odds of success are left up to interpretation.

Fortunately, the Girl clearly rises to the challenge, displaying wisdom far beyond her years.

She reminds me of the girl in Fabricationist DeWit Remakes the World, a sci-fi Twine game by Jedediah Berry. In that game, the girl is an NPC and was sent on a mission to track down the protagonist, a synthetic human designed to help rebuild a ravaged world. Her determination and mission of trekking through a post-apocalyptic world in search of answers shares similar themes with the Girl in The Promises of Mars. It’s also more light-hearted with few puzzles.

Visuals
While nothing fancy, its appearance is polished and easy to navigate. It uses a black background with white text and orange links. The game’s screen is neatly organized into a grid. Most of the screen is devoted to gameplay while the left side is reserved for the inventory and the clickable map. The map helpfully lights up to indicate your location.

Conclusion
The Promises of Mars performs well in every category: main character, story, gameplay, and appearance. Overall, there is a solid foundation.

But there’s something missing. It lacks the spark that would transform it from a four-star rating to a five-star one. I think adding more worldbuilding would make a difference. Tell us more about the city and what happened to Mars!

Nonetheless, it offers entertaining and haunting gameplay by allowing us to explore a dying world, a world that is supposed to be our ticket to a better life.

* This review was last edited on September 28, 2025
You can log in to rate this review, mute this user, or add a comment.

The 404 Society, by McGravin
3 of 3 people found the following review helpful:
Animal Crossing meets cyber-ghost hunting, September 12, 2025

Wow. This is a seriously cool game.

I figured that I'd spend this month focused on reviewing IFComp games, but I saw this listed on the front page and, well, had to talk about it. It’s about joining an exclusive group that searches for cryptids on the internet.

Gameplay
Gameplay takes place on a computer interface. My jaw dropped when I saw it for the first time. It really does look like a computer desktop and has the interactivity of one as well. You navigate the game via the “computer” icons. Some of these icons are just for show, but even they contribute to the immersive effect.

The player will spend their time with the Concord chat messaging application and the Water Otter internet browser. You receive a message from a stranger who seems to think that you are a user named @deepdiver, which you are not.

There is a link to join a server. Being a perceptive internet-savvy person who knows the dangers of clicking on seedy links, you do the sensible thing:

You click on it, obviously.

Only to find that the link has expired. And that the server is for a group named The 404 Society. Same as the game’s title. Luckily, there is a button that allows us to request a new link. You click on it, naturally, and are contacted by someone named Bytegeist. They ask:

Have you ever seen something strange on the internet?

This phrase is a running theme in the gameplay. You get multiple chat responses to choose from, but eventually the discussion leads to them giving us a task. To track down a cryptid on the internet, forming the backbone of the game.

Story
What is a cryptid? A cryptid is a creature that is rumored to exist but has not actually been officially documented and categorized. Like Bigfoot. Robb Sherwin’s Cryptozookeeper (a stellar game) is filled to the brim with such creatures. But The 404 Society focuses on cryptids in the virtual realm. Entities that exist on the internet and even cause bizarre phenomena. The Society’s goal is to record their existence and observe them from afar.

Here’s why I’m giving this brilliant game 4 stars instead of 5. It describes itself as a “Twine game about discovering these mysterious creatures of the web,” emphasizing how such creatures can manifest in weird ways. We don’t actually see much of this.

(Spoiler - click to show)

Bytegeist sends us to a website with a convincingly realistic article on tomatoes. If we find the cryptid hiding there, we get to join the Society. The cryptid isn’t earthshattering but the method of finding it is still kinda cool. Surely, this is a warmup cryptid, and we’ll see some cooler ones later. After finding it, Bytegeist grants us access to the Society’s server.

You’re a member now! Time for the adventure to start. Then the screen goes black and says:

Thank you for playing

The game is over?!?!?!?

I don’t see any mention of this game being a demo or an introduction of a larger game. If it’s meant to stand alone, I think it’s throwing away a lot of its potential by ending so quickly. At least gives us one more cryptid now that we’re a member. Plus, we never see anything weird. Except maybe a cluster of small dots hiding in an article about tomatoes. Neat, but not enough to live up to the game’s catchphrase of Have you ever seen something strange on the internet?

Now if it is a demo or introduction, it functions well as such. Still, does it need to end so quickly? I know I’m asking for a lot. It’s just that this game is such a gem and has a lot going for it. The fun gets cut short before the party even begins.

Characters
At first, I wasn’t sure if the characters were animals or humans. Everything is related to animals. The internet browser is called Water Otter, the protagonist is named Pigeon (and has a pigeon for a profile picture), and the icons on the desktop are vaguely animal themed. I imagined a world like Zootopia or something reminiscent of Goat Game, a Twine game from the 2021 IFComp.

Then I figured it was more like Animal Crossing which features human PCs in an animal-run world. On the game’s itch.io page, there is a picture above the comment section that looks a lot like Animal Crossing with cartoonish humanoids. But a closer look at the photographs on the gardening website reveals regular humans. So maybe not like Animal Crossing. Nonetheless, I love its animal-themed aesthetic.

Visuals
The 404 Society nails its visual design. As I’ve already mentioned, the game mimics the appearance and functionality of a real-life computer. Countless IF works have surprised me with innovative usage of Twine's visual possibilities. Trigaea, whoami, Overrun, With Those We Love Alive, You are SpamZapper 3.1., and many more.

And right when I think it's all been done, bam. This game shows up, proving that the sky's the limit when it comes to harnessing Twine’s visual storytelling potential.

When I first played this game, I was hit with a wave of nostalgia because the desktop background of the protagonist’s computer may be familiar for some players: A perfect green hillside under a calm blue sky. Also known as Bliss, the default wallpaper for Windows XP. I’ve always loved it. You look at it and feel like everything is going to be okay. Brings me back to that clunky desktop computer with the fan that was always too loud...

All my life, choosing the desktop image for my computer is something I take seriously. And screensavers. So, I was especially excited to discover that the game lets you choose from two additional backgrounds to customize your experience! Great stuff, although I ultimately chose to remain with Bliss.

There’s plenty of other elements that I could go on about. Such as the pop-up boxes that appear at the screen’s bottom right corner when you have new chat messages. But go check the game out if you’re curious.

Conclusion
The 404 Society is a gem overfilling with promise. The concept. The visuals! Seeing how it ends so quickly gave me the bittersweet feeling of I knew it was too good to be true...

Or it might mark the beginning of something great. I really hope that this is a Twine game that takes itself further.

One last thing: I'm not sure if anyone has dabbled in the SCP Foundation website, but it has many interpretations since the foundation has no official canon. The 404 Society reminded me of the critter profiles on the Wilson’s Wildlife Solutions page- it’ll make sense if you visit it. The cutesiness of the site paired with its documentation of anomalies strikes a similar tone as a lighthearted search for cryptids on an internet browser called Water Otter.

In fact, now that I think of it...

The 404 Society is a group that studies these internet cryptids—anomalous digital entities that arise spontaneously in forgotten corners of the web.

We locate, observe, and catalog.

...it is kind of reminiscent of the SCP Foundation whose principles are We Secure, We Contain, We Protect. Hm…

You can log in to rate this review, mute this user, or add a comment.

Penthesileia, by Sophia Zhao
4 of 4 people found the following review helpful:
Fires blooming everywhere, September 10, 2025

“Good morning, dear. Has anyone ever told you how handsome you are?”

Penthesileia begins with Penny, our protagonist, informing her husband, Achilles, of his good looks before seeing him off to work. It’s a wholesome life.

But the next day, she falters. And he notices.

Gameplay
The gameplay is centered around Penny investigating funky moments where she acts out of turn, forgetting her lines in a script that she doesn’t remember reading. Things like pausing before telling her husband- who is hated by many- about his handsomeness or muddling up his coffee or asking questions. There are no puzzles, only a compelling narrative to sink into.

The author has such a precise, effective way of writing, at leaving the player transfixed about what would happen next without lengthy paragraphs. Some scenes are like being doused in ice cold water. The wham moment in the game is when (Spoiler - click to show)a dinner party is held for high-ranking officials. I won’t spoil it, but the characters did something that made my blood go cold. And then you are asked to participate. Do you? Or will you refuse in a room full of powerful people?

Eventually, you are required to choose between (Spoiler - click to show)sticking with the repetitive luxury of your current life or biting the hand that feeds you.

While the gameplay is mostly linear, you must dig around to reach each ending. I found five total with two of them being nearly identical.

Story
But onto the story.

Penthesileia is a dystopian thriller with political undertones. And perhaps even science fiction since it takes place in the 2060s. Every aspect of daily life revolves around the existence of a Prefect and the Regime. High-ranking officials clamber over each other to gain favor, and restaurants have names such as “In Honor of Our Everlasting Prefect.” And of course, a resistance, named only as “the opposition.”

(Spoiler - click to show)

When Achilles takes Penny to a fancy restaurant, she notices a staff member staring at her in shock and recognition, kickstarting her doubts about the world. He later introduces himself as Cal and provides backstory… and the awful truth. He tells Penny about her death. Her death?

He once worked at a restaurant that was a hotspot for opposition members. The Prefect conducted a raid of the restaurant to wipe out potential members along with any witnesses. An important-looking man walked in- Achilles- to oversee the raid. But then Achilles saw Penny’s dead body, an unfortunate witness. Despite being a stranger, he falls in love and goes to great lengths to make her his wife. But for Cal, who also saw Penny’s body, seeing her reappear is a surprise.

This is where Penthesileia leans into the science fiction genre. It doesn’t focus on the technicalities because it’s not necessary to tell the story. But there is room for curiosity.

(Spoiler - click to show)

Initially, I thought Penny was an android.

Achilles found a doctor named Antiope who could bring Penny back to life. We meet Antiope at a surgical facility to correct Penny’s behavior. Antiope is… unsettling. She gleefully notes that Penny has been “gaining independence from my original programming,” referring to the mistakes Penny made with her interactions with Achilles. There is also a path in the gameplay that shows Achilles using his watch to “deactivate” Penny, almost like an android (whether he succeeds depends on the player’s previous choices).

Does this mean she’s an android? Ultimately, I don’t think so. I speculate that Penny's body is one she’s always had, but her brain has been rebuilt or copied to replace the one that would be nonviable from brain death. The programming? Implanted memories that command her to speak and act the same way every day. Erasing her original identity meant Penny wouldn’t notice or give these changes any thought. Until she noticed.

Oddly enough, Antiope does not care if Penny knows the truth, only that Penny behaves. She doesn’t seem to even “fix” Penny, though she warns her that if she acts out, Antiope will not hesitate to end Penny’s second life. In fact, the “Antiope ending” is terrifying.

The story of Penthesileia ultimately explores the idea of second chances.

(Spoiler - click to show)

Both Penny and Cal received a second chance. Cal managed to escape the raid without being killed as a witness. Meanwhile, Penny’s second chance is the literal second life she receives at the hands of Antiope.

Cal wants to use his second chance to hold the Regime accountable. Penny lives a life of luxury as a member of society’s elite. But the truth of her existence and the Regime’s lack of humanity shatter the illusion of a perfect life. Her husband’s high-ranking status means he has access to the Public Dissemination Network. She’s just what Cal needs. All she must do is upload a flash drive of evidence where it would be broadcast everywhere. This action is left up to the player.

So: Are second chances something we’re given or something we make for ourselves?

Characters
The game’s characters are borrowed from figures in Greek mythology. Even if you are familiar with Greek mythology- Achilles being a more recognizable name- you may not make the connection right away. Let’s look at Achilles first.

Some may recognize the name Achilles from “Achilles’ heel,” which refers to a single weakness capable of bringing down something difficult to destroy. A fatal flaw. In the game, Achilles laments how the Prefect isn’t giving him the recognition he deserves. To him, the Prefect and its Regime are invincible, all-knowing, powerful, and immovable. Unflawed. Except (Spoiler - click to show)he unwittingly becomes the Regime’s “heel” through Penny, if she chooses to bring down the Regime with the flash drive.

The title, Penthesileia, is a slight misspelling of Penthesilea. Penthesilea was an Amazonian queen who brought her army to Troy and fought the Greeks. It’s said that she killed Achilles only for him to be resuscitated by Zeus to allow him to kill her in return- and this act greatly saddened him because he also loved her. Despite this tragedy she is seen as a symbol of triumph amid conflict and great loss. To exhibit strength as a female in a realm dominated by men and encountering love- in a twisted way- while participating in war. In subtle ways, we see this in Penny.

Penny’s connection to Penthesilea is only clear once you start digging for details. The misspelling of Penthesileia and Penthesilea appears to be deliberate. We do get opportunities to learn about Penny’s (Spoiler - click to show)previous life. Examining the photo in the office drawer reveals that Penny’s name was originally Leia. Take a closer look at the title again: PenthesiLEIA. And in the ending where she leaves and takes on a new identity, she tells a customs officer that her name is “Penthesileia,” quietly regaining her past identity as she reaches for a brighter future.

I was curious as to why the author chose to (Spoiler - click to show)model the doctor on Antiope, an Amazon and sister of Penthesilea. There are other Greek figures including Theseus and Diomedes, though they are featured more superficially.

Visuals
Penthesileia uses a basic Twine appearance. Black screen, white text, blue links. Text is easy to read and is gradually revealed as the player clicks on the screen, creating suspense as the player waits for what's next.

Conclusion
In case you read this far, I apologize for the length. I was excited to review this game because it left such a memorable impression.

Penthesileia is a chilling narrative about finding choice while living inside an oppressive system. Penny is a protagonist full of poise and quiet determination. We feel the fragility of her existence as the wife of a powerful man- a man who lives with a target on his back. Her despair at the knowledge that those who create you can destroy you in equal measure. And her exhilaration at discovering the impact, or perhaps chaos, she can make.

If you like dystopian stories that are character focused and force the player to question said character’s status quo, play Penthesileia. It has potent writing mixed in with Greek mythology symbolism. With several endings, it is worth multiple playthroughs.

Maybe there’s more than one way for this to end.

You can log in to rate this review, mute this user, or add a comment.


Previous | 11–20 of 104 | Next | Show All