Ratings and Reviews by Tabitha

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The Goldilocks Principle, by iris
3 of 4 people found the following review helpful:
A minority opinion, August 4, 2025*
by Tabitha (USA)
Related reviews: Spring Thing 2025

An expansion of a short review originally published at Intfiction.org on May 8, 2025.

I'm clearly in the minority on this one, but I didn't find The Goldilocks Principle effective. The piece wants readers to interrogate why we're engaging with it, but while I can understand asking the question, “Why do you want to know details about someone’s eating disorder?”, in this case, the author specifically chose to put the game in front of a (relatively) large audience. I opened it up in good faith, prepared to take in a personal story that the author clearly wanted to share... only to be met with a confrontational tone by a narrator who seemed to be judging me for having clicked the "play" link at all.

I think that generally when IF authors write about sensitive, personal topics, they're choosing to be openly vulnerable in that way because they want to share their stories--they want readers to understand what they went through, or for people who have experienced similar things to feel less alone. So presenting a piece that looks like it's meant in that spirit, then pulling a "gotcha" on the player and mocking them for wanting to engage with the work, was very off-putting to me.

* This review was last edited on August 12, 2025
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A Crumpled Piece of Paper, by DrOctothorpe
Tabitha's Rating:

The Coffin Maker, by A.M. LeBlanc
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As I Sat on a Sunny Bank, by Senica Thing
A partial review, August 4, 2025
by Tabitha (USA)
Related reviews: Spring Thing 2025

During Spring Thing '25, I wrote full reviews of several of the games in this anthology. I never made it to all of them, but I'm posting the ones I did write here, as I figure sharing some reviews is better than sharing none!

A Brand New World by Raiden

This is a fun story that starts with a relaxing walk on the beach but (possibly) goes somewhere very different! The opening descriptions drew me in, capturing the feeling of unwinding from your stress in nature: “It’s moments such as these that remind you that you are alive, that you can breathe and simply… be.” The descriptions are detailed and vivid, with some nice phrases like “the horizon painted in a hot pink colour as the last bits of sunlight embrace it.”

The main storyline is about visiting a fantasy world, but you can choose not to go, and in that case you get a completely unrelated story about encountering a lost child (with two possible endings). I think the game would be stronger if it eliminated that second possible storyline and focused on developing the fantasy world further and giving the player more choices about how to explore/interact with it (which I’ll elaborate on in the next two paragraphs!).

Remy was a good NPC; we get a strong sense of their personality, and I liked seeing their interactions with Mikhail. But I wanted to have more choices for how I interacted with them. For instance, at this part: “Should you say something? Should you keep quiet? Should you question why the dragon took to the skies the moment they showed up?”, I would have liked these to all be options I could pick from. I wanted to feel like I was shaping my relationship with Remy through my choices, instead of the game simply telling me how I responded to them.

I liked the choice of whether to approach the dragon or not—the text clearly signaled that doing so would be risky, and if you choose to do it anyway, you face the natural consequences! But the final choice of whether to stay or go was weaker; similar to entering the hole or not at the beginning, it felt like a “Do something interesting” or “Don’t do it” choice. I think it’s generally more fun when both choices are interesting; for example, at the end you could pick which trinket you want to buy, or which part of the market you want to explore before you have to leave.

Anyway, I had fun with this and I look forward to more IF by this author!

Fragments of the Nile by Storyteller

This story has a fun historical-investigation plotline and a twist! I especially liked the scene where I entered the memory. And this was a funny reference by one ending to another: “At least you died pain-free, unlike some poor guy who might have been cursed in a parallel reality.”

Some of the choices were “Do the interesting thing”/“Don’t do it” like I talked about above. I liked that at the beginning, even if you choose to stay home you can still get a full storyline related to the Egypt mystery, and I think it would be nice if the choices reflected this. Instead of simply go/don’t go, the choices could be “Travel to Egypt” and “Offer to help out with research from home.” That way, the player knows they’ll get an interesting story no matter which one they pick.

A few other small things!

-I was confused when I exploded like a tomato but wasn’t dead! Maybe the game could tell me I died, but give me the chance to go back and try again? Or make it clear that the explosion wasn’t life-threatening.
-I noticed only one ending has a link to go back to the beginning, but it would be nice if all of them did.
-There are a lot of small spelling errors (a frequent one is “trough” instead of “through”), so I’d suggest running the text through a spellchecker, or having someone proofread it.

Power Turtle by 3N

This game is very cute; I enjoyed playing through multiple times and exploring all the different outcomes for my new turtle friend.

I liked that the opening choices were not “investigate the interesting thing”/“ignore it”! But, when I replayed, I found that both choices just lead to the same result, finding the turtle. Because of this, I don’t think a choice is needed here; you could just give a “Look in the water” link, and then let the choices start once the turtle has been found.

It was fun how many different paths there were in this story. “The fish and the turtle became besties” was one of my favorites; that line made me smile. There were some paths where storylines I was interested in didn’t get resolved; in one, the turtle grows bigger than me, but after that happens it isn’t mentioned again. In another, the turtle refuses to eat, and I never got a chance to solve that. So my advice here would be to keep exploring those story threads once they’re introduced. When the turtle gets big, maybe I can ride it, or I need to find a medicine that’ll make it small again.

Overall, a cute story with many different endings to find!

Those voices are getting louder, captain by Mushroom

This is a very funny and clever work; I replayed a bunch to see all the different possibilities, and every one was delightful. I loved the voice of the narrator talking to me, giving commentary and advising on what I should or shouldn’t do. And when I discovered the in-story reason for it, it was even better! Some examples:

-Ask him if he´s okay -Simply ignore him. (I mean…this guy is always nervous, why would you bother him and yourself by asking stupid questions.)

This is the first choice in the game, and it’s kind of the “do the interesting thing”/“don’t do it” sort of choice—but it works here because we have that outside voice pushing us to pick the “don’t do it” option. To me, this makes both options equally intriguing. I want to find out what’s up with this guy, but I’m also curious what will happen if I listen to this mysterious voice.

(You´d better comfort him, I´m not giving you other options.)

I loved this moment, where the voice takes away my agency because this poor guy just needs comfort so badly.

(Don´t. You. Dare.)

Another great moment, where the voice does give me two options, but it really doesn’t want me to pick one of them! (Of course, this meant I had to pick it…)

One tiny note that should be an easy fix—when I start up the game, it goes straight to the story instead of the opening menu screen like the others in the anthology (but the opening menu screen does exist; the “Play Again” button takes you there).

Finally, two more very funny quotes that I copied into my notes:

´´Crow, Crow! Captain is a #### !´´the parrot says. You don´t argue. The captain truly is a #### . You´re just about to teach the parrot a new curse word when the captain walks in.
.
“AND STOP MAKING OUT!!!´´ Captain yells with his nerves on edge. (He hates when sailors are not doing their job, he hates not yelling at sailors and he hates love…

Basically… go play this game.

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Six Gray Rats Crawl Up The Pillow, by Caleb Wilson (as Boswell Cain)
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The Journey, by paravaariar
Tabitha's Rating:

domvs, by litrouke
Tabitha's Rating:

WRITTEN, by dannway
Tabitha's Rating:

Thousand Lives, by Wojtek Borowicz
2 of 2 people found the following review helpful:
A single life, August 2, 2025*
by Tabitha (USA)
Related reviews: IF Review-a-thon 2025

I like history as a subject, but for a long time I thought I didn’t, because it’s often taught as a zoomed out, big-picture overview with few points of connection to individual human lives. This work illustrates a perfect way to counter that remove, presenting decades of Poland’s history through the lens of how it impacts, and is impacted by, one particular woman.

Thousand Lives has an unusual format for IF, each of its six chapters delivered by email 24 hours after you make the preceding chapter’s choice. A decade can pass in a few hundred words, with events both large- and small-scale described in brief summaries. Every chapter ends with a life-changing choice, establishing the path the PC will take through the next few years.

The story is in second-person, but because of the broad strokes, I didn’t feel immersed in the character; I was picking choices for her rather than as her. I thus found it easy to choose the more noble actions—for instance, when (Spoiler - click to show)I the character was told I was tempted to sleep with my imprisoned friend’s partner (“One warm evening, after a few drinks of moonshine, he kisses you and asks you to stay at his apartment. Your body wants this. Your heart wants this”), I as the player was not actually tempted, because I didn’t want to play out the narrative arc of her betraying her friend.

But while at first that remove led me to easily pick the choices that seemed like “the right thing to do”, on my final choice, in chapter five, I wavered. Here, I had to choose between (Spoiler - click to show)exposing files revealing political corruption that also implicated the PC’s brother, or covering up the story. I hadn’t gotten to know the brother at all; I didn’t particularly care about him as a character. But that didn’t matter, because once again I didn’t want to play out an arc of personal betrayal—even though it probably would have more sense for my heretofore politically-minded PC to make that sacrifice in service of the greater good.

Typically, after finishing a branching work like this, I’d immediately restart and play through again in order to see different outcomes. But Thousand Lives explicitly does not want you to do this—the description says “you have to live with your choices. There’s no do-overs or restarts.” If you return to an email and try clicking the other choice, you’ll get a message saying “You’ve already made your choice for this chapter. Sorry, no do-overs!” The title is "Thousand Lives", but while many different lives are possible, the format impresses on you that everyone only gets one life; that we can wonder about the roads not traveled, but never know where they would have led. This is a work where each reader collaborates with the author to tell a story, and seeing other versions of that story isn’t the point. But, while that's my conclusion about the intention behind this choice of format, I do have to admit that a big part of me would still appreciate the ability to easily replay after doing an initial "six days of emails" round.

Clearly, this work gave me a lot of thoughts about form, point-of-view, branching narratives, and the player’s relationship to the player character. I appreciate all of that, just as I appreciate the look at late-twentieth-century Poland, and the focus on one woman’s life there.

* This review was last edited on August 3, 2025
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Your Little Haunting, by Christina Nordlander
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