I bounced off this a couple of times because it does things I don't usually care for - I had to download a thing for my specific system, the text types out - in full words at least instead of letter by letter.
But I finally got time to sit down and relax with this and treat it as an almost cinematic experience, and I was not disappointed.
At first, I thought I was looking at a fancy background movie, but I think the game text plays over a live rendered 3D environment and that's why you download a thing. I could be wrong, but if so I was fooled expertly. I watched the sparks and they never seemed to repeat, bouncing off the floor and drifting in antigravity.
The sound design is oppressive at first and it took me several tries to get along with it. The text and choices are displayed with different metallic banging sounds that pace the work and create a background texture along with the smoky popping of that aforementioned wire. And other sounds.
The story (Spoiler - click to show)combines the loneliness of vast space with existential dread and oppressive hopelessness of inhabiting an environment you aren't built to survive long in. Then there are rats. I'm not really afraid of rats. I've never had a bad experience with them. There are no actual pictures of rats in the game (and, respectfully, no jumpscares).
But you will remember the rats.
This is a quiet, nonlinear, brooding horror with a diegetic, musique-concrete background score that builds and works its way into your psyche along with the words. And other things.
At first, I was critiquing as a designer and thought, "Why did I need to download a thing to look at one room?" By the end, I was convinced. Meticulously and thoroughly designed with words and multimedia, this is what Bruno Dias excels at. It even earns the Dutch angle.
I wish I'd written this:
Ser Leonhart poses like a titan holding up the sky. His hair dances in another breeze. "Not even the Impenetrable Keep can stop the heavy fist of justice. All you need is confidence, my timid tenderfoot, and you can accomplish that which your heart most desires."
You're a pig by the way, and your job is to lead quite a large number of people around to complete the quest and save a Princess from an Evil Wizard. Your hint system is fleas behind your ear, but one tells the truth and one always lies... Love it.
This is an incredible game with so many moving parts, good puzzles, and hysterical writing.
A stellar follow up to Oppositely Opal.
I got stuck because there was a link that was in text that ran off the side of the screen and I had to minimize the sidebar so it would show up. Perhaps it's my display settings (large TV, low rez, bigger letters?)
Very nicely-styled Sugarcube (I assume due to the save controls, but you won't need to save) Twine with atmospheric sound. Short mood piece.
This short game is a sheer delight, beautifully illustrated and implemented with sound effects and music. Snarky and hysterical fun you'd expect from people involved with The Stanley Parable (but in Twine form.)
I even sang along when instructed, and I never indulge in audience participation.
(note: gratuitous swearing)
WttMCatIRS|HStLPD:0 is essentially a short story masquerading as a CYOA but is meant to be read from beginning to end as nearly every choice leads to the subsequent section, and it becomes patently clear that Z is the death-end. It gets extra stars since I enjoy this kind of snark, but is not really interactive. The author lampshades this more than once.
The humor is pleasantly amusing and an effective parody of classic Choose Your Own Adventure fare chronicling your adventure as a human getting a rash checked out in the medical bay on a space station. The setting is a casual riff on Douglas Adams and the satire gets across that, yes, seeing a doctor is difficult, but none of it bites due to a lack of actual "bureaucracy" since you slide right through the choices and experience much less hold up than an actual patient would.
It's short and doesn't overstay its welcome, reading very much like a clever tutorial-walkthrough that Infocom would write for the reader as an introduction to a longer CYOA. This would also be a good short example for people who want to know how choice-narratives work without actually committing to reading a long one.