The Last Doctor is a choice-based game by Quirky Bones, published in 2021. You are an impoverished doctor in a conflict-ravaged, ambiguously post-apocalyptic setting. Some patients enter your clinic, you assess them, and you then decide how to use your scant supplies. The story can progress to a few different directions depending on your choices.
The writing style is compact and stylized. It feels like many details about the game's world are obfuscated by the intentionally vague and evocative prose, but it still tells you enough to create interesting mental images and make you care about your choices. (Spoiler - click to show)It's a pity that the game is very short and doesn't build much on its core ideas. You only take care of two patients, and the story ends so soon that it's a bit of an anti-climax.
The game has some brief descriptions of medical procedures and injury, but they aren't very detailed and come across somewhat milder than I'd expected considering both the main character's bloody profession as well as the grim feeling of the setting itself.
The technical quality of the game is decent. The interactivity is simple but functional. I did notice two text mistakes, including a missing word and a typo. It's nothing deal-breaking, though.
The suggested playing time is 30 minutes, although I think my first playthrough was actually closer to 10 minutes. However, the game does have multiple endings which gives it replay value. Overall, it's not a bad title to try out if you want to briefly dip into a dark setting and think about humanity.
The Waiting Room is a choice-based game by Billy Krolick, published in 2021. You are a new employee at the Shady Oaks Nursing Home and you accidentally end up tangled in a supernatural mystery. The game's disclaimer says that it was inspired by "various snippets of true accounts", and it's easy to believe that. (Spoiler - click to show)Besides the supernatural threat, the evil that exists at Shady Oaks is unfortunately all too mundane - basically criminal negligence by the staff.
As usual for a choice-based title, the gameplay mostly consists of reading and clicking various text links. Some meaningful branching paths as well as one slightly puzzley sequence add some intrigue to the otherwise quite straightforward user experience.
The writing is decent. The prose can be slightly inelegant and unpolished, with some occasional typos. Sometimes the game just flat out tells the player what they should feel, which I think is not optimal horror writing. "...all the lights are off. The windows dark and empty. Weird."
The story itself is often eerie and even sad, but I do think it's a bit too fast-paced and compressed for best results. The flow of time is inconsistent and the world building somewhat minimal. Even the main character is just a nameless cipher, which feels off in a story like this where you have extensive social interactions with other characters - you are a nurse, after all. The game gives you enough context to care about the choices you make, but it does sometimes feel a little thin.
Besides that, the story (Spoiler - click to show)seems somewhat unfeasible, with the Back Hall apparently having actual rotting corpses which everyone just decided to hush up before getting back to work. Or are the corpses a hallucination which only appears at night? The game isn't exactly clear on this. Some of the big choices in the game also seem counter-intuitive. For instance, why would anyone cover up for Austin after realizing what he's done? You've spent exactly one work day with him, and this brief encounter shouldn't really inspire the needed camaraderie or attachment that would make the player want to cover up his crimes. This choice seemed to come out of nowhere, in my opinion.
The suggested playing time is around one hour, although I think a single playthrough takes much less than that, possibly around 30 minutes. However, the story does have branching paths and multiple endings which give it replay value.
Overall, I feel like The Waiting Room has a few powerful moments but also some strange design and wasted potential. At the very least, it's a generally functional title which can be worth a try if you want a somewhat eerie and sad visit to a haunted nursing home.
Killing Me Softly is a choice-based game by Fobazi M. Ettarh, published in 2016. It's a type of an educational title; it has a simple story line, but more than anything else, its intention is to illustrate how microaggressions work in practice through simulated examples.
You play as one of two characters: Alex, a white gay male, or Leslie, a black disabled woman. As you attempt to live your everyday life, your co-workers and other random people often say inappropriate things in your vicinity, and you can (typically) choose to either call out this behavior or stay quiet. Some of the choices may become blanked out if you get too stressed from dealing with all the hassle, (Spoiler - click to show)although on my multiple playthroughs I got the impression that this mechanic is mostly an illusion, and that most of these blanked out choices will always be blanked out regardless of your playstyle.
The game has a pretty good presentation. The layout has two parts to it - the left side has options and right side has the story text. The colors and fonts are clean and readable, but there are some things about the technical quality that could be slightly better: some of the writing is a little unpolished, and I found one bug too: (Spoiler - click to show)at one point in Alex's campaign, someone makes a rude comment about you and your Indiana Jones-costume. I then tried to talk to my supervisor, which caused a "Error: bad evaluation" text to appear on the screen.
I can't say the game entirely works as a story-driven experience. The story is short and mostly centered around its educational topic, and so I felt like I didn't really get to understand the two main characters as people - only as identities. But playing the game and reading how the story unfolds does generate some feelings of frustration and bitterness - even if a bit shallow, it does have some type of an impact on the player.
*sigh*
Finally, as you might have guessed from the fact that the topic here is microaggressions, this game is indeed very much rooted in Critical Social Justice, an ideology with a lot of postmodern baggage. If you decide to play it, I recommend keeping an open mind, but do pay attention to the broader implications of what the game is saying. (Spoiler - click to show)In my opinion, the attitude here is rather pessimistic, even infantilising, as it portrays normal adult humans routinely spiralling into depression and sleepless nights by clumsily well-intentioned but rude mannerisms and words.
The game is very linear, with most of the story unfolding the same way regardless of your choices. It takes around 15 minutes to complete the first time around, but it has a bit of extra replay value too if you want to see both Alex's and Leslie's stories. I'm not sure I'd recommend it for either educational purposes or as a fun pastime, but I guess there are worse ways to spend 15 minutes.
Hard Puzzle is a one-room parser-based game by Ade McT, published in 2015. You are a person held in a garage against your will, and you're told that you must assemble a three-legged stool to please your mysterious benefactors, or tormentors, called The Family.
The setting is that of undefined post-apocalyptic sci-fi or horror, with only dramatic proper nouns like The Event hinting at what grave terrors may have occurred in the past. The writing style is terse, which gives the game some sense of mystery - the player doesn't get to learn much about the exact circumstances of the game world, or even what's really at stake with this whole stool assembling operation.
Mystery really is the key thing about Hard Puzzle, and this extends to the gameplay and implementation too. You deal with a lot of different objects during your time in the garage - the stool parts, plus other miscellaneous things you find around the room - and figuring out how to use any of it is, ostensibly, a large part of the gameplay. Many items are discovered by taking apart other items, but the game never explicitly lists what you get when doing this. You have to keep manually checking your inventory, trying to keep a mental track of what is new, what might be useful and how everything connects to everything else. It's all somewhere between engrossing and frustrating.
With the slightly unhelpful and rough implementation, along with certain mechanical quirks that may very well be bugs, the game comes across a bit rough around the edges. Then again, it is said to be a "speed-IF", so maybe this is understandable. Many would even say that the technical shortcomings add to the odd charm of the game.
(Spoiler - click to show)The repetitive nature of trying to assemble the stool eventually makes you question the whole ordeal. You start wondering if, like the intro suggests, there could be a way to escape. As the player is stuck in the minimalistic environment doing the same things over and over again, even the mechanical quirks themselves acquire a significant meaning. For example, I personally started wondering whether the weirdly teleporting assembled stool could be used to leave the room. The way the fourth wall is broken here and there also casts doubt on everything the game claims to be about. Are the apparent implementation flaws a part of the design after all? What parts of Hard Puzzle are red herrings? Is it really a speed-IF? Can you take anything about the game for certain on a meta-level?
(Spoiler - click to show)Hard Puzzle is a trollish meta-game that is veiled in misinformation and deception. It's a puzzle game where the player knows neither the rules or the objective. It's a dysfunctional sandbox with a lot of moving parts that don't connect to each other. It's a contrived enigma. My opinion is that while the meta aspect is clever, it is essentially a game designed to waste the player's time.
Phantom is a choice-based game by Peter Eastman, published in 2020. It’s a story-driven 30-minute experience about an aspiring opera singer who meets the Phantom (of the Opera).
The game begins with some discussion about the tropes pertaining to this classic horror character. On my first playthrough, I assumed the purpose of this was to refresh the player's memory and ease them into the setting. (Spoiler - click to show)You could argue the whole game largely *is* a character study of Phantom; in some ways this idea even eclipses the rather low-key main story line.
The writing is generally good. It has enough detail to create a convincing image of the main character and her aspiring opera singer ways. The overall pace of the story is quite fast, though, and towards the end characters are introduced and plot developments happen so fast that not all of it has the weight it deserves. (Spoiler - click to show)The biggest twist here is that the protagonist is also villainous, so it’s not a clear-cut “beauty and the beast” tale this time around.
Your choices during the game (Spoiler - click to show)are less significant than you'd hope. Act III changes depending on what you picked earlier on, but not by too much. For example, I think that even if you choose classic Phantom, he is still a master of using modern technology and cameras for some reason.
The game has multimedia. There’s a background image of red curtains that creates a nice stage for the story, although when I was playing on Chrome, the lowest part of the graphic sometimes cut off to white instead of black, which looked a bit glitchy. The game also uses some background music. The snippets of classical and opera music work well in the context, but some of the public domain samples suffer from the limitations of their day, making the game feel a bit anachronistic. The story is supposed to take place in the modern day, but the audio quality brings to mind the 40s.
Overall, Phantom is not perfect, but it should offer an interesting time if you enjoy any media related to this classic horror character.
Minor Arcana is a choice-based fantasy game by Jack Sanderson Thwaite, published in 2020. You are a sentient Tarot deck with a long, grimy history and an air of misfortune about you. The story consists of a loosely structured series of recollections, some of which can be explored through your choices.
The game features bits of real life Tarot-traditions mixed in with some dark fantasy and fatalistic drama. The writing is of high quality, and it has a foreboding, mysterious tone that makes it quite interesting to read.
The story has a few different branches to explore, and (Spoiler - click to show)it seems that some of the content can only be seen while replaying. The design gives the game a secretive air - even after multiple playthroughs I was left curious about the game's story and setting, wondering if there were still any important details or additional closure to find.
It’s a fairly short game, only taking around 30 minutes even if you replay it a few times. It should be worth it if you’re looking for something otherworldly and ominous. Personally, the game consistently held my focus due to its slightly unique format and esoteric storyline.
A Calling of Dogs is a choice-based horror / thriller by Arabella Collins, published in 2020. In it, you’re a woman who is being held captive in a cage. Interacting with your kidnapper and (Spoiler - click to show)thinking about how to escape or gruesomely murder him make up most of your choices inside the game.
The tone of the game is intense and unpleasant. The slightly rambly and at times very graphic writing creates an impression of a feverish thought process where it’s mainly hatred that keeps one sane. I thought the characterization of both the hero and the villain worked well - I was always interested in seeing what would happen next in the story.
The game has an ambiguous lack of polish. The writing has a lot of typos and odd turns of phrases, but that might be an intended part of the expression here to create that aforementioned feverish, raw feeling. However, I did find one softlock too, which is a bit harder to defend. (Spoiler - click to show)During day three, right after being let out of the cage, I examined one of the choices twice. This resulted in a dead end with no more choices appearing.
While the game is short - only around 15 minutes - it has some significant branching paths and therefore replay value, in case you want to relive this harrowing scene. It’s simply a potent experience, if you don’t mind entering a darker place for a moment.
The Impossible Bottle is a parser-based game by Linus Åkesson, published in 2020. In it, you play as a six-year old girl who has to clean up and help do other chores around the house. Things are complicated by the fact that (Spoiler - click to show)she and her family seem to live inside a fractal arrangement of doll houses. Or maybe it’s all just the power of the girl’s imagination?
The gameplay is all about puzzles. The core mechanics here are really clever, supported by a well-designed and responsive world that encourages (and demands) experimentation. I was a bit frustrated by (Spoiler - click to show)how chronically helpless Dad is, but I guess most games wouldn’t exist if everyone else in the game world were more competent than the player.
The writing is efficient. The tone is sometimes ordinary, sometimes imaginative and whimsical. It does its job without wasting words.
The game has three clearly defined acts, but it still feels like a loosely structured “sandbox” puzzle game at heart. The drawback with this approach is that the gameplay can feel a bit uneven. I solved some puzzles before even realizing they were puzzles, and then, at other times, didn’t have the slightest idea on how to even begin accomplishing some task. Some random or timed events can also add to the confusion.
The way the game is playable either parser-based or choice-based is a nice and unique touch. I played the online version and thought the presentation was all around smooth.
The Impossible Bottle is an impressive puzzle game that makes me interested in the potential of Dialog. Even though my playthrough had some small snags and confusing moments, it’s probably nothing that can’t be fixed in a post-comp version. It’s fundamentally a solid title that does some unique things, and it’s simply fun to mess around with.
Saint Simon’s Saw is a program by Samuel Thomson, published in 2020. I’m not sure if you can call it a game, as it doesn’t have a conventional goal or a real win state - I would say it’s closer to a tool or a toy.
You’re supposed to think about a problem you have, then pick four cards from a deck to get a short reading. Like the blurb says, the process is a bit like tarot, although different - the cards and the logic of the reading both appear to be designed by the author and contain some unique symbolism and meaning.
The program has been made in Unity and it features some 3d-graphics, a smooth presentation as well as a set of hand-drawn cards. The execution is generally impressive, although there are a few typos and I couldn’t find a button for quickly restarting to get a new reading. Wonder if that is by design?
Carl Jung thought tarot could have relevance in psychology because of the archetypal imagery contained in the cards, and I’m guessing the author is along the same lines here. Symbols can be a powerful way to express concepts, and being confronted with symbolic imagery in relation to a personally important topic might help you see it from a new angle, or possibly ascribe new meaning to it.
The blurb says that this game is “intended as an aid for mediation, and for the envisaging of radical futures”, and I have no doubt that with the right type of a person it will do just the trick. If you enjoy esotericism, symbols, cartomancy and similar topics - or just have a generally pareidolic sensibility - Saint Simon’s Saw could be helpful, enlightening or simply interesting. It only does one thing, but it does it well. (It’s probably a very acquired taste, though.)
The Eleusinian Miseries is a parser-based comedy game by Mike Russo, published in 2020. The game is about partaking in secret religious rites in Eleusis, (Spoiler - click to show)although in practice it’s close to just being an excuse to gorge on food and drink, at least as far as the main character is concerned.
The game is, above all else, a puzzler. It consists of several mostly self-contained scenes with clear goals on what to do. The design is streamlined enough that it’s usually not hard to figure out what to do, although sometimes locating needed items or understanding how to complete the various objectives might be a problem. I personally got stumped at a few parts, but I wouldn’t say the design here is unfair in any respect.
The writing is rather verbose but polished. The game presents itself as a farce, and it definitely has some comical, unfortunate situations in store for the hero. The narrator voice has a lot of personality, being jovial yet a bit dainty and spoiled - it really fits the character of a cultured wastrel with a short attention span.
A part of me was expecting the game to go even further in some respects. The tone of the comedy strives to stay rather clean and prim at all times, which might clash a little bit with the hedonism- and debauchery-laden setting. Then again, I’m not too familiar with the major inspirations behind the story, or historical farce in general. Maybe this is the most authentic approach for this style? I couldn’t say.
With around 2 hours playtime and a detailed implementation that is fun to mess around with, there’s a good amount of content to be found in The Eleusinian Miseries. It’s worth checking out for a solid puzzler, especially if you’re interested in anything pertaining to ancient Greece.