A small twine game with a story where you are drawn into criminal activities.
The narrative is brief, but enough to get the point of the story.
The NPCs are named A.,B. and C. without much characterization -- there could have been more effort put into their persons to bring heart and soul into the story.
(Spoiler - click to show)Unfortunately the decision tree seems to be a bit awkwardly designed. The best ending obviously is that which can be reached within one move, taking the other choice will inevitably lead to a worse ending. So the game can only be won if it is finished as soon as possible, and the gameplay actually has to be avoided? Or maybe I missed something?
As the story is very short, there is not much time lost if you try it and find out the endings, so it is worth a try.
I am sure the writer of this game had a good intention. So the game is supposed to show the importance of safety at work, and that is fine. Improvised methods at a construction site can be dangerous for instance. I have seen photos of painters on adventurous ladder constructions.
So this game is located in an office building -- also okay. There are potential dangers. Let's see, what comes to mind? A partially broken wire of an office computer. Or another scene, an office worker places a candle with an open flame on his desk around Christmas, then is called away and forgets about it...
So no offence, but using a coffee vending machine (which has nothing to do with the work itself) as an object to demonstrate the importance of safety seemed a bit strange and even amusing to me. There are probably better examples, like those mentioned above.
Having heard so much about it I had to give it a try.
The setting and atmosphere are very deep and compelling. The reader/player can easily immerse in the events that take place and thus is motivated to explore the mystery. Elements of conspiracy and kabbalah are integrated; the authors obviously did some research on that.
The appearance of various machinery is intriguing. The personal assistant (a gadget called Triage) is cleverly integrated as a device to help the player. The function of the fantastic contraptions is explained in manuals that can be found, so there is not much guesswork to be done.
The narrative is remarkable, but the authors deliberately use some archaic expressions, which made it a bit difficult for me; nevertheless it contributes to the atmosphere of the Victorian age. The prose is extremely rich, has literary quality; sometimes it is almost too rich, so objects mentioned in the room descriptions are not implemented, resulting in contradictory messages, which were a bit confusing sometimes. On the other hand, deceisive objects are implemented with thorough descriptions and proper names that prevent ambiguities.
Furthermore the game is quite player-friendly; an elaborate menu of hints is contained. There are different endings, so it has replay value.
It is clearly recommendable for both beginners and veterans who like a steampunk setting.