The concept is not bad, but there is something missing behind it. The game makes the player read summaries of newspaper articles and decide which of them are interesting enough to appear in the newspaper. The article suggestions are entertaining and I had some thoughts about them. (Spoiler - click to show)The game ends with a list of the articles that were chosen and a statement concerning my choice. I replayed some times but the choices obviously did not affect the final statement, so the interactivity is just an illusion. There should have been a genuine evaluation of the topics chosen. There is not much time needed to check this out, so it is surely worth a try.
The text is quite abstract and makes you think about it, and there is surely some truth behind it, but the excessive use of metaphors has an effect of disadvantage on me: it lets the arguments become blurry. Maybe a philosophical statement (and justice is a philosophic topic) would have more impact without many metaphors. So language may be created in a sense of beauty, but its message may be partly lost or misinterpreted as an unwanted side effect. Nevertheless it is sometimes enjoyable to read the thoughts of someone else.
The start is quite interesting, but like so many Quest games it is unfortunately not complete -- I don't know why, but I suppose that many novice authors start their games, finish it to a certain degree, then put online what they have with the announcement that they will continue it later (which I can understand -- it is something that they are proud of, even if it is just a part of a finished product, and Quest games can easily be put online), and finally forget about it, for whatever reason. Maybe they find something more interesting, or they don't have time for it anymore, I can't tell.
In this case, the story is promising. It makes the player want to know what is going on. It introduces several characters who can become suspects later. But the game ends abruptly with the forementioned announcement; so as a player I felt a bit betrayed, I hoped for a solution and there was none.
I encourage the author to continue this.
This is a quite short Twine story with additional animations.
The content is okay, a standard science fiction in a brief version. The prose is well written, its design successfully created the impression in me that the depicted incidents are a dream or a vague memory.
There were graphic elements in the form of easier animations included, and it has to be acknowledged that they are not parts taken from an exterior source but the author's own creation. It shows that the author tried to bring new aspects into a Twine game without resorting to materials of someone else.
There are different courses towards the ending, so the story can be played more than once. I would have given four stars if it had been a bit longer. But so far it is positively worth a try.
The beginning looks promising, an apartment that is simulated in detail, a way to the working place and the work. The descriptions are nice, and this is announced as a test version, so two stars (with leniency).
The things mentioned in the room description are not implemented. It does not seem to have any consequences whether the player gets dressed or appears at work without his clothes. The mapping does not work once you leave the path between home and work (it is quite confusing). And I did not find an obvious clue what to do at work.
I hope the author will continue this.
Note: this rating relates to the test version.
This is a nice little game with good prose. The graphic elements are dispensible; the author is able to present good writing and I would have preferred further descriptions of the animals over the display of pictures. The game is principally a CYOA-game, although there are commands to be chosen by clicking on the hyperlinks; it was written as a conventional text adventure, and the command line has been removed. This is a technique which is possible with the Quest editor. (I see that Quest does not have the best reputation among programmers. I think it is not bad in itself though, it just requires some additional work.)
The story is short, but a nice diversion.
A nice short story with a disturbing ending. The writing is sufficient, the concept promising. The ending comes a bit too abrupt and made me wonder if it was meant to be the regular ending, also regarding the fact that there is a broken link some pages before, so I got the feeling that I had missed something. I encourage the author to revise the code and fix the bug, and maybe to continue this story, as it has some potential.
Generally including graphic elements is not a bad thing. The player is enabled to visualize the locations, which can be of advantage. But such elements should be used with care. I am not sure about the common conventions, but using material of external sources is not really creative in my opinion. Displaying a (principally copyrighted) picture of an alien taken from a Predator movie is a different thing than describing an alien inspired by those movies. A game should be new, original, and not put together by parts that already exist in other places (and were somebody else's creation).
The game in the current version contains severe bugs and is subsequently unplayable. A weapon is there, taking it results in a description how it feels holding it, but it is not moved to the inventory, so cannot be used in the next room. There is another room that cannot be entered: an error message appears. So in the end the game obviously cannot be finished.
For a speedIF entry this is an extremely well organized game with well crafted details and a hilariously unpleasant NPF (non-player fish). The atmospheric messages are funny and give a personality to the fish. The game can be solved within a few moves, but the enjoyment of it emerges from realizing the little details found in the room and exploring the life and motives of the acting person.
The game has a crazy quilt environment, a common device in surreal settings. Different rooms are patched to each other. It may contribute to a surreal atmosphere, but here it makes navigating the rooms and scenes more difficult. Talking about scenes: they are integrated into static room descriptions, so will happen every single time when the room is entered. That is something which I can live with, maybe even done on purpose. But then the room descriptions (and described scenes) reveal objects again and again when the room is entered, even if the object has been taken or moved into another room, but the thing is not actually there anymore. That is annoying. Which brings us to the next point: The room descriptions contain things and most of them are not implemented as objects, so dealing with them is met with a reply that this object is not existent. Which is frustrating and makes the player wonder if there is a reason to try any interaction.
The basic idea of the game may be fine -- I suppose it deals with a mental landscape of memories -- but the technical side leaves a lot to be desired.