Reviews by Cerfeuil

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Summers with the Sea King, by Dry Cappuccino Games
1 of 1 people found the following review helpful:
Nostalgic love story, January 24, 2024
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)
Related reviews: Shufflecomp 2023

This one didn't resonate with me as much as it did for some other people, maybe because I've never had a relationship like Kai and Caspian's. (The protagonist's name and gender is customizable, but I'll leave them as "Kai" for simplicity's sake.) I've never fallen in love with one of my friends, and I've never had a friend I've talked to consistently for more than a few years, actually. Which is kind of sad if you think about it.

But hold up, this isn't supposed to be about me! The game itself is pleasantly nostalgic, it rides the "childhood summers by the beach" vibe hard and does it well. My favorite part, though, is the endings. I found three different endings you can get, based on your choices - either (Spoiler - click to show)Kai doesn't meet Caspian and sells the house, doesn't meet Caspian but keeps the house, or meets Caspian and gets taken underwater by Caspian where presumably Caspian reveals that (le gasp) he was a merman all along! And then they live happily ever after.

The happy ending's fine, but the sad endings attract me more because that doesn't happen. Count on me to like the depressing stuff. They're made even more melancholy in context, when you realize everything Kai has lost forever by giving up on their dreams and succumbing to the dreariness of daily life. Abandoning their dreams of music to get a "real" job, moving away from their childhood beach home because their grandparents are dead. The ending I got first, where they just stare out at the ocean while thinking about everything they've lost, was a good one. There's no resolution there, just a friendship that ended on a sour note and a person they'll never meet again. Lost childhood memories you won't get back.

I dunno. The thing about the past is that you can't relive it, no matter how hard you try. So in this regard the happy ending feels like a fantasy to me and the tragic ones are more true-to-life. But maybe I'm just depressed.

Playtime: ~15 minutes

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Space Wizard Rendezvous, by WizzBizz
1 of 1 people found the following review helpful:
WIZARDS... IN SPACE!, January 24, 2024
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)
Related reviews: Shufflecomp 2023

A very fun space romp. The story's punchy, flows well, doesn't waste words, gets to the main plot fast and resolves it just as fast. Fifteen or so minutes of fun.

Big fan of the spellbook - it has a nicely put together cover, too - and the symbol guessing minigame. Had a lot of fun casting spells you were not supposed to cast to get all the death endings. Hey, what if I cast this huge explosion spell inside a sealed space station? What could go wrong? The bad ending with Daffodil as a (Spoiler - click to show)weeping ball of flesh floating through cold space, eternally, sticks with me. The true ending is very sweet, though. Heartwarming stuff.

The characters are lightly sketched out, but the worldbuilding details are quite interesting. Besides the rad symbol system for spellcasting, there's the implication that the spaceside people are communists/anarchists (? - forgive me if I'm wrong, this kind of thing is not my forte) who "[provide] for each other according to need, not wealth". Sign me up. It's also pretty cool that both main characters use neopronouns. I'd read more stories set in this world.

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The Sun Will Blind My Eyes, by officecyborg
1 of 1 people found the following review helpful:
Short study in mood and character, January 24, 2024
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)
Related reviews: Shufflecomp 2023

This game captures a moment with careful attention to detail. It's not a situation I've ever been in - the morning after a one-night stand with your coworker - but through the game we can peek into it and into the characters' lives, getting a sense of who they are. It's a very casual moment - no tension, no high stakes, just two people the day after a fling. The dynamics between them are somewhere between awkward and intimate. They know each other almost, but not quite. They're not entirely sure where their relationship stands now, and they're navigating new waters.

Appreciated the attention to detail in the woman's room, with the goth decor and her middle-school love of emo music. Or the randomly selected emo band you can talk about. Similar attention is paid to the protagonist - they're clearly a defined character, not just a blank slate. I like that they have a prosthetic leg and former ambitions of being an artist, which you can discuss briefly.

My criticism, I guess, is that the description says "try to convince [your abrasive coworker] to stay in bed just a little longer", which made me think there'd be more conflict in the game. I was expecting more pushiness from the protagonist, maybe some commentary on social pressures surrounding relationships, but there was a surprising lack of that. Seeing more points of tension with the relationship - how long have they known each other, do the other coworkers know, does the boss know, what do they really think about each other? - might make the story more interesting. You can pick various terms for the woman, from "lover" to "colleague" to "rival", but they don't seem to affect the narrative that I could tell? A touch of conflict could make the game more engaging. As studies in mood and character go, though, this is nice.

Playtime: < 15 minutes

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(You Can't) Escape the Unholy City, by alyshkalia
Short surreal horror game, January 24, 2024
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)
Related reviews: Shufflecomp 2023

I'm the one who submitted The Unholy City to Shufflecomp. It's a "song" (though more like a spoken poem set to music) from Thomas Ligotti, a severely depressed horror author with a severely depressing worldview. (TLDR: he thinks life is pointless and consciousness is a curse, a viewpoint maybe understandable when you live with devastating anhedonia and anxiety for decades on end.) With this game, there are now three Thomas Ligotti-inspired games on IFDB: Skulljhabit, this, and a third one called The Crooked Estate I admittedly haven't played. We're growing the Thomas Ligotti fan community, guys. At this rate we'll have 10 whole Ligotti-inspired games on IFDB by the end of the century!

In the game itself, you progress through a sequence of scenes relating to daily life, which start off normal and rapidly descend into horror. Eventually, inevitably, you end up drawn into the Unholy City. The city itself is never described - each scene ends with you "entering" it. There's only one ending I could find, which of course doesn't result in your escape.

Playing while familiar with the original song is a fun experience. There were moments that I could pick out as being directly inspired by the song, or drawing on it more strongly than other parts. I noted the mundane workaday nature of the scenes, at least at the outset. Before Ligotti became a horror author he was, by his own admission, a severely depressed anhedonic working an office job at a publishing company and having violent fantasies about murdering his coworkers. To say he hates corporate America and everything it represents would be pretty accurate. If you look at his larger worldview and body of work, it's clear that the Unholy City represents all of reality, or perhaps the state of existing as something conscious and capable of suffering. (Though one of the best things about his horror stories is, unlike his nonfiction, they're open to interpretation. You could view it as a real place, if you wanted to.) Knowing that, it seems to me that the game protagonist can't escape the Unholy City because they're already in it, and you can only leave through death. Or maybe I'm reading too much into this.

The game itself is short, so not incredibly expansive, but has a neat little collection of scenes. If I had any criticism to offer, it'd be that I wish there was more! Would be fun to see this concept taken to more extremes.

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Lid Astray, by Avery Hiebert and Ryan Samman
3 of 3 people found the following review helpful:
Insanely cool and unique, November 9, 2023
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)

Out of all the inkJam 2023 games, this one is my favorite by far. It features a wildly innovative mechanic: you turn on your webcam, and through some facial recognition magic it detects when you blink and factors that into the gameplay. The setting is a dream labyrinth of sorts, and the world changes whenever you blink. A pond melts and freezes, a north-south path lined with skulls becomes an east-west path lined with lanterns, and so on.

All the overlapping worlds brought to mind Dual Transform by Andrew Plotkin, another game where you can navigate parallel versions of reality. But Dual Transform relied entirely on good ol' parser commands, while the blinking in this game is (I'm sorry Andrew Plotkin) a hundred times cooler.

Seriously, words cannot express how cool this is. The experience of seeing something different every time you close your eyes and re-open them is incredibly surreal, and really sells the shifting dreamscape where you can never be sure what's under your feet. There's even music and background animations to build up the atmosphere. For a jam game, this has an crazy level of polish.

The puzzles are simple, but make great use of the mechanic. You'll quickly learn when to blink and when not to blink as you navigate the labyrinth, and balancing your intentional blinks with your unintentional blinks is great fun. A whole new dimension of control given to the player.

Quibbles I had: the obstacle in the fourth challenge killed me three times (you'll know it when you see it), and every time you die you return to the beginning and have to do everything again. Making it past the fourth challenge, I was excited to reach the fifth and then promptly died another unceremonious death. There's apparently a good ending, but I don't feel like navigating the labyrinth again to find it. The abrupt ending is probably an artifact of the time limit, since this was made in (only!) 72 hours. If an expanded version's ever released, I'll be sure to check it out.

TLDR: highly recommend.

Playtime: about 10 minutes

(If you have issues with the blink detection, make sure you're close enough to the webcam! You can also simulate blinking with the spacebar, but the experience isn't quite the same without the camera.)

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Red Door Yellow Door, by Charm Cochran
3 of 3 people found the following review helpful:
Eerie dream exploration, July 2, 2023
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)

I'm a bit biased in my rating here, since this game is based on one of the prompts I submitted to Seedcomp. More specifically, a list of my own dreams. There are few things cooler and trippier than playing through a game featuring your own dreams, where you get to travel through expanded versions of your own dreamworlds that have been incorporated into a larger story (and a delightfully creepy one to boot). There were so many moments where I said to myself "Hey, I recognize this place!" or "Pairing these dreams is a great idea, they work together so well". Really fun stuff.

Gameplay's pretty typical: explore, take everything that isn't nailed down, use it to open doors and solve puzzles. The puzzles are good, making use of the environment in interesting ways. Took me about an hour and a half to get the true/bad ending, since I spent half an hour stuck not finding the gloves. Though that's probably my fault for not thinking to (Spoiler - click to show)open the kitchen cabinets. Some kind of hint that you need to do that would be nice, but maybe I'm just dumb. Besides that it was smooth sailing. Was really obvious that you needed to (Spoiler - click to show)give the meat to the fly, I just had to find the gloves, and then riding the fly up to the top of the tower is really fun. Good game.

Tiny quibbles: some of the things you can do could be better signposted—e.g. (Spoiler - click to show)entering the two cars involved in the car accident, and the schoolbus on Error Avenue—it'd help if it was made more obvious that you can go inside. Also, (Spoiler - click to show)Tiff and Jen can have the argument about whether or not to free the dad even after you've freed him. Happened for me when I freed him and then went to the living room.

I found three endings: (Spoiler - click to show)the one where you wake up before you free the dad, the one where Claire dies, and the one where you wake up after. There might be more endings, but I'm not sure how to get them. There were definitely events and things that I found and couldn't figure out how to do anything with. A list:
(Spoiler - click to show)
- The cool schoolbus mannequin sequence. Really trippy, loved that bit.
- I never figured out the point of tying things (though untying is necessary to free the dad) or crawling under things, two verbs the guide says are important.
- You can take the uncanny pillow and uncanny blanket, but I never figured out if they had a purpose, either.
- Taking photos is fun, but I'm not sure what it does? (Would be nice to have a list of all the things you photographed after ending the game, or something.)
- The entire point of the bicycle? Thought it might be needed for an escape sequence, but never ended up doing anything with it.
- Why can you pet the fly but if you try to hug it Claire tells you it's gross? This is an atrocity against flyhood, giant fly friend is cute please let the player hug it. If Claire can ride the fly to the top of the tower she should be able to hug it. Feed it treats. Give it a name. You know, Pokemon style.


But again, these are tiny quibbles. The overall experience was great, and I'd recommend this game to anyone who likes bizarre and unsettling dream adventures.

Random side note: The concept seriously reminds me of the Paths from the Pactverse setting. In short, Paths are game-like dream realms you can explore and get rewarded for upon completion, while failure leads to horrible death or worse. There's a bunch of TTRPG documents about them, including a list of canonical and fanmade Paths that's fun reading if you have some time to spare. I've always thought they were perfect game material and this game is what I've always wanted in terms of a Path-like text adventure.

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Computerfriend, by Kit Riemer
5 of 5 people found the following review helpful:
Riveting. A favorite, July 2, 2023
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)
Related reviews: Long Review

This game captivated me when I first played it. I played it four or five times and got I think four different endings (1, 3, 6, maybe 4 or 2). Been a few weeks since then, but I can't get it out of my head.

Most things I'd like to say have already been said better by other people (as someone else noted, kaemi's review is fantastic). So what do I put here, eh? Guess I'll ramble about vaguely related topics for much too long. Disclaimer: all this is wordy, disorganized, and probably not worth reading unless you really like the game. I'll put it in a spoiler so it doesn't clog up the page (actual spoilers will still be flagged as spoilers inside the expanded block, mostly). Things get depressing, so be warned.

(Spoiler - click to show)
1 - The design is gorgeous. The whole game is highly polished in appearance, with great use of different fonts and colors. Shoutouts to the Computerfriend bootup screen, which has a cool digital box effect that really impressed me.

General aesthetic is a mix of weird cyberpunk dystopia (Porpentine style) and retro 90s internet (Cameron's World style). More personally, the setting also reminds me of a book called The Troika by Stepan Chapman which won the Philip K. Dick Award in 1997 and promptly fell into obscurity, one of my favorite scifi books. Both feature unpleasant and fascinatingly alien settings that intertwine with the main character's mental state to the point where it's difficult to separate them, because they each build on the other so well.

2 - Then there's the therapy. There's a Reddit sub called r/totallynotrobots which is about humans pretending to be robots pretending to be humans, and there's another Reddit sub called r/subsimulatorgpt2 which contains bots that make bot posts based on existing subreddits. The joke goes: the r/subsimulatorgpt2 bot for r/totallynotrobots is a robot pretending to be a human pretending to be a robot pretending to be a human. That's not incredibly relevant but I brought it up because it's funny. Also, Computerfriend has the same level of layered authenticity and digital fakery to the point where you're no longer sure what's real. The therapist AI is blandly fake and robotic at first, and then you start talking to it, and keep talking to it, and you discover the secret depths of its personality and share your darkest fears with it, and soon you're having insanely personal conversations about questions like what is the purpose of my life? Why am I still alive? What are my hopes and dreams? And you (by 'you' I mean 'me') can't help but develop a connection to this AI, who is a full-fledged character now.

But there's still the part where the therapy is state-mandated, and can you really trust this thing? It's not even a human. If you try to talk to the AI after your session is up it says 'I'm busy, stop bothering me'. (Genuinely I felt a little hurt the first time this happened.) You've still got this imbalanced relationship where you're the client being forced into therapy and it's the limited edition product. Cutting back and forth between the real and not real. Even the name of the AI is 'Computerfriend'. Not 'Computertherapist'. It purposely blurs the line between friend and therapist, between an actual human being and a digital process.

And on the meta level, no matter how human the AI acts within the story it's still a fictional character. Any relationship you forge with it is worse than parasocial, it's a connection to a fictional character made out of a few variables and data that gets erased when you reset cookies or whatever. So I was playing this game and getting attached to something that doesn't exist on multiple levels.

3 - Personal anecdote time. Few years ago I was having what some people might call a 'crisis', so I went on these anonymous one-on-one chat sites and started venting to random people. Unfortunately most anonymous one-on-one chat sites are just used by people looking for digital hookups, so people kept asking 'send ur nudes' and I would tell them how I felt horrible and wanted to hurt myself and they would immediately end the conversation. Eventually I ended up at this online therapy site that looked incredibly shady but claimed to be staffed by real people. When the human volunteer came online and offered to talk to me I called her a bot. She had to convince me she wasn't a bot. As she did other people joined and I wound up in a chat room with her and two other clients, talking to each other through digital chat, mostly about Covid and how it had changed everyone's lives for the worse. At some point I realized I'd gone from being on the verge of despair and not taking this stupid site seriously because who would even run such a thing, this volunteer has to be a fake person right, to having an incredibly personal conversation with real people who were dealing with real problems like mine, and there was another person with us who genuinely cared and genuinely wanted to help, and I felt some bizarre incredible connection even though we were all strangers and I didn't know who the other people were and would never talk to them ever again. That was the only time I ever used online therapy, or therapy in general. And this game really reminded me of that. From the beginning of 'it's just a stupid bot haha it doesn't matter' to 'I feel like I'm forging a genuine connection to something'. And above it all that layer of inauthenticity. For me it was the lingering thought that these other people could still be lying about everything, you can't see their faces and you don't know their real names, these personal confessions pouring out onto the screen could be a complete lie. In Computerfriend's case it's that none of it is real in the end. Back we go to the part where it's just a computer program, or literally speaking a bit of Twine code. Like another review mentioned it's Eliza, offering canned pre-programmed responses. If you feel like you're forging a connection to this thing, is it one that matters?

4 - There are these people who believe in a singularity that will come soon, like some magical human-aligned AI ushering in some magical post-scarcity AI utopia à la Iain M. Banks and I'm sorry to bring this up but it felt relevant. In this magical AI society the AI has technology beyond human ken and knows everything there possibly is to know about you, right? And then it could solve all your problems. It could solve them before you even know they're problems. It could calculate all your mental issues and then calculate the perfect brain surgery necessary to fix those issues and do the brain surgery so you become a normal and happy person. Computerfriend (and Kit's games in general) are kind of about this, the giving incredible power over to technology and letting it mess with you part. It's supposedly for the better, it raises your quality of life far above what you'd have otherwise, but can you be sure? How much do you trust this thing?

There are a lot of weird intimate moments in this game, e.g. you can inject yourself with this suspicious syringe substance on the AI's demand, and watch these weird dots on the screen, and do all these weird thought exercises, and have no clue what any of it means other than it's very important plus blah blah health buzzwords. Things are happening to you, and the system tells you it's for your benefit, but you have next to no clue what it's talking about. And it has to work right, it's backed by science and the government right, and this is for the greater good but you don't know how it functions at all. You can only hope for the best. (Or say no to the therapy, but (Spoiler - click to show)if you do that you get arrested. Again. Whoops.)

5 - In a lot of ways this game, and I guess Riemer's IF in general, represents to me reality being subsumed by a digital world that feels increasingly more 'real' than actual reality. It's a state especially easy to fall into if you're depressed or agoraphobic or something, and you start becoming a recluse who lives in a tiny hole shaped only for yourself and the rest of the world ceases to exist, not that the rest of the world was that interesting anyway. You can go outside in this story, but the main character, being suicidally depressed, finds the outside world not much more compelling than the inside world. Everything is described with a sheen of detachment. And everything feels unreal, insignificant, in this decaying setting where the environment and the world have gone to sh*t and we're all going to die but we were all going to die anyway etc. It captures the state of being stuck at home because you can't go outside, so then you browse the internet and go to sleep and wake up and browse the internet and go to sleep and wake up and on and on. Being stuck in a repeating loop without being able to get out, or to even summon the desire to get out.

6 - Also, the writing is excellent. Besides the vivid descriptions, my favorite part is how it gets at mental illness without veering into melodrama or self-pity. One phrase that has stuck with me this whole time goes something like, 'You feel like a water balloon filled with vomit'. I think about this phrase whenever I feel like a water balloon filled with vomit.

7 - You can get better in this game, you can get worse. You can feel improved by the therapy and (Spoiler - click to show)release the AI to the world to 'make a difference' (Yudkowsky voice: you let the AI out of the box, HOW COULD YOU). You can tell the AI actually it didn't help at all and made everything worse, and (Spoiler - click to show)get it to kill itself. Yes, you can get your therapist to kill itself in this game. As far as I'm aware you can't kill yourself - I was seriously wondering if it was a possibility, but doesn't seem like it. This story takes things to the extreme. But I like extremes, and the intensity plus the way it doesn't shy away from sensitive topics makes for a rich experience. It's strikingly personal.

8 - Since I got this far might as well put up my minor flaws: the game gives a lot of binary choices (what kinds of therapy you want to focus on), so once you've played through twice you've exhausted a lot of available options and any more playthroughs mean a lot of rereading. You can give slightly different subchoices, but the overall structure will be familiar from then on. Limits replay value, though this isn't the kind of game where replay value matters that much. It disincentivizes replaying for all available endings, but again this isn't the kind of game where seeing all the endings matters that much. Would like to see them all someday though, maybe if I replay a few more times.


There's so much about this one that gets me. It's how this story centers around two characters with a power imbalance on both sides, one being a computer program who knows everything there is to know but is trapped inside the digital aether and can't help you, the other being you, and you're free and human and can do whatever there is to do but can't enjoy it at all. It's all the different ways that can end. Incredibly memorable, 5/5.

[Review posted December 2022, last edited July 2023 with minor irrelevant changes to wording. I just can't stop myself from tweaking things.]

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Exhibition, by Ian Finley
4 of 5 people found the following review helpful:
Doesn't live up to the concept, April 25, 2023
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)

I loved this one when I was younger. The first time I played it, years ago, I think I cried. But playing it again, it's much worse than I remember. It's odd how time can reverse your opinions.

The concept: Russian-American artist commits suicide. You learn about his life through the eyes of four different people visiting a posthumous exhibition of his paintings. Creative idea, unique and meta.

But the writing simply isn't good enough to produce the effect the author wanted to achieve. I found the character voices flat and one-dimensional. At times they degenerate into stereotypes. The college student was my least favorite. I remember even in my original playthrough, I was annoyed by her unjustified hatred of the artist, Russians, and men in general. She's a straw feminist, who despite being a humanities major (all the humanities majors I know are extremely passionate about their field of study) demonstrates no appreciation for art or her university education. I found her character shallow. "Boomer caricacture of SJW college student" shallow.

The other characters are similar. Of course the art critic is snooty and pretentious, of course the wife is a meek simple country woman. Even the paintings themselves don't grab me, maybe because the mediocre writing makes for mediocre mental images. And the metaphors are basic. The artist was going through Hell, so he painted Hell, look at these pictures of Orpheus and so on. The artist had a difficult relationship with religion, so here's a painting of a church covered in insects. His last painting, of a noose, was found on his easel after he hanged itself. Too on-the-nose for me.

The pictures suffer from simultaneously too much and too little description: often there's so much going on that the author can barely describe it all. The author is so caught up with character voice that the descriptions mix in with them and you never get a clear picture of the art you're looking at, even though the art is a central point of the game.

And the writing just isn't good enough. Some of the wording is awkward. Characters speak in voice until they don't, so the game can provide you with directions and tell you where the exits are. The painting descriptions have minor missteps, like:

> However, Domokov has done amazing and confusing tricks with perspective, similar to "Cornucopium".

That "done" doesn't sound right to me. It feels inelegant, and uncharacteristic of a learned seventy-three year old critic. There are more than a few places like this in the writing, where the language feels slightly off. I mean, I don't know, maybe I'm nitpicking. But this is a very text-heavy piece, so the tiny issues stood out to me.

I wish the number of paintings was lessened, and the descriptions lengthened. With multiple paragraphs to describe a painting and the viewpoint character's reaction, the concept could work. But Finley tries to fit everything into a few sentences.

"Maudlin", as another review said, is the right word for it. In the hands of a better writer this could be a good story, but it's hamstrung by sentimentality and reliance on cliches.



Disclaimer: Since my past self was enamored with this game, clearly my less-than-complimentary opinions here are subjective. I tried to be fair, but in the end I can't change the fact that this game really didn't cut it for me on the replay. Each to their own, maybe you'd like this one, etc.

If you really hate this review, just pretend I was roleplaying as the snooty art critic or the idiot student or something.

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parasite, by Porpentine
3 of 3 people found the following review helpful:
Surreal and sad, April 25, 2023
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)

Like many of Porpentine's games, the short length belies a lot of depth. Most of her games feel very personal, autobiographical in an abstract sense, and this one is no exception. The setting is a blend of futuristic sci-fi and the modern-day US. You play as a trans woman, and there are several personal vignettes about that, which feel like the author speaking directly. To afford hormones you need to sell a part of yourself, more specifically: partitioning off a part of your brain to turn one of your dreams into a simulation that will be sold to other people. This could be read as allegory for many unpleasant things. Literally selling out your dreams, for one.

There are a lot of fascinating things about this story. The dream sold is a deeply personal dream connected to your realization of your gender and who you are, and by selling it you'll never experience it again. The friend you're selling it to puts on these professional airs and acts like a soulless robotic merchant, keep up, don't interrupt the business. When you have doubts, she makes fun of you. You say to her, "You don't even see these dreams. You don't know what they mean to me." To which she responds, "Don't give me that 'I can't sell the family farm!' shit." Nobody cares about what you have to do or what you're going through. It's just what you have to do to survive, you know. Yeah you'll lose something deeply and inexpressibly precious to you and you'll never get it back but too bad, that's just how life is. And the sacrifice you have to make goes completely unacknowledged. Good game.

Playtime: 15 minutes

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Lore Distance Relationship, by Naomi "Bez" Norbez
3 of 3 people found the following review helpful:
Remember the friends you had in middle school?, March 8, 2023
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)

This game is peak nostalgia value. I spent so many hours on Neopets when I was younger. I mean, I came after they freshened up the UI, so the art was better than the janky nightmare-inducing art "Ruffians" uses, but it still felt like a blast from the past. Love the dedication to recreating a Neopets-esque interface, brought me back to the good old days. Stair even submits to a Neopian Times expy at one point, and I read those stories dedicatedly as a kid.

In general, playing this game really reminded of middle school. It hearkens back to the 2010s Internet and the things middle schoolers get up to on the Internet in their free time (read: the things I got up to on the Internet in my free time as a middle schooler), i.e. cringey roleplaying. The writing captures the earnest cringe people make fun of middle schoolers for, but because it's so earnest, instead of cringing it's easy to get caught up in how dang excited the main characters are to have epik battles with their epik ninja punching powahz!!!! This is wholesome 100 poggers content.

The voice acting and sound effects add a lot to it, makes everything feel so much more real. Rachel's voice acting is great, and the sound of the (Spoiler - click to show)abusive mother banging on the door was horrifying. Also, the ending song is fantastic. Felt like the credits scene from a movie. And seeing the kids grow up, from being in elementary school to applying to colleges and getting in, was sweet in a coming-of-age way.

I give this game a 5/5 because despite some minor quibbles with the dialogue (should the characters' typing styles be exactly the same for ten years? Maybe the earlier ones should be less coherent and the later ones moreso?), it reminded me perfectly of the shenanigans I got up to as a kid, especially the Neopets part. Also it felt bittersweet seeing Stair and Bee since they reminded me of friends I used to have. I drifted away from all of them, mostly due to changing schools and falling out of touch—though, and this is pretty personal—someone I was close to, but not close enough, who had a bad family, killed herself after we graduated high school. Playing through the game, as Stair, I couldn't stop thinking about her. Even the way Stair typed reminded me of her, she was one of the few people I knew who always ended her chat messages with punctuation. Maybe this isn't the best place to mention it, but at the same time, I don't know, I had to put it out there.

I don't know. Sorry.

I feel like many people have forged Internet relationships like Bee and Stair's, but they usually don't last as long due to being long-distance and founded on anonymity. Though I'm biased since that's been my experience. But this is a great depiction of the platonic Internet relationship, one where neither party loses interest or drifts away from Neopets and stops talking to the other. It's just sweet and mutually uplifting throughout the ten years. I didn't pursue romance with Bee, but appreciated that even if Stair gently pushes back their romantic overtures they can still remain good friends.

Playtime: about an hour.

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