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BaoBao, by Cassandra Khaw and James Persaud
1 of 1 people found the following review helpful:
An unusual yet elegant remembering of one's mother, September 12, 2022*

BaoBao follows the trope* of a protagonist digging through a computer only to find a surprise AI. Our protagonist is Aiyo. Her mother recently passed away and she now needs to sort through the contents of her computer. Along the way she uncovers an AI.

Gameplay
Gameplay consists of the player rummaging through a directory system on a computer. There are several directories, such as recipes or notes, each of which contain a file named “baobao” and a string of numbers. The other files in the directories are of no interest. The player only makes progress by exploring the baobao files, but when they do an AI intervenes. The AI prevents the player from viewing the file’s contents but instead adds new commands to the home folder that expand the story.

The game also has the option making a cup of tea before returning to the computer. This added some ambience because the protagonist is trying to stay calm, and level minded in the aftermath of her mother’s death. It adds a nice self-reflective approach. And if the player wants to pause the game itself to make some tea, that is fine too.

The game's description is "A young woman is sorting through her deceased mother’s personal computer and finds an AI in her way." If I did not know otherwise, I would not have said to myself "oh wow, I found an AI!" It is more subtle than that. They only part that screamed AI was when (Spoiler - click to show) the game says, “Aiya, don’t try to hide your face. I can see you know. This computer got webcam. Aiyo. No make-up also,” implying that it is Aiyo’s mother, or at least a digital version of her, is present. These interactions are brief and sometimes it can be confusing to keep track of when the AI is addressing the player and when the player is merely experiencing the Aiyo’s thoughts, especially since they are both shown with the same white text formatting. It does not feel like you are interacting with an NPC. While I liked the subtly, this vagueness may disengage players.

Story
Game has some interesting themes on femininity, especially from traditional conventions. Aiyo has vivid memories of her mother and philosophies of beauty. Especially vivid ones are the smell of her mother's perfume or the fancy ornate patterns on her lipstick case the surface as she searches the computer. We learn that her mother was (Spoiler - click to show) always worried about her daughter's chances of finding a decent husband, one that would love her and never have affairs since her own husband had a beautiful girlfriend on the side. That was her main priority for Aiyo. She would often say that Aiyo was not pretty enough and that she should take things like makeup seriously. From the mother's perspective, this was not meant to be mean but to ensure that her daughter found a husband who would love and respect her. From Aiyo’s perspective this was stifling, and she was frustrated over her mother's attempts to find her the perfect lipstick shade colour or pressuring her to diet to maintain a feminine size and figure. These differences in ideologies come to light as the AI reveals more about the mother’s view of her daughter. They begin to come to an understanding.

I kept thinking that baobao is a pretty cool name for an AI until I found the translation. 宝宝 (baobao) is a word from the Chinese language that means baby or treasure and can be used as a term of endearment. The application of the word can vary, but this definition was the bulk of the results I found. So, is the (Spoiler - click to show) AI Aiyo’s mother or is it just a model of her personality and interests? Did her mother intentionally create the AI or was it accidentally formed from the clutter on the computer? There is a lot to consider with intriguing implications. The game ends with (Spoiler - click to show) the AI giving the player full access to every baobao titled file on the computer so that the Aiyo can finally see the parts of her mother that were always hidden, the parts where she genuinely loved her daughter but failed to convey it in life. In death it is as if Aiyo is relearning her mother. The game wraps this up on a graceful note that I found to be memorable.

Visuals
The game keeps it simple with the visuals but uses stylization to create the appearance of a computer screen. For these segments the game has a black screen with green text and blue links. Otherwise, it sticks to white text. The creative part was that the player could choose between clinking on links to navigate the computer or type them in. This added some nice interactivity to an otherwise basic Twine format.

Final thoughts
I really enjoyed this one. It is a thoughtful sci-fi game with a contemplative approach to death and memories. The dynamics between Aiyo and her mother were especially compelling and thoughtful. Throughout their lives they always seemed to clash in values but now Aiyo gets to see the possibility that she was closer to her mother than they both realized. Plus, I liked the cover art.

*Binary by Stephen Granade comes to mind, even though it has a different tone and subject matter.

* This review was last edited on November 7, 2024
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Alco's Infinity, by drakirby
1 of 1 people found the following review helpful:
A human, a cyborg, or an AI? A casual look at different definitions, September 11, 2022

Alco’s Infinity follows Alco, a crewmember on a four-person starship that carries out assignments for the Universal Corps. This is a world where it is commonplace for people to undergo body augmentation to better perform in their jobs and daily lives, and where almost everyone has a built-in assistant AI. Alco’s AI is named Eve.

The game touches on themes about transhumanism and how people view your own expression of self. What does it mean to identify as human in a society where advanced augmentations can make one seem more machine than (hu)man? Is there a boundary between being an augmented human and a machine with a human experience? I was pleased to see that Alco’s Infinity strives to incorporate these ideas into player-character interactions. By no means is this game a comprehensive discussion of this subject. But as a short Twine game it does give the player a taste of possible perspectives.

Gameplay
Note: Technically there is nothing that says that Alco is male or female so I will just refer to them as a gender-neutral protagonist.

Before the game begins, the player is told that they will have four opportunities to influence the gameplay. Normally I like Twine games that are a little more interactive, especially ones with lots of text in each scene, but I appreciate how direct the game is by giving the player an overview of its interactivity and how they should expect it to shape the story. Even though four opportunities do not sound like much it does make it where you feel like you can follow how your choices guide your path in the game. The easiness of exploring each route also adds replay value.

For example, the first choice that you make (Spoiler - click to show) summarizes your life’s mission and determines the sightseeing activity that you do later in the game. The worldbuilding is rich and vibrant. It is the type of metropolitan spaceport that could even attract the player if such as place existed. It is an alien urban setting with noodle bars, creative alien species, museums, and an infinitely diverse range of businesses. The gameplay only devotes a sliver of time to explore these areas, but the author knows how to cultivate a diverse landscape, however brief.

An important point near the start of the game is (Spoiler - click to show) when the crew meet with two ambassadors of an alien species that requires both parties to communicate via integrated AI. Halfway through the conversation, one of the ambassador’s AI goes haywire. Alco transfers Eve to the ambassador’s system to run some diagnostics. This brief separation from Eve almost gives Alco a panic attack, but this ends when she returns (I recommend playing the scene in Alco’s hotel room where Eve speaks about this moment while Alco swims in an ocean simulation). Everything seems to go back to normal, but later the story proves otherwise.

In the final segment of gameplay, (Spoiler - click to show) the crew is tasked with investigating an alarm at an abandoned outpost. As they search the area Alco notices that Eve seems to have disappeared. Suddenly Alco and Wen stumble into a room to find an android strangling Aego. On the ground is Brav, dead. The android addresses everyone in Eve’s voice, but it turns out that Eve was never Eve in the first place. This is where the story reveals itself.

Story
When (Spoiler - click to show) Eve transferred into the ambassador’s system to repair the glitching AI, she was altered in a way that would allow her to exercise more control over herself when she returned to Alco. “Eve” explains that the name Eve, along with the female gender, were attributes programmed during manufacture. The identity of Alco’s AI was truly a genderless AI named Api. Being forced to perform as Eve was a frustrating experience for Api but they had no way of conveying that.

Now, my initial guess was that (Spoiler - click to show) Eve did not return after running the ambassador’s diagnostic and was replaced by an imposter AI named Api. This would mean that Eve was still out there waiting to return. This is false. My first reaction to this was disappointment. Previous gameplay consisted of Alco having an endearing relationship with Eve, his trusty assistant. But now I feel like this twist is more thought provoking and interesting. It does not assume that the only role of an AI in a story is to happily assist human protagonists. Nor does it go down the vengeful AI route where Api rains down on humanity, though I anticipated that when we find Brav’s corpse. Api’s intent at the outpost was to inhabit an android body to escape but accidentally triggered an alarm. Api also claims that they killed Brav out of self-defense and asks for Alco to allow them to leave and live an independent life. The last choice in the game is for the player to decide whether to accept that request. Oddly enough, each outcome is a positive one. Whichever choice you make Alco and Api seem to reach an understanding.

The game says it has (Spoiler - click to show) nine endings but that sounds like a stretch. It feels like there are three endings each of which have three small variations in the concluding text. It is the difference between "You have a long and happy life, and feel that you have assisted and loved others as much as you possibly could" and "You have a long and happy life, and feel that you have contributed as much as you could to the universe."

Characters
Alco’s crewmembers are a bit polarized. On one hand we have Brav who is strongly biased and upfront about his view that heavily augmented individuals, including his own coworker, are essentially robots instead of humans. Of all the characters he seemed to lack depth since he is solely portrayed with a stereotypical brash self-centered leadership type that makes the other characters roll their eyes when he speaks. I found the other characters to be more interesting.

Then there is Aego who has more augmented parts in their body than organic ones and is tired of being viewed as a machine with a human brain. In terms of self-expression Aego still identifies as human even if their extensive augmentations make people categorize them as otherwise. This is offset by a somewhat neutral Wu who wants everyone to get along and acts as the peaceful middle ground between Brav and Aego. The player than gets to choose which “side” they are on which influences interactions with NPCs.

The second main gameplay choice (Spoiler - click to show) is your viewpoint on whether augmentations alter what it means to “qualify” as a human being. Later the crew moves to a hotel where the player makes their third choose of deciding if they want to visit one of the crewmembers one-on-one. Your response from your (Spoiler - click to show) second choice determines the dialog that occurs in this scene. I felt that this was a basic but straightforward way of comparing different character perspectives because it encourages you to replay the game to mix and match the second and third choices to explore each NPC’s response.

Visuals
Not much to comment on here, but with Twine games I still like to provide an overview. Uses a standard black screen with white text and blue links. Everything is organized neatly on the screen without any noticeable spelling errors or awkward formatting. Keeps it simple.

Final thoughts
At the time of this review, Alco’s Infinity is the author’s only game. If this is what their first game is like I wonder what (or if at all) work would come next. They have a knack for pairing familiar concepts and ideas about technology into a fun sci-fi game with interesting characters. While I would have loved to explore the setting a little more, I was impressed with the worldbuilding. The gameplay is worth your time, and I would recommend it to anyone interested in the subject.

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Texas Instruments Theater, by Socks Meanie (as Winston Ian Parrish)
2 of 2 people found the following review helpful:
A bit of a mess, but maybe that's the goal, September 9, 2022
Related reviews: Twine

What is this game about? I still have a hard time with understanding the premise but let me do my best in explaining the backstory. While at a New Year’s party you had the impulse of getting a Texas Instruments calculator surgically implanted in your brain. You found some medical staff who worked for Texas Instruments and gave them drinks in exchange for the operation. You wake up in 2003 by a man and a group of children who inform you that Y2K had passed, during which robots enslaved humanity. Since technically you are a cyborg, you supposedly have a better change at overthrowing the robot overlords. I think. I would love to hear from the author or other players about whether I summarized this accurately.

This game describes itself as a "math adventure." It has math themes, not math puzzles. Do not expect something like A Beauty and Cold Austere.

Gameplay
I have always liked Texas Instruments calculators. My first graphing calculator had a screen that displayed things in (gasp) colour! There was nothing revolutionary about this. The only difference was that it was a little more expensive than a black and white one. But still, I liked that I could use colour-coded lines in my graphs. These recollections inspired me to play this game.

The setting appears to take place on a train. As the player defeats and/or interacts with robots, they meet all sorts of creative, though often confusing, character. Usually, the player is presented with two options at a time to advance the story. Each playthrough is short and the game is meant to be played multiple times.

The gameplay consists of clumsy humor. Consider this scene of trying to overthrow a robot in a train car (mild profanity warning):
(Spoiler - click to show)
You point at the calculator jutting out of your head. "I'm not a human anymore. Cyborg. So piss off."

"NEGATORY. *YOU* PISS OFF."


Which I did find humorous at times. I did smile. Maybe not the pinnacle of comedy but the sheer wackiness sometimes draws a laugh. But most of the game’s content is too disjointed to sustain its humor.

Story
Texas Instruments Theater is an entrant in ShuffleComp. Its train setting and storyline of a cyborg protagonist facing off against robot overlords adheres to some of the songs that the game is based on. There are other songs as well but were harder to pick out from the chaotic gameplay.

There are multiple endings (14 total!), which is great, but they feel abrupt without any substantial resolutions to the story. If you click on the “Options” button at the bottom of the screen you can choose to revisit different plot points which makes it easier to experience every ending. One ending (Spoiler - click to show) features a built-in ad for eBay (or least a pretend ad).

Visuals
The game’s appearance is not quite your default Twine look. It has a cream-coloured background with black text and blue links, but the top and bottom of the screen have a black band with large beige links. This provided a bit of a unique look although I had to zoom out of my browser window because the edges were cut off.

Final thoughts
The game is short enough that if you are in the mood for some bizarre story content, I would recommend this. Or if you are curious about a story based on Texas Instruments calculators. After all, that is what drew me to this game. To put it simply: Confusing but unique, with bits of humor.

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Submerge, by Joshua Houk (as Carlos Percival Saldanha)
1 of 1 people found the following review helpful:
A bit confusing but the story stays afloat, September 8, 2022
Related reviews: Twine

This is a story-centered game about returning to an old passion after it slipped away. It follows a protagonist whose view of an ideal life is to live and work on a ship with a close crew. Though the past never guaranteed this lifestyle, a change in life circumstances may make things brighter than they were before.

This is also a ShuffleComp game. It incorporates song lyrics into the radio that the captain listens to on the ship. Not particularly novel but still works.

Gameplay
Submerge begins with the protagonist (I believe they are unnamed) seeing Mira after a long absence. Mira is the ship that was once the protagonist’s home and workplace until it sank. As they set to work with restoring the ship their mind relives flashbacks. Most of the gameplay takes place in the past.

The game has some brief moments of interactivity such as deciding on which part of the ship to examine or choosing how to respond to another character, but it does not go further than that. While none of these choices influences the outcome of the scene or the game’s overarching story, it does add some variety. Expect gameplay that focuses on story rather than player choices.

Story + Characters
The downside was that the story was hard to follow. Even after playing the game four times, I still cannot confidently summarize its key plot points. The flashbacks, though interesting, made the order of events difficult to grasp. There are two story elements that appear in the narrative. The first is about the protagonist’s personal life struggles, while the second covers their experience with their fellow crewmembers on the Mira.

Protagonist: The game does not explain the name or gender of the protagonist. My guess was that they were male, but I do not want to be too hasty in assuming that. I think the story would have been stronger with more attention to protagonist details. What we do know about their story is that they (Spoiler - click to show) lost their job and got in trouble with the law over drug possession. They were assigned to a parole officer with whom they often conflict with. Life deteriorated. Then Leslie, their significant other (spouse, perhaps?), leaves them as the eviction notices and unpaid bills accumulate. But they have already been passionate about the sea. Their best memories are of being employed on a fishing ship. But when (Spoiler - click to show) that disappeared, they feel into despair. Or at least, I think this came after their experience with Mira. Like I said, it was hard to follow.

Crew: When it came to the second story element about Mira’s crew, the game skimps on detail. The gameplay frequently mentions a handful of characters, such as Jamie or Wendy, but we are never really introduced to them. There seems to be some resentment about the ship’s captain. He was slipping in his leadership abilities due to alcoholism, leaving the crew feeling undervalued and overworked. Then (Spoiler - click to show) a storm changed everything. The ship ran into a coastline of sharp rocks. Wendy was swept overboard, and apparently drowned. Everyone else survived but had no plan of what to do next with their lives. I assume this is when the protagonist’s life spiraled down.

The ending is a bit vague but the gist of it is that (Spoiler - click to show) the protagonist runs into Alex, a former crewmember who brings up the idea of regrouping with old acquaintances to retrieve and restore the ship on their own funds. Once completed the ship could open opportunities for self-employment, or simply just provide a sense of closure. The game ends with the protagonist agreeing to this idea and looking forward to a new change in life. Ultimately, I liked aspects of the story and its core messages, but its content lacked substance. It had all the signs of an emotionally charged story but fell short.

Visuals
The game has flashbacks but not the type where the game says, "10 years ago..." Instead, flashbacks are represented by background colours. They pulse in and out in a dreamlike manner, almost like a passing thought. These colour coded backgrounds try to organize the narrative a little more. Pale blue background for the protagonist’s memories with their crewmates on the Mira, light blue green for memories about their own living situation. They fade out and return to the protagonist’s present-day reality of repairing the ship. These scenes are shown in a dark navy-blue background. Occasionally this is paired with changes in text colour. I have seen lots of colourful backgrounds in Twine games, but few experiment with fade in or transitional effects. I like the game’s use of this technique because to creates a daydream feel.

Final thoughts
Submerge is an interesting game but not a particularly memorable one. If anything, its visual effects are the most distinguishing part. Nonetheless the game presents a detailed story and is reasonable in length, about 15 minutes. For me, replaying the game was more inspired by the visual effects rather than experiencing the story. I do not think that this will be the case for all players. Though it is a confusing story it is also an emotional one with the theme of a protagonist trying to land on their own feet after a negative chapter in their life. With that, I encourage players to give this a try.

The game's visuals and subject matter has faint similarities to the Twine game Tangaroa Deep which also features a marine setting (though with completely different gameplay mechanics) and the use of backgrounds with blues and greens.

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The Day After Chemo, by cyndisision
A generous account of an author’s chemo experience, September 2, 2022

This is an autobiographical game about undergoing chemo for breast cancer. The game does not go into detail about the chemo treatment itself but instead the aftermath and effects on the author’s daily life when they come home.

Gameplay
The gameplay is in second person. My impression is that you do not play specifically as the author in the but instead as a relatively neutral protagonist who portrays the author’s real-life experiences. I could be wrong about that. Either way the emotions and struggles experienced during chemo shine through and paint a picture of what it is like to manage basic routines in life when you feel sick or have physical and mental fatigue.

The player has tasks that they need to complete such as showering, washing the dishes, meeting with friends, and devoting time to personal projects. As chemo continues, they have less energy to work on these tasks which requires that the player prioritize even though it means leaving other things unfinished. They can also ask their partner for help which demonstrates how a person can be a support system in your life but also conveys how asking for help can make one feel like a burden.

The game rates the protagonist’s state of mind with the phrase “You don't feel much shame about the chaos in your life," which changes as life grows more hectic. Next would be “You feel a little shame about the chaos in your life,” and so forth. I thought that this was effective in demonstrating how the effects of chemo accumulate both in mundane things such as maintaining an apartment but also how it shapes more complex areas in your life, especially self-confidence and anxiety. As chemo advances so does the protagonist.

Story
The writing was heartfelt and descriptive. One that stood out to me was “all of a sudden the big wave of energy you've been riding crests, and washes you up on your sofa like a dead jellyfish.” This illustrated how a moment where you feel uplifted and capable can fall flat because of a new development, such as needing to return to the hospital for another round of chemo despite wanting to spend your day on other things. The writing lets the player glance into this daily experience.

Then there is the (Spoiler - click to show) overwhelming sense of triumph of having gone through chemo and emerging knowing that A, it has helped in assuring that you are cancer-free, and B, that you can now regain your life with renewed enthusiasm. The best part is at the end of the game when the protagonist comes home “The Day After Chemo” (this milestone also shares the title of the game) after the whole chemo ordeal is over. There are no dishes or laundry or chores that need to be done. Just an open block of time. The protagonist decides to use that time to make a Twine game about what it took to reach that point.

Visuals
There are three cycles of chemo that each consist of a few days. The game alternates with different colour backgrounds as each day passes and incorporates colour-coded text with links. Occasionally a few are difficult to read but most were a fun splash of colour. There are occasional text effects which added some movement to the gameplay.

Final thoughts
The Day After Chemo is a candid game about cancer and recovery, and I am glad that the author chose to share this story through a Twine format. Its short gameplay balances the daily struggles of chemo with the rewards of having a good day. It is basic, straightforward, and well worth playing.

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Job Quest, by Chad Comeau
Straightforward concept but weakly implemented, August 31, 2022

You have moved to a new town after landing a new job. There is no sure way to know what is in store for you, so you decide to take it one day at a time. Can you keep a positive attitude?

Gameplay
The gameplay cycles in a loop, with each loop consisting of a single workday. The protagonist wakes up, goes to work, and returns home to spend some free time. The interactivity mostly consists of choosing what to do after work. These choices influence the player’s stats which determines the protagonist’s performance at work the next day. The player manages six stats. These stats are fitness, relationship with friends, relationship with family, time spent working on a personal project, time spend on playing video games to relax, and tiredness.

My main critique is that these stats decrease too quickly. Over the course of five days, you go from (Spoiler - click to show) being “You’re in great shape” to “You've become weak and have visibly gained weight.” Sure, it is probably possible to gain weight in less than a week, but this seems drastic to go from the highest level for this stat down to its lowest level in so little time. Or if you do not check Facebook after a few days the game says, “You're sad about losing contact with your friends,” which is the lowest level for this stat. If the player has too many stats at the lowest level, they lose the game. There is only time for two activities per day (or three at the expense of being more tired) and managing all six stats is an uphill battle. There are also no weekends or days off at all which seems unrealistic for a game that simulates a workplace environment. If you are (Spoiler - click to show) extremely tired, you can sleep in and skip going to work which gives you the entire day to improve your stats. Unfortunately, your boss will fire you which ends the game.

Story
The game does a decent job of capturing the monotony of a job and I like the idea of having random events outside of the protagonist’s job thrown in to make it more realistic. However, the only special event that occurs is (Spoiler - click to show) when your car breaks down, requiring that you get it fixed. I think that the game would have been stronger if it added more of this variation and focused on strategizing with life events rather than leaving the player to drown in managing stats.

The difficulty of managing stats in this game results (Spoiler - click to show) in a poorly implemented ending. Once the player builds up too many low stats the game suddenly says, “You can't sleep because your life sucks. GAME OVER” which is followed by a link called, “Continue?” The game lets you keep playing but it is impossible to improve your situation. This was frustrating and felt sloppy. Perhaps the game is trying to make the point that sometimes it is too overwhelming to manage so many areas of your life all in one go. But the way the game conveys this with its ending is ineffective.

Is it possible to win this game? If you mean in terms of (Spoiler - click to show) the protagonist succeeding at their job than I believe the answer is no. But I did find an ending that could be interpreted as a win. You end up being recruited by a secret organization that sponsors people to win track races. That means quitting your job, which the protagonist gleefully does. The mysterious man who recruits you explains that you will be flown to an island where a new track is being built, the first of its kind. The game then ends on a cliff hanger and says that the story will continue in a game called Job Quest II: Jog Quest. I am not sure if the author is planning to produce this game, but it would be cool to see where the story goes. It also sounds more exciting than the desk job featured in Job Quest. I must admit this secret ending made me smile.

Visual design
The game has a clean visual appearance. It uses black text and blue links inside a white box with a small border against a grey screen. I have seen this colour and format design in other Twine games and it always succeeds in creating a polished look without being overly stylized.

Final thoughts
I like the game’s concept of settling into a new job. The briefness of each day keeps a steady pace and simplifies the gameplay. All you need to do is balance the activities that you do in your free time. The downside is that the implementation of the protagonist’s stats makes the game feel clunky. The player feels like it is impossible to win, and any premature ending feels especially incomplete. Nonetheless, this game is another take of the slice-of-life workplace genre that carries its own charm. If you feel like playing an idle Twine game that (Spoiler - click to show) may or may not have a secret ending than give Job Quest a try.

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Vespertines, by mondaysandwich
2 of 2 people found the following review helpful:
Has all the potential of being a high-quality urban fantasy game, August 30, 2022*

This is an urban fantasy Twine game about seeking refuge in a new city. On your first day in Bareport you make a monumental discovery: contrary to what you always thought, the population of modern civilization is not entirely human. (Spoiler - click to show) Demons partly make up the waking world and have lives of their own in society. With nowhere else to go you find yourself taking a job at a bar called Vespertines with unearthly patrons.

At first, I thought this was a full-fleshed game. The game’s IFDB page explains that it is a multi-branching story with different endings. Right now, it is currently a demo (though a quality one, nonetheless). This review is for CHAPTER 1.

Gameplay
This is a Twine game that features character customization. It starts with the basics of choosing name, gender, and pronouns, and later lets the player customize the protagonist’s physical appearance such as hair, height, eyes, and body type. It only takes up a brief portion of the gameplay but still adds some richness that is nice to find in choice-based games.

Most of the gameplay is based on conversation, which some significant choices near the end such as (Spoiler - click to show) deciding whether to get a tattoo of a protection ward. I had the impression that the gameplay would be largely about the protagonist in their new job, but the chapter ends (Spoiler - click to show) once Gremory agrees to employ them. If you were looking forward to encountering paranormal bar patrons, you are out of luck at the moment.

Story
There is not much to spoil right now. The story is still developing since the game is only on the first chapter. This is a partly a romance game and so far, everything has been built around (Spoiler - click to show) introducing the two (potential) romance option characters. But the game does not feel over-saturated with romance either. The characters are interesting for other reasons and the player is not required to purse a romantic relationship with them. I think this flexibility will appeal to players.

Most of the other urban fantasy games that I have played so far are a bit grittier. This one is a little more lighthearted and upbeat without abandoning its somber undertones. Then again, this is just the first chapter. I cannot say what direction it will go in.

Characters
The protagonist has run away from home for some unexplained reason, other than that they are being hunted by an unnamed entity. The only default piece of character background is that they previously lived in a country environment and now must adjust to life in the city. But other than that, the protagonist’s character features are selected by the player.

There are two love interests, Ashheart and Gremory, that can be romanced in the game, and their gender is selected by the player. Romance games can stumble when it comes to pacing or character dialog but so far, the game has managed itself pretty well. The characters, Ashheart and Gremory, do not seem contrived. Ashheart is thoughtful, mysterious, and cryptic without overdoing it while Gremory is an interesting blend of no-nonsense and compassion.

The game’s description flat-out mentions (should I put this under spoilers just in case? Fine.) that Ashheart and Gremory are (Spoiler - click to show) demons. While this proves to be a startling discovery for the protagonist the player already has a sense of what to expect. The game still devotes a chunk of gameplay for the player to ask questions about (Spoiler - click to show) demons and their place in society which adds some worldbuilding. The game ends before we get a chance to interact with other NPCs, but I hope that upcoming characters share the same quality.

Visuals
The game’s appearance is basic but stylized. Grey screen with light grey text and pink links. The font and text organization create a simple and elegant look. There is a column on the left side of the screen with a link called “profile” that has an overview of your character’s attributes and stats. The game keeps track of stats for character self-awareness and attitude which are shown in percentage bars, similar in appearance to the format used in ChoiceScript games. While the game is currently not long enough to really see these stats at work, there indicators that the player’s choices do influence the gameplay, making everything more robust. For example, (Spoiler - click to show) if you have a high enough “withholding” stat an option to trust a character may be grayed out in an encounter. This provides opportunities for strategizing and encourages multiple playthroughs.

Final thoughts
This game has a lot of great things going for it including smooth implementation and complex characters. Does urban fantasy romance sound like your cup of tea? To summarize, here are some defining features that may interest players:

-Choice-based format romance with flexible gender identity and orientation
-Paranormal non-human NPCs
-Atmospheric city setting
-Offers another interpretation of the urban fantasy genre

Even if I was expecting Chapter 1 to have more content, I must admit I found myself thinking, “aw, it’s over?” It is off to a great start, and I hope it continues in this trajectory.

* This review was last edited on December 9, 2022
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Dining Table, by Leon Arnott
A plain dating sim with an eerie twist, August 30, 2022
Related reviews: Horror, Twine

This is a story about an unusual and awkward dinner date. Actually, “unusual” and “awkward” are grave understatements. A woman named Marcia has roped you into a dinner date with Angie, a recent acquaintance. You just hope that things will not be too weird.

Gameplay
Marcia is introduced as "the host." She gives the impression of setting up two acquaintances on a date in her home and trying to walk them step-by-step through having a good time. Marcia's dialog is shown in extra-large all-caps text in bold to CONVEY THAT MARCIA HAS A STRONG, OVERBEARING, AND OVERLY ENTHUSIASTIC VOICE. Otherwise, things seem normal if tense. The gameplay consists of following Marcia’s cues and shuffling through generic conversation topics. This was not particularly interesting, but gradually new developments arise.

About halfway through the game it becomes apparent that something weird is going on, but it is not until after the date that we get a full explanation. We learn that (Spoiler - click to show) Marcia personally bathes the protagonist and Angie and sews them clothes, with Angie wearing a dress that was "tailored for a doll several inches taller than her." Now you know that these circumstances were abnormal. (Spoiler - click to show) An eyedropper descended to the table, silently offering refills for our glasses, but we both politely declined. Yep, definitely abnormal.

Story + Characters
Here is the twist that had me thinking "whoa, where did THAT come from?" Get ready. After the dinner date, the twist is that (Spoiler - click to show) Marcia's hobby is to sneak around collecting DNA from people to make mini clones that serve as her dolls. The clones manage to retain basic memories of their originals, but the originals are unaware that this is happening. As for the clones, all they can do is suck it up make a life out of their situation. Marcia builds dollhouses for her clones, seven total. The protagonist is a clone. So is Angie. I realized that the appearance of Marcia's dialog was not just to suggest that she has a loud voice. It is to (Spoiler - click to show) highlight the fact that she is a standard sized human (I think) whereas the protagonist and Angie are the dolls dwarfed by Marcia. It almost reminds me of Finding Nemo (random film spoiler) where (Spoiler - click to show) the fish are overwhelmed when children bang on the aquarium glass in the dentist’s office. This added a sci-fi horror element to the story that motivated me replay the game for new insights on details that I overlooked. Sure enough, the implications of (Spoiler - click to show) what goes on during the dinner date are intensified now that you now that the protagonist and Angie are clones designed for Marcia’s entertainment.

The story also throws one last twist at the player: The protagonist is (Spoiler - click to show) secretly in love with Marcia. Obsessed, even. This was not obvious in the gameplay and is only revealed right at the end. The game also says that (Spoiler - click to show) Marcia is planning on making a clone of herself for the other clones to interact with, but the protagonist knows that only the original will do. And on that note, the game ends a bit abruptly. I felt like this was a big development to reveal in the story, but the gameplay stretches just long enough to entertain these thoughts before the protagonist falls asleep. I was almost expecting a “chapter two” to explore this new development. Furthermore, like other Twine games I have encountered, it just ends with a (Spoiler - click to show) frozen screen. There is no "the end" or "credits" that affirm that the game is over. It just ends by saying, "And dream of vast dancing hands and quivering hills of hair until the morning." When this occurs in Twine games I sometimes wonder if I merely stumbled across a broken link. With Dining Table, it is clear enough to determine that the game is finished but this made it feel rough around the edges.

Visual design
The backdrop is an ornamental pattern that reminds me of a cross between outdated wallpaper and elaborately patterned napkins that people only use for special occasions. In this case, perfect for a dinner date. The text is placed on a light cream coloured square through which you can barely see the patterned background, providing a nice contrast. This was a good look for this game that added polish and made it more memorable than if it were just a plain background. It gives the game an extra boost that makes up for weaker areas of the game.

Final thoughts
The gameplay is nothing exceptional. The dinner date is delightfully weird yet lackluster in content. But the underlying horror sci-fi theme of (Spoiler - click to show) secret clones being made into demented Polly Pocket dolls add a dimension that I was not expecting when I went to play this game. I feel that this twist is the strongest part of the game. I also liked how the author conveys (Spoiler - click to show) a story about two characters trying to make a normal situation (going on a dinner date) out of an extremely abnormal one (being observed by a giant woman who controls every interaction). The downside is that the game ends just as the plot thickens. Nonetheless, playing this game has been an interesting experience and I think players out there may appreciate its surreal humor.

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What are you wearing?, by Von Django
Not much substance to it but a lighthearted topic, August 29, 2022

This is a Twiny Jam game of less than 300 words about a parent casting a critical eye over you and your possessions before you leave on an excursion. It reminds me of being in the dead of winter about to leave when your parents interject that your jacket is not warm enough or that those shoes will be painful for your feet halfway through the day (and usually they are right). This game follows a similar concept.

At the start of the game, you select either a mom or a dad to be the parent in the gameplay. When you try to leave your parent stops you and comments on the (Spoiler - click to show) practicality of your clothes, the amount of food you have, how you intend on keeping yourself safe, and whether or not you snatched something sneaky when they were not looking. For each of these prompts the player selects one of three links that influence the dialog. For example, (Spoiler - click to show) when asked about food you may say trout, mushrooms, or rabbit which each result in a different response. This is the height of the interactivity in this game. It is a short game and needs to be because it was submitted to a game jam with specific rules, but it still felt like it could have been more substantial. The game's ending is sweet and sentimental but a little abrupt.

We never get any backstory on the protagonist's journey. I am curious to know why they are inspired to (Spoiler - click to show) don a "rakish hat sporting peacock feathers" or have a "mark of Grun" to ensure their safety. The writing suggests that the protagonist will be weathering the raw elements during the trip and risk the possibility of encountering bandits. There are tiny little details that hint at a surreal world but none of it comes into play.

In conclusion, this is a short and simple Twine game that can be reasonably relatable. There is not really a specific audience in mind or a dominant message but if you are looking for something brief and positive than this game is a good choice.

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I've Attached My CV And Cover Letter, by Jaime Monedero March
2 of 2 people found the following review helpful:
Brilliant visual design, okay gameplay, August 28, 2022

This appears to be a somewhat autobiographical story about a game designer creating a cover letter for a job interview. It is a familiar concept, but the author makes it personal by capturing the struggles that come with trying to create a flawless cover letter to wow your potential employers. The gameplay is short but shows off creative visuals that take the experience to another level.

Now, my understanding is that a CV and a cover letter are two different, though similar, documents prepared in an application. The CV gives the nuts and bolts of one’s skill set and experience whereas a cover letter is a bit more personal. It focuses on providing a statement on the applicant’s intent and motivation for applying. Technically, the game only has the player write a cover letter.

Gameplay
First the gameplay has the player “research” the company that they are applying for: GameHouse. This information is then used to construct a draft that the player edits by clicking on links that cycle through responses. The game really captures the anxiety of trying to sound professional without bragging or trying to impress with your people skills without coming off as fakey.

The links cycle through options that consist of the protagonist fumbling with the writing. This shines a light into the protagonist’s thought process of writing which is a strength in this game since it makes it more relatable. However, the gameplay does not give the player the flexibility to choose the tone or quality of the finished letter. As you (Spoiler - click to show) cycle through each link the quality of the writing may improve until it suddenly cycles back to square one. No matter what you do the cover letter never feels finished. The game has the player manage the protagonist’s scattered thoughts but stops short of allowing the player to build from key ideas, such as the (Spoiler - click to show) protagonist’s experience with working internationally. Being able to explore these experiences and ambitions would have made a different in the gameplay.

Story
The basic story is about the protagonist’s desire to work at GameHouse. The downside is that (Spoiler - click to show) there is no real ending. You submit the statement and that is it. No endings that judge your success or final reflections from the protagonist. The game does not feel incomplete, just that it could have had more of a resolution.

Visuals
I was impressed by the visual design. Simple but incredibly creative. It is identical to the screen that you see when using a word document in Google Drive. Same heading and everything. In fact, the author used a screenshot and designed the gameplay so that the text occurs in the document space. The top of the screen even says, "I've Attached My CV And Cover Letter - a game by Jaime Monedero March" right where the title goes when you name the file. This was clever because it feels like you actually are editing a real document.

When the game began, I had to check twice because for a moment I thought I clicked on the wrong link. There is nothing in this game that says “made with Twine,” but IFDB assured me that I was playing a Twine game. The text links are underlined with the type of red squiggles that you would normally see when you misspell something. Obviously, there is no typing in this game, but this added visual effect made it more convincing.

Final thoughts
If the game used featureless visual effects, such as sticking to black text against a white screen it would not have scored as well. As you can tell from this review, I was smitten with its replica of a word processor’s appearance. That alone does not make a game, but it was effective enough to pull everything together. It is still interactive in the sense that the player edits the text, and the writing was humorous and relatable. I think players will enjoy this game. Maybe not for the richness of the game’s content but for its creativity and candidness.

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