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A Walk in the Country, by Ian Martin
1 of 1 people found the following review helpful:
A search for a horsehair extension in the countryside, August 26, 2022
Related reviews: Twine

You are strolling along the countryside with the intention of finding a horsehair extension. Apparently, horsehair extensions are made from hair collected from horses and processed into hair pieces that can be worn by both humans and horses. In this game, you looking to acquire one for a horse.

Gameplay
The game begins with the protagonist strolling across a field when they see the words “HORSE HAIR EXTENSION” scrawled across a wall. This turns out to be a trail of messages leading the player towards the possibility of finding an extension. The player passes a farmhouse and reaches a branching road. Since the game ends when the player takes the first path down the road the other paths are the focus of the gameplay.

One of the roads leads (Spoiler - click to show) to a ditch with a hole that runs to a sewage tunnel. Inside the tunnel is a merchant who sells extensions for $5. There are two ways to acquire $5 which adds a little variety to the gameplay. Since the merchant will only sell one extension per customer the protagonist uses the extra $5 to buy ice cream at the end of the game.

Characters
The gameplay is mostly NPC-less. There are no defining characteristics about the protagonist, they are neutral. There are (Spoiler - click to show) two other characters. The first is a horse that you find on the second path at the branching road. If you search the bush a horse will appear and follow you for the rest of the game. This part is optional but influences the ending. The second character is the mysterious shadowy merchant who sells horsehair extensions in the sewer tunnel.

Story
The first part of the game has an ominous atmosphere. There are messages about horsehair extensions in your surroundings. When you (Spoiler - click to show) enter the farmhouse the game says,

You find the inside of the ruined farmhouse rather melancholic. The space appears to be completely devoid of horses, large or otherwise.

This is deeply disturbing to you.

Leave this place


This was effective in making me wonder about the backstory, especially about the farmhouse. The horses are gone but someone has engraved brief messages about horses on the surroundings, almost like a trail.
I was eager for an answer on why the messages were left behind. It is eerie and makes you anticipate when you reach the end of this trail of odd messages. But the (Spoiler - click to show) messages only lead to the branching road and then they stop without any further explanation. The farmhouse too is never revisited, except for the clutter outside.

We also never learn why the protagonist needs a horsehair extension. It seems like the protagonist’s goal is simply to acquire a horsehair extension and then attach it to a horse, but the implementation of this goal is flimsy. If the player (Spoiler - click to show) takes the first road without finding an extension the game just ends. All it says is that you walk until you lose track of the road that you came from. Then you forget about horsehair extensions altogether. Providing some exposition would have sculpted the story a bit more for the player. No matter what, there are no comments about the protagonist’s reason for seeking out a horsehair extension in the first place. And even the outcome of finding an extension is lackluster. The overall effect is that it feels like random gameplay.

The endings are nothing spectacular but there are multiple ones, which adds some replay value. I can recall (Spoiler - click to show) 8 ending variations. The optimal ending is (Spoiler - click to show) to buy a horsehair extension, clip the extension onto the horse, and then buy ice cream.

Visuals
The game's strength is its simple background graphics. Set against a light grey background are basic sketches of nature in what reminds me of a thin black sharpie marker. The wheat field design was my favorite because it conveyed a basic yet polished look. When I first saw a screenshot of the game in its cover art, I was compelled to play it. The gameplay with the (Spoiler - click to show) underground merchant deviates from this design. These scenes have a black screen with a white spiral pattern. The only downside is that the font, which is different from the rest of the game, is a bit hard to read. Otherwise, it captures a "down the rabbit hole" feeling that was appropriate for the setting.

Final thoughts
The game has some interesting ideas but feels unfocused without providing any insight on the protagonist's objective of finding a horsehair extension. I recommend this game if you like short and surreal Twine games that rely on atmosphere rather than story content. You may also like it if you are a fan of horses. The graphics are nice to look at and I can see this being a good potential "lunch break length" game.

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Orpheus: A Tragicomedy in Six Parts, by chromaticchaos
1 of 1 people found the following review helpful:
A humorous Twine take on the story of Orpheus and Eurydice, August 25, 2022
Related reviews: Mythology, Twine

Review title: A humorous Twine take on the story of Orpheus and Eurydice
This game is a fanciful retelling of the Greek story of Orpheus and Eurydice where you play as Orpheus in his quest to revive Eurydice. The game takes about 25-30 minutes to play, and its gameplay features some replay value.

Background
Here is some background context for this game. Some may not consider these as spoilers, but I will still tag key plot points. In Greek mythology a man named Orpheus loses Eurydice, his wife, when she is bitten by a snake. Orpheus decides to go to the Underworld to bring her back. He is extremely skilled at the lyre and (Spoiler - click to show) plays such a bittersweet song about Eurydice's death that even Hades and Persephone, gods of the Underworld, agree to give him a second chance. They allow Orpheus to lead Eurydice out of the Underworld with the condition that he does not look back until they both reach the realm of the living. Along the way, however, he grows suspicious because he cannot hear the footsteps of anyone behind him. He turns, only to see his wife, and loses her a second time. But upon his death Orpheus is reunited with Eurydice once again.

As is the case with most Greek mythology there are variations in a story, but the story of Eurydice and Orpheus always seems to share the same theme: that (Spoiler - click to show) love can endure in life and death even if two individuals reside in separate realms. Orpheus: A Tragicomedy in Six Parts sticks (mostly) to this storyline but adds a comedic twist.

Gameplay
As explained in the title the game is broken into six acts, all of which are evenly paced. The gameplay begins after Eurydice has died. After moping around Orpheus decides to go to the Underworld.

Whenever I read about Greek mythology there seems to be a process for reaching the Underworld. Usually, you are required to take a boat across a sea before reaching the gates of the Underworld. In this game (Spoiler - click to show) the player can throw caution and planning to the wind. They travel to the Underworld on their terms, completely contradicting the original story in a humorous and creative way. The player can even try to kill off Orpheus, but the game always has some humorous way to keep this from happening. No matter what, he never wavers from his goal.

While the gameplay in the Underworld is (Spoiler - click to show) influenced by your previous choices the game still presents you with three characters, one of which you can ask for help. You can choose either Heracles, Achilles, or Sisyphus. Each character brings unique dialog which adds replay value.

The game may not be accurate from a historical standpoint but that is the main defining feature in Orpheus: A Tragicomedy in Six Parts. It is a humorous and outlandish take on a traditional story while also sticking with familiar characters and key plot points.

Story
The writing is hilarious. My favorite part is when (Spoiler - click to show) Orpheus tries to talk to Persephone and Hades only for them to act as if the encounter is nothing more than someone trying to make an appointment at the hair salon.

Hades grabs a dayplanner off his sidetable and starts pawing through it. "Yes... this afternoon. Though it looks like we're double-booked. Unless..." Hades starts scribbling something down in his dayplanner, apparently forgetting that you're there.

Who would have thought that Hades, God of the Underworld, would use a planner to manage his kingdom?
There are multiple dialog options that let you choose the tone of the conversation, but the (Spoiler - click to show) outcome remains the same. Hades and Persephone will initially turn Orpheus away until he whips out his lyre and proceeds to wow them with his music. This is also the case in the original story.

The game captures Orpheus' uncertainty as the player (Spoiler - click to show) clicks on the "Don't look back" command. But no longer how long the player clicks on the button they do not reach the exit of the Underworld. They only have one other option: "Look back.” Orpheus loses Eurydice and the player is presented with two choices that determine the ending.

The player can choose to (Spoiler - click to show) kill themselves or keep living without Eurydice. Choosing to continue living leads to the happy ending because when Orpheus does die, he is reunited with Eurydice in a joyful manner. If the player chooses for Orpheus to kill himself, he is reunited with Eurydice but in less-than-ideal conditions where loneliness pervades.

Visuals
I love the stylizing of this game. It uses a black background with mustard yellow text and accents. Sometimes characters will also use their own font. The top and bottom of the screen have a basic maze-like appearance and the game occasionally includes graphics of the characters. Some are portrayed in mustard yellow against the black screen while others are more ornate. These visuals were one of the best parts of the game and created a polished look.

Links that are tan and underlined result in popup boxes containing a few verses that the protagonist players. I am pretty sure that they are NOT actual verses from real-life texts but instead a simplified version with a joking undertone. I felt that these boxes added a little more interactivity and a splash of humor. The game also has links that lead to YouTube videos some music mentioned in the game. My only complaint was that these links are dark blue and difficult to read against the black screen.

Final thoughts
This is a great game if you are hungry for something with Greek mythology, especially one that strives to be a funny retelling rather than going for historical accuracy. It is fairly short game and has simple yet detailed visuals.

Another game I recommend from IFDB is called Eurydice by an anonymous author. It is a parser game uses a modern and much more somber take on the classic story. It is one of my favorite games and is a nice way of demonstrating how different authors can make a unique game based on the same concept.

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Star Hunter, by Chris Kenworthy
1 of 1 people found the following review helpful:
An absolute marathon of an empty game, August 23, 2022

Star Hunter begins with "You wake up, ready to make yourself incredibly rich in the forgotten ruins of the Tartuest sector." Sounds like fun. Unfortunately, it is not a particularly fun game. So many rooms. Large locations that are mostly empty and devoid of any story content.

There are only a few cases where the exciting feeling of plundering abandoned alien worlds does emerge, briefly. The author has the right idea, but the implementation is lacking. The walkthrough will make your head spin. If you are going to attempt this game, I recommend that you use it.

Gameplay
You have a small personal spaceship called Atlantis, just large enough for you and the treasures you uncover. A central gameplay mechanic is the management of navigation tapes and transit bubble chips for travelling. Navigation tapes allow your ship to travel to other planets whereas chips enable you to beam down (Spoiler - click to show) (bring your gizmo with you to avoid an unwinnable state) to the surface.

The game has a Robot Bazaar where you trade items with androids. This sounds like a cool concept except that these are the stingiest androids you will ever find. They want chunks of your inventory for most items, and it is extremely difficult to know which items you will need later down the road. Many of the items on sale are red herrings. Things that look like they would be helpful only end up being a waste of precious tradeable items.

There is a pattern of going to a planet to find valuables and returning to the Bazaar to trade those valuables for other items and then going to another planet to repeat the process. After a while it became tedious. If you are not using the walkthrough I recommend saving whenever trading your items.

When it comes to scavenging objects are often found in the most random of locations such as a (Spoiler - click to show) milkshake in the middle of a transit alcove at the Bazaar. They have little context for their placement. I can understand finding a (Spoiler - click to show) discarded spoon in a campsite but a navigation tape conveniently on the ground or a chip in a deep mine shaft? It seems too random and happens throughout the game.

One last note on gameplay: When the player tries to dig deeper and go off the beaten path the game totally leaves them to fend for themself. For example, the (Spoiler - click to show) purple barrier in the bazaar that is said to be off limits but there is a Saxon disc being sold by the black android. So of course, I tried buy it hoping to find something interesting. This is what happened:

Saxon's transit alcove
You are standing in a bare and cramped chamber. Were you expecting something more exciting after all the trouble to get inside?

(yes, yes I was)

I should have known better that the game would not offer anything.
Naturally, this also meant that I was in an unwinnable state since I had to sell most of my stuff to get the disc.

Setting
Some places are more engaging than others. Lack of a detail-heavy narrative can give the player an opportunity to just explore and experiment with their environment. Unfortunately, there is usually little to interact with. These are just my thoughts on each of the locations in case you want to compare your impressions with them. This whole area is one big spoiler so I will just put it all under a spoiler tag. Besides the Android Bazaar there are six other locations.
(Spoiler - click to show)
Survey site: An abandoned archeological site and the first location in the game. Mildly interesting and carries as strong “scavenger vibe.” What ticks me off is that the player must purchase the hatched tape to return to this location. But this is where the game begins how did the protagonist manage to travel to I without having the hatched tape in the first place?

Statue: This was a cool idea but extremely sparse. You wander through a giant statue of a warrior. Sadly, you cannot even examine the city ruins that are visible from the top of the statue or explore any of the details in the abandoned train station under the trap door.

Observatory: This is an abandoned house with an observatory. The rooms tend to have more scenery even if they player is unable to interact with it. The nice thing is that the valuables are easy to find, and at least it shares the same tape (striped) as the Robot Bazaar. All you need is the OBSR chip to get to the surface.

Mine: I do think the game captures the feeling of being deep underground, especially the surprise that the bottom of the shaft is not the true bottom. Here, you look for things that have hardly seen the light of day. This one is also touchy. MAKE SURE YOU SAVE BEFORE YOU EXPLORE THE MINES! There is an absolute trap. The mine shaft platform has a lever for going up and a lever for going down. When you first arrive, it is so easy to pull one of the levers thinking that you are in the platform area that moves. Suddenly the thing will start descending with both levers on it and before you realize it you are in an unwinnable state (you cannot “undo” twice in a row). Same principle goes if you are standing at the bottom of the shaft.

Cube maze: This is one is probably the worst in quality. You arrive outside a giant cubic structure in an alien grassy field, which had cool atmosphere. But when you step into the structure all you find is an endless maze of dark rooms. Without the walkthrough it is impossible to know how many items you need to find. When the player searches the maze, their will likely find a chip and white cube* without much hassle, and then leave (like I did). But there is another precious item, a crystal cat shoe, that is hidden deep in the maze on the third floor. This gets the player worrying if there is anything else that they missed (the walkthrough says no), making the gameplay frustrating. The two redeeming qualities is that one, it is easy to exit the structure (stumbling around usually does it), and two, you only need to visit this location once. *The white cube is interesting but none of the androids seem to know what it is. Perhaps it is a red herring?

Garden world: This was the nicest location with its flowers (smell is implemented for the flowers) and streams. But I have a complaint about the gate. The key to unlock it is found on the planet with the observatory. What is the likelihood that the rusty key happens to unlock the gate in a mystical garden world? The fact that the key was found in an overgrown garden serves as a subtle hint, but it is still hard to believe logistically. You must be careful too. To buy the tower disc you give the black android nearly all your transit chips. If you do this without having found the key in the observatory you end up in an unwinnable state because you can no longer go back to retrieve it. Right when you are almost at the end of the game!


Story
Apparently, the whole point of the game is to find the “fabled lying bear of Deneb.” But the game never mentions it aside from a short sentence (and in the IFDB blurb) if you ask for help. There is no story about the bear or why it is so legendary. It is only after you (Spoiler - click to show) find the bear that the game has anything to say about it. The only indicator of its location is if you ask the blue android about the rainbowed tape. The android will explain that it leads to “Deneb Eta.” But there are no legends or bits of information that fuel the protagonist’s drive to find it. Having some story background would be immensely helpful in focusing the player’s objectives. It makes things less meaningful. There is simply no story tying everything together.

The game ends with (Spoiler - click to show) finding the bear in the tower on the garden planet. But after all that effort put in to find the bear the player is rewarded with a flimsy ending. It reads, "After a moment's consideration, you take the lying bear, which is worth the fortune that you were looking for, and the unfamiliar transporter chip. Will it take you somewhere that you can make the sale??" Game finished. It left me thinking “that’s it?!” We never learn what is so significant about the bear, only that the protagonist is tempted to sell it. The only part I liked was (Spoiler - click to show) that the bear comes with a NEXT chip which hints at a future adventure.

Characters
It was not until after I played the game that I realized that it is almost NPC-less. The only other characters are the androids at the Bazaar. The protagonist has no defining details aside from the fact that they are called “Sir” by the androids and the Atlantis onboard computer.

There is an inkling of a story with the protagonist but the game reveals little. If you examine the (Spoiler - click to show) rusty pipe from the mine the game says, "Something about the pipe tugs at your memory." The description of the cap from the tower in the garden world is "Something about the hat seems very familiar, and you remember wearing it.." A similar thing occurs if you examine the white candy on the statue planet. I actually thought that there was something to be discovered but sadly interacting with the objects did nothing.

Final thoughts
This is a long game. Really long. But I am rating this game with two stars because I did enjoy bits and pieces of it, however small. I think the game would have greatly benefitted from a smaller map with more detail rather than using vast and weakly-implemented locations. On top of that the forgiveness rating is cruel. There are so many ways to make the game unwinnable. This game has all the potential of being an exciting treasure hunt game with a sci-fi setting but instead the gameplay is confusing and leaves the player anxiously wondering if they traded the wrong item or made the game unwinnable.

Was this game ever tested? I found no tester credits. That said, it is not a particularly buggy game. If you enjoy excessively long and technical treasure hunt games this might be an interesting piece to try. I do believe some people might like this game. But if anything, play it with the walkthrough.

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Afflicted, by Doug Egan
1 of 1 people found the following review helpful:
Mm-mmm (or maybe not), August 21, 2022
Related reviews: IFComp, Inform, Horror

You are a health inspector conducting your rounds in the city’s dining establishments. Today on the list is Nikolai’s Bar and Grill, an unsavory restaurant with some not-so-hidden secrets. Will you finish your inspection and leave, or will you dig deeper?

Gameplay
The player jots down citations with their notepad. The immediate goal is to gather enough citations to condemn the restaurant. But simply getting in your car and driving away feels like a premature ending. The game has the player to look beyond their health inspector duties and rewards them, rather gruesomely, for it by advancing the story. And another detail: Even though the game has the time listed at the top of the screen (Spoiler - click to show) time does not seem to matter. You can wait until 2:00 am and nothing changes. I am not sure if there is anything significant about it.

Yes, there is gore but much of the grossness is atmospheric. Things like mold and cockroaches. It focuses on what is needed to tell the story. The content is woven into the protagonist's reason for being at the restaurant. As a health inspector, the protagonist is required to conduct a thorough investigation of the restaurant, giving the player a reason to go digging in the trash where moldy leftovers and (Spoiler - click to show) severed body parts are found. That said, this game has its moments. (Spoiler - click to show) Reaching inside the meat grinder was probably the worst part. Even more so than the vampire-body-part-scavenger game. Play the game a bit to see if it is to your liking.

For a health inspector the protagonist does not seem terribly worried about finding (Spoiler - click to show) human body parts hidden in Nikolai’s restaurant. A (Spoiler - click to show) human foot in the soup cauldron sounds like a notable health code violation, but the protagonist does not bother with jotting it down (although the game does add it to your score). And then there is this: (Spoiler - click to show)

>note corpse
You see nothing noteworthy about the mutilated corpse.

Why is it that you can (Spoiler - click to show) note the mold on the floor in your notebook of health violations but not the corpse in the crypt? This sounds noteworthy. If anyone is interested my record for the lowest sanitation score is (Spoiler - click to show) -119.

My only real criticism is that the game sometimes glosses over gameplay details in the endings. If you (Spoiler - click to show) discover the corpse, finish your inspection, and leave by car the game says, "You enter your car and drive away, satisfied that you have gathered enough observations to have Nikolai's Bar and Grill condemned. And yet, you feel as if there is still some mystery in that building which you left unsolved." Perhaps that corpse you found in the crypt? It does not acknowledge that the protagonist saw the corpse and/or the body parts scattered in the restaurant. Also, if the player (Spoiler - click to show) breaks a window and waits in the crypt for the police to arrive, they still somehow manage to miss the corpse.

Story
The blurb gives the impression that this is a murder mystery about a missing woman. Not exactly. It is not a mystery game where you (Spoiler - click to show) try to uncover the story behind the missing woman by talking to suspects and investigating different leads. There is no “mystery” to solve, at least not in the classic sense. Once you notice the body parts hidden in the restaurant you have pretty good idea of what is going on, and it does not take long to match the missing woman in the newspaper with the corpse in the crypt. But that is what gives the game a unique twist. Rather than solving a murder this game is about weathering a territory dispute between two ruthless vampires. There are tiny little hints that suggest “vampire” even before the player finds Sofia such as the vampire book in Nikolai’s office, the anemic waitress, and Angela and Nikolai’s unease when you ask them about vampires. It does not take long for the story to reveal itself.

I thought it was interesting how the author incorporated some (Spoiler - click to show) vampire lore into the story. According to the (Spoiler - click to show) handy guidebook in Nikolai’s office there are different groups of vampires with unique behaviors, specifically Bratislavan and Transylvanian vampires. Bratislavan vampires are always engaged in territorial disputes, whereas Transylvanian vampires prefer to fly solo. Sofia Kozyar and Nikolai are Bratislavan vampires, and the protagonist gets caught up in their mess. For a while Nikolai was the dominant vampire in the area but that changed as his health deteriorated due to diabetes. This weakened him until Sofia became a serious threat, so he had her abducted and killed. But killing a vampire is easier said than done. As the player knows, all it takes is (Spoiler - click to show) some neutral party to gather up the scattered remains to reform a “dead” vampire.

This has one of the highest replay values for a parser interactive fiction game. It is short with light puzzles and has a lot of endings. Finding new endings was exciting because you had to strategize, and that is where the replay value comes in. The game's hint section says, "The game features about seventeen distinct endings." SEVENTEEN! So far, I only managed to find twelve. I would love to know if anyone finds all of them.

Characters
What does it mean to be afflicted? According to Angela, Nikolai’s affliction is (Spoiler - click to show) diabetes. For the protagonist it is (Spoiler - click to show) being bitten by Sofia and turned into a vampire. The protagonist is unnamed and is only cynically described as Mr. Health Inspector by Nikolai. The protagonist’s background is an unusual one. I cannot recall ever playing any other game where the protagonist works for city sanitation, but this background only Afflicted more memorable. There are also other small details, such as a nostalgic love for disco, that make the protagonist more multi-dimensional.

Nikolai’s character is bold but also stagnates. He (Spoiler - click to show) denies the existence of vampires and Sofia’s corpse in the crypt but continues doing so even when the player catches him drinking Angela dry. Even when Sofia confirms that he is a vampire after her voice is restored. At this point Nikolai does not seem to bother (Spoiler - click to show) hiding the fact that he is a vampire. He locks the door and tells the player that they are next to be eaten. Sofia tells us about the territorial dispute between her and Nikolai, I thought this would be an opportunity to hear his side of the story. But instead, he keeps denying it. I wish there was a way to (Spoiler - click to show) stop Nikolai AND save Angela.

Final thoughts
This is one of my favorite (Spoiler - click to show) vampire games (not sure if this counts as a spoiler but I will mark it anyway). It is short with a high replay value and has an icky atmosphere (perhaps an option during Halloween) yet retains a sense of humor.

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Ataraxia, by Lauren O'Donoghue
3 of 3 people found the following review helpful:
A notably polished RPG Twine game about joining an island community, August 21, 2022
Related reviews: Fantasy, Twine

The story is one of finding a place in a welcoming community. You have been granted a cottage in a town on a new island and have access to a range of locations and townspeople. With this new start, you find ways of making the cottage your home.

There is one thing I want to say about content. When I first played this game on itchio it came with one of those “You must be 18+ to view this content” popup warnings but there is little explicit content to be worried about. The game’s content warning includes (Spoiler - click to show) language, violent events, and brief blood, which is true. However, after playing the game I sincerely feel that the content implemented is nowhere near an 18+ rating. I am only saying this because the +18 rating may discourage some players from even trying it which would mean missing out on an excellent and light-hearted game. That is my take on it. I would describe this game as not for kids but reasonable for most ages.

Gameplay
The gameplay is broken into days. Each day begins at the player’s cottage. At the start of each day the player can travel, harvest their garden, craft items, read books, and invite people over if they have a good enough relationship. Sometimes the player will get notifications in their mailbox about events and festivals held by the island community.

The travel locations are the town, forest, coast, and river, each having one main character that the player can build a relationship with (and possibly pursue romance). At each location the player can scavenge for raw materials and then craft items from them. You can then sell these creations at the market or give them to other characters as gifts. Sometimes new locations will briefly be available, such as (Spoiler - click to show) a shipwreck.

You can sell and buy things at the market which was exciting at first. However, it does not take long for you to buy out everything in the market. It also felt unrealistic that you can harvest a fresh crop from your garden every single day. Selling all that produce contributed to the excess of coins that I accumulated. I was surprised there was no way to customize your cottage beyond books and plants. A room extension or remodeling would burn off those extra coins.

One of the biggest strengths in this game is that quests are smoothly implemented. Quests usually involve finding and talking to new characters for information or crafting special items. Even though quests follow a similar model they avoid feeling repetitive. Sometimes they overlap which makes the game’s world more fluid.

Story
The ultimate goal is to become a happy member of the community but there is no variation in endings. The only ending is to (Spoiler - click to show) complete every task and achievement which is shown in a list. Because of this, players may not be compelled to replay it. I could see this as a game that you play again several months later when you stumble across it and decide to revisit it.

Characters
The game requires that the player become friends with the other characters. The only way to move forward in character interactions is to (Spoiler - click to show) alternate between giving them gifts and talking to them. It feels sort of awkward to have a heated interaction with a character and then earning points with them by giving them things out of nowhere. It is like in the Sims games where you give someone a high five until they become your best friend. Nonetheless, characters are richly implemented. They may be found strolling along in locations you normally would not find them, giving you an opportunity to chat. I also liked the idea of (Spoiler - click to show) recruiting the characters as teachers if you decide to turn the abandoned house into a school because it ties back to the theme of community building.

There is also a mild stat system that is used in character dialog. Gameplay choices affect your Sanguine, Melancholic, Choleric, and Phlegmatic levels. There is no way of checking your stat levels and it is not clear on what choices contribute to a particular stat, but it does add some extra depth. You might be presented with a list of options such as these: Here is an example of three links you could click on to respond to a character:

'Sorry. I didn't mean to intrude.'
'You left your door open.'
(Choleric) 'Looking around. Who are you?'


Each one of these would be a response to a character. If you did not have a high enough Choleric stat for the last option, it would be crossed out. Using stats in Twine games always adds a little complexity to the gameplay and Ataraxia is no exception.

Visuals
Game uses a simple colour scheme of teal background and orange text with occasional text effects in some of the quests. Everything is easy to read and navigate which is especially helpful in an RPG game where you are constantly flipping through inventories and stat statistics. I think its appearance is one of the game’s strongest points.

Final thoughts
Ataraxia is a nice ambient game with lighthearted themes of aspiration and productive community-building (along with just a touch of fantasy). Its gameplay is complex but not puzzle heavy and is an excellent example of a choice-based RPG.

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Swedish Dads, by Xian Xian
Catchy start on an important topic but sadly incomplete, August 20, 2022

Paid parental leave in Sweden has led to a change in parenting methods. Many fathers are now considered as "Stay-At-Home" dads, a concept that is rather novel in places like the U.S. In this game you are a father named Björn. The game begins in your kitchen where you are drinking juice and thinking about yourself as a parent. Note: This game came out in 2016. No doubt the landscape of childcare has evolved (for better or worse) since then.

Gameplay
The gameplay is shaped by your choice of perceiving the world with either a realist perspective or an optimist perspective that offer two separate paths. I liked how the game presents two simple but clearcut ways of experimenting with the story. Unfortunately, both paths end abruptly with the realist path being slightly longer.

Optimist path
In this first path Björn is reflecting on when he first met his wife Agatha at an office, thinking about how attractive she was. Then he moves on to when they bought their first house which has started to feel like a home. Suddenly (Spoiler - click to show) the game interjects with "WHAT COULD BE ANY BETTER THAN THAT?!" Then the credits appear. This path does nothing towards portraying the subject of paid parental leave. It is just feels like a brief fantasy trip.

Realist path
At least this path does briefly look at paid parental leave. It covers Björn’s daily routine with his daughter Abby. His wife, Agatha, works in finance in another area. He drives Abby to school tries to complete basic tasks such as grocery shopping. Before paid parental leave he worked in a nut processing factory. Because the factory is not particularly exciting, he decides to apply for a new job. (Spoiler - click to show) Unfortunately, the game randomly ends with him thinking about different types of nuts without further exploring the topics of childcare.

Discussion
The game describes itself as being about "Swedish fathers with a lot of time on their hands," which we never learn about. In both the optimist and realist paths the game never breaks down how fathers commit themselves to childcare or how they manage their free time, especially over longer time periods than the ones shown in the game. For instance, how have societal factors influenced fathers’ role in childcare that resulted in the wave of stay-at-home dads? At least the realist route skims the surface of the subject. It mentions grocery shopping and applying for jobs but discussion of the subject ends before it can begin. I was not expecting a vast Twine piece that covered every aspect of paid parental leave. But when I saw the game, I thought it would have gone into greater detail.

Visuals
The visual design is one of the strong points in this game. It features beautiful gradient backgrounds with large glowing text that is easy to read and creates a nicely stylized effect. The glowing text is subtle without being hard to read. The optimist and realist paths each have a unique gradient background that was aesthetically pleasing. If this were a blog, I would upload a screenshot of the background. Since that is not possible you will have to play the game to see them for yourself.

Final thoughts
Despite its incompleteness there are two reasons why I would recommend the game: A, it has information on parental paid leave in Sweden at the end of the game and B, shows some nice examples of gradient backgrounds used in Twine. This too is mentioned at the end.

Even though I have multiple criticisms about the game I am glad that the author chose this topic because parenting is always a relevant topic. Based on my experience (other players may feel otherwise) with interactive fiction I have encountered more games about motherhood than about fatherhood, and I think that this game is a nice addition to the mix.

(Note: If you click on the link to the article in the credits page, you may be hit with a paywall. But if you type in the name of the article "In Sweden, Men Can Have It All" into a search engine you will still find some interesting and relevant material on the subject.)

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Space Cruiser Panic, by Alex Beauchesne
1 of 1 people found the following review helpful:
Panic at your own risk, August 20, 2022

You are a passenger on a ship called the Space Cruiser DONTPANIC. It is just a basic business trip until an alarm goes off while you are asleep. One step outside of your quarters reveals that the ship is in a state of emergency, leaving you with no choice but to go to the control room to radio for help. But ground control has other plans.

In the control room you learn that ground control has gleefully nominated you to be the first human to enter a black hole. The player than can choose from a short list of outlandish survival options before they are swallowed by the event horizon (that is, the point of no return, where even light cannot escape). For atmosphere, consider looking up NASA’s first picture of a black hole. While I cannot claim that this game is an accurate depiction of what it would be like to fall into a black hole, the concept is still an interesting one to contemplate.

I am giving this game a rating of two stars because there not much substance to the gameplay. It is meant to be humorous and comical, but it does not offer much in terms of interactivity or variation. Initially, I thought it would have been one of those games where each time you die you learn something new that will let you get a litter farther in the next playthrough. However, the game usually results in the same outcome and the player’s choices do not seem to matter.

Most of the endings (Spoiler - click to show) lead to same thing: The player entering the event horizon and watching the first forms of life in the universe coming into creation. There is no explanation as to why ground control chose to sabotage the protagonist, nor is there any mention of any other characters on the ship because the layout of the ship suggests that this was a multi-person ship. There are only (Spoiler - click to show) two other endings: falling asleep after the alarm wakes you up and trying to teleport yourself out of the ship. The second one was probably the most interesting. I could not help but think that it would have been kind of cool to see a CerebroVat in action.

I often like to briefly acknowledge the visuals of Twine games. This one is basic but shows how a few style choices can add some uniqueness. Its appearance is a slightly more stylized than the typical white text and black screen. The text is set in a dark-grey rectangle with round corners against a black screen. Links are enclosed with a slightly lighter-gray rounded rectangle. I felt like this was a nice example of a basic Twine design.

In conclusion, the game may not be particularly substantial, but it still has merits. It is a brief and humorous diversion, and I recommend it to players who enjoy the disaster-in-space genre.

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FIELD WORK, by Carl Burton
1 of 1 people found the following review helpful:
Fascinating, August 19, 2022

This is a surreal game about a branching train of thought inspired by field research in a rainforest. Everything is sensory. The smell of the forest, the moisture in the air, and the sound of the wildlife are all captured in succinct but vivid detail, which is why this game captured my attention.

You are an unnamed and undescribed (presumably human) protagonist who wanders the forest until you reach as group of researchers with a makeshift ecology lab. The researchers, unbothered by the fact that you are rummaging around in their equipment are studying plants, birds, insects, trees, the ocean, and other parts of the forest. Maybe they are even studying you.

Either way, the gameplay consists of clicking on links that lead to one
When the protagonist observes the scientists’ field work, they ponder the different forms of research that humans have conducted about life and proceeds to bounce between identities. (Spoiler - click to show) First, you are a scientist studying ecology in Biosphere 2, a real-world facility that studies closed ecosystems. Suddenly you are analyzing messages sent by a radio dish to another solar system with instructions on how to reach Earth. Then you are an alien landing on Earth for the first time. These rapid changes are all smoothly implemented so that it forms a blended narrative. Games with this structure run the risk of being tricky to follow but FIELD WORK was streamlined and easy to understand.

The end of the story is a slightly unexpected but interesting outcome. Eventually, (Spoiler - click to show) your mind snaps back to reality. Rather than merely collecting samples to ship off to a lab, the researchers explain that they are actually studying the forest to form a musical composition by using technology that takes microscopic samples and transfer their structure into sound. The game then ends with (Spoiler - click to show) the protagonist listening to the sounds in silent reflection which felt like a thoughtful conclusion.

The visuals are sleek and polished. For most of the game the text body is contained in a white square with rounded corners against a slightly darker white background. It uses black and white text with green links and symbols. The game uses basic visual effects in creative ways. For example, I like how (Spoiler - click to show) the text box darkened so that it was reduced to a white circle that simulated the view of looking through a microscope. The downside is that the box containing the text is incredibly small and is swallowed by the back screen. There are some cases where the black text is somewhat faded and difficult to read against the white screen. In addition, the text size may be hard to read which may discourage some players.

The cover art and title lured me in with the promise of an immersive sci-fi adventure and I am pleased to say that I found a unique Twine game that incorporates current areas of research into a short story. It is surreal but not too intensive or too long. It also has a cool trailer on its itchio page that contains some of the locations mentioned in the game. If you like the themes mentioned in the trailer (or this review) then this game may be of interest.

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The Naughty Neural Net, by Julius Tarng
1 of 1 people found the following review helpful:
A sci-fi take on Santa gift-giving, August 19, 2022

It is the near future. Earth’s population is nearly 10 billion and the old days of flying in gifts via reindeer have become obsolete. Instead, Santa has installed 3D printers in every household. At precisely Christmas Day the printers print gifts appropriate of each child's behavior with machine-learning software that determines if they were naughty or nice. But when the Neural Network malfunctions, Santa may have to reevaluate the way gift-giving is managed.

Gameplay
In this game, the traditional take on Santa Claus has turned cyberpunk. Instead of snowmen and polar bears the North Pole is now biometric scanners, DNA analyzers, and computer labs. And of course, the Neural Network. These themes are heavily portrayed the game. One of my favorite moments is (Spoiler - click to show) trying to bypass a door’s verification steps to enter the Ratings Department:

> PLEASE COMPLETE THIS CAPTCHA

"What. Ugh. Of all the times."

The display shows a grid of 4 kids in naughty or nice acts.

> SELECT THE NICE KIDS

(What follows is then a list of kids doing nice or naughty behavior)


You play as Santa watching as the first presents are being printed on Christmas Day. Unfortunately, the nice kids are receiving coal while the naughty kids are getting the good presents. You soon realize that the Ratings Department has a faulty “Naughty or Nice Rater,” causing kids for getting the wrong presents. Fixing the faulty Network is only one step. You must figure out who is responsible for the error.

Story
Previously, elves would train the Neural Network by taking logged examples of kids’ behavior and assigning a rating, giving the Network an understanding of how a rating coincides with a behavior. But it is (Spoiler - click to show) soon revealed that raters were training the Network with intentionally false ratings to give it a skewed perspective. Few elves who trained the Network remain employed at the North Pole. One elf, Popeep O. Werbles, is summoned into your office for questioning.

Popeep explains that these raters were protesting the loss of elf worker jobs due to the installment of the Neural Network. Once it was trained and implemented, millions of elves were laid off.
The player can then decide on how to (Spoiler - click to show) punish (if at all) the raters responsible for sabotaging the system. My only criticism is that the game (Spoiler - click to show) ends abruptly. Once Popeep leaves after your decision, that is it. It feels like there should be some implementation of your final choice or something other than just sitting in your office staring at screens.

Final thoughts
Nonetheless, this is a humorous and festive Ink game with a unique twist on the holiday season. It is about ten minutes long and is worth playing if you are looking for a Christmas game or a game that uses the concept of machine-learning in a creative way.

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Recess At Last, by Gerald Aungst
...yay?, August 19, 2022

The school year is currently in the dead of winter. Most recesses have been spent indoors but today's sunshine changes that. Today will be an outdoor recess. Even better, this will be a much-anticipated chance to test out your brand-new pair of sneakers. But at the last minute the teacher calls you back, saying that you cannot go outside because of a missing assignment.

Gameplay
You play as a fourth-grade student named Jamie Nelson. You need to turn in an "Explorer worksheet" about Vasco da Gama. There are two paths to approach this. If you look at the (Spoiler - click to show) blue folder in your desk you will discover that you have Daniel’s (your younger brother) schoolwork folder. This means Daniel must have your schoolwork folder containing the Explorer worksheet that you had already completed. The gameplay then consists of tracking down this folder to retrieve the missing assignment.

The other path is to (Spoiler - click to show) ask the teacher for a blank copy of the worksheet and fill in the answers. With this path you can consult the library for help. Neither of these paths are particularly exciting but at least it allows you to choose. This is followed by a puzzle about (Spoiler - click to show) finding some mittens, a coat, and a hat so the teachers allow you to go outside. This too is lackluster but does not take long to complete.

Story
In the “about/introduction” section the game says, "The daily school routine of going out to recess, transformed into an epic quest." There is nothing epic about the gameplay although I like the author’s enthusiasm. The conflict is being unable to go outside because of a missing assignment but completing gameplay objectives does not reveal any plat developments or build upon the story. The result is that it does not always feel like a game. But, in all fairness, the game ensures that there are no lose ends or questions left unanswered. It may lack pizazz but at least it presents a consistent and laid-back story.

Characters
Jamie’s personality does shine a little bit. I liked the feeling of rebellion that occurs when he dares to open the door to the bus circle which is forbidden until the end of the school day. The rush and exhilaration of such an act is humorously described, especially since Jamie is normally well-behaved and would shy away from this behavior. The other characters are not particularly interesting, but Jamie’s descriptions of his teachers strongly convey the perspective of a young student.

Final thoughts
It is bland but has no bugs. Everything is smooth and reasonably short. But there are still some upsides. In the credits section the author explains that he based this game off childhood memories, and this earnestness shows. And it might appeal to you if you are looking for a realistic school setting with a younger protagonist.

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