The zombie apocalypse came and killed your parents. Then it killed your spouse. The only person left is your baby. Using a shack as shelter you will fight tooth and nail to keep the zombies at bay. Hopefully the two of you will survive the night.
Gameplay
This is an incredibly creative use of ChoiceScript. Currently it is the first one that I have encountered where the player has free range of movement to roam around with north, south, east, and west directions. Rather than presenting the player with list of story options such as "Choose to defend the baby" or "Ambush the zombies from the north" the game has the player actively fight the zombies each step of the way. It instead uses “Go north,” “East some food,” or “Fire shotgun” options that require the player to strategize as they defend against each zombie that approaches the house. While the player cannot examine individual things in each area they can scavenge for supplies, rest, or eat. This is such a unique gameplay approach for this story format.
There are four rooms in the house, one room (randomly chosen) containing the baby. The gameplay’s core objective is to protect the baby from the zombies. You go from room to room killing zombies with an axe or shotgun before they can shuffle to the baby’s crib. There is a stats page that tells lists your energy levels, inventory, and number of zombies remaining in the wave. The player "Levels Up" after defeating each wave of zombies. Between each wave you can scavenge for shotgun shells and cans of food. I had fun coordinating these different aspects of gameplay.
There is no way of saving the game nor are there checkpoints that let you return to the previous level. It would have been helpful if these features were available because the gameplay can become repetitive. My initial strategy (Spoiler - click to show) was to shoot zombies when they were three to two steps outside of the house and axe those that entered the house or were right outside the window. I found it helpful that the game alerts the player to the number of steps a zombie has before it enters the house. Each time I cleared a room I would immediately return to the baby’s room to see if any zombies snuck in.
At one point I ran out of energy and could no longer move to other rooms. I also had no food. The only thing I could do was rest. My strategy was to wait in the baby’s room and simply wait for the zombies to come to me. This allowed me to alternate between attacking a zombie with the axe and resting. This was so effective that I continued to do this even when my energy levels were no longer an issue.
Story
The story is your standard zombie apocalypse narrative about a nondescript virus turning people into zombies which results in survivors having to constantly fend off wave of zombie attacks. This familiar storyline in zombie games does not necessarily need too many details to feel like a finished piece, especially if you enjoy the classic elements of the genre but it certainly does not hurt when authors choose to incorporate a more complex story. Zombie Blast 2023 sticks to the basics which is just fine.
The only story is about the protagonist’s desire to protect their baby after losing everyone else. The entire gameplay spans over one night. Once you (Spoiler - click to show) complete Level 9 the game declares that you made it to morning and awards you the “Survive the night” achievement worth 25 points. The game then asks if you want to continue playing or just to end it right there. I believe that this achievement means that you have “won” the game. It definitely felt like an achievement!
Visuals
This is a nicely stylized ChoiceScript game. The top portion for the story text is light orange while the menu choices are shown in black with an orange border. All of this is set against a black background. I liked this look because the colours make it stand out from other ChoiceScript games that I have played. ChoiceScript games are something that can be enjoyed with or without fancy visual effects, but it is always fun to see when authors experiment. The game also uses fun icons to illustrate player choices such as a cereal bowl next to the “Eat some food” option. It adds just a little bit of pizzazz without being distracting.
Final thoughts
This game is a great concept with some novel features but has characteristics that might frustrate players, particularly not being able to save or return to checkpoints. But at the same note it is incredibly entertaining and gives the player a chance to strategize. I recommend Zombie Blast 2023 if you are interested in the zombie genre, looking for gameplay with combat, or curious to see a creative application of ChoiceScript.
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.
This is a short game about limbo and the afterlife. The protagonist's backstory is vague. All we know is that they died from falling from a great height and now wake up in a reception room that represents limbo. There is brochure on the desk with three coupons for Paradise, Purgatory, and one for a place called Joseph and the Technicolor Discount Afterlife. The Paradise and Purgatory ones are expired, leaving you with the Discount Afterlife coupon. It may be a discount afterlife but at least it is not limbo.
Gameplay
The gameplay consists of discovering how to leave the reception room using items found in your surroundings. The content is minimal and sparse but is consistently implemented. There were no noticeable bugs, and its few puzzles are straightforward. This game took about 15 minutes to play. Initially I thought it was (Spoiler - click to show) a one-room game but technically it takes place in two, though most of the gameplay takes place in the reception room.
Story
The story is brief without much information on the protagonist’s death or the how the afterlife is structured. Once you (Spoiler - click to show) find the hidden bell you can travel to a dock shrouded by black mist. I expected the game to last a few more scenes but it ends once you board the ferry. The ending does leave the player with a stroke of optimism since your journey has finally begun.
The game has the familiar concept of a protagonist thrown into the realm of the afterlife who must find a way to reach their ideal destination. There are also elements that remind me of other games about death and the afterlife. The brochure on a desk reminded me of a few small scenes in All Hope Abandon (spoiler for that game) such as (Spoiler - click to show) the brochure on the pros and cons of Oblivion, and the coupons remind me of the humor in Perdition's Flames. Belief is by far the shortest but still manages to set itself apart from the other games because of its own interpretation of an afterlife, or at least one on discount. It is (Spoiler - click to show) too bad that the game ends so soon. I really was looking forward to experiencing the Technicolor Discount Afterlife…
Final thoughts
It may not be a particularly complex game, but it is a solid work. I noticed that it is an IntroComp game which probably factors into its length. I would love to see an expanded version built on some of these ideas. I like how it draws upon classic imagery, such as (Spoiler - click to show) a figure waiting to boat you across the water to the next stretch of afterlife, and yet has a unique approach with the steps needed to reach that point. This would be a reasonable lunch-break length game if you are in the mood for a game that lightly touches on themes about the afterlife.
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 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.