It is the midst of an ongoing zombie apocalypse. Night has fallen and your best option for shelter is a small hotel, perhaps one with resources that you can salvage. But surely it is not empty. You know that everyone you expect to encounter will either be long dead or undead.
Gameplay
After a brief intro the game begins on the second-floor hallway of the hotel, right outside of Rooms 207 and 208. The objective is to quietly go from room-to-room, scavenging for items that will ensure your survival once you leave.
Each room is organized as a grid within which the player shuffles around with a flashlight. Imagine being at the top of the ceiling in a dark room while pointing a medium-powered flashlight at the floor so that a few feet of floor is illuminated. That is what the gameplay looks like. What makes this unique is that the game never says, “you see a coatrack and window.” Instead, objects are represented by single letters such as “C” for coatrack or “W” for window. If someone opened a pack of magnetic letter magnets and spilled them across the floor that would describe how they look in the game.
When you click on a letter, a popup box appears with more information. Within it are links to learn more about the object or to take it and add it to your inventory. The player begins with an empty backpack at the start of the game with a status of 0%. Each time an item is added the percentage increases. If this exceeds 97% the game requires that you lighten the load. To resolve this the player can open their backpack to drop* items. When they are finished with a room they return to the hallway. The game (Spoiler - click to show) ends when you visit Room 202. If you try to enter this room right away the game will say that you need to visit the other rooms first, but in truth all you need is to step into Room 201 for this requirement to be satisfied.
At first the game gives the impression of having puzzles. There are items in every room just waiting for the player to snatch up, and the management of items in the backpack adds a fun challenge. However, (Spoiler - click to show) you do not need a single thing to complete the game. While the protagonist’s identity as an apocalypse survivor provides a reason for ransacking the place, none of the items that you collect have any application. I did not realize this during my first playthrough and I had a great time. Afterwards, however, I was surprised that the game turned out to be mostly puzzle-less. Nonetheless, the game is still worth replaying for its visual effects and atmosphere. Even if objects seem like mere props, the writing and setting carry it through.
Story
There is no backstory about the protagonist or the overarching zombie apocalypse which the game gets away with. Normally I like it when games include background information that explains why their world is in an apocalyptic state, but this game manages to fit into the vaguely-described-zombie-apocalypse trope where you assume it builds from the same mold: an outbreak occurred, zombies attacked, and daily life is now a matter of survival. While I certainly would not have minded if this game were built on an elaborate backstory, it does not seem to be lacking without it. As a zombie piece I enjoyed it.
The final (Spoiler - click to show) segment of gameplay is effectively thrilling and the highlight of the story. When you step into Room 202 there is nothing to click on but a shoe rack. The popup box says,
No shoes by the door. An acrid smell stings through the staleness of the room.
You barely have enough time to read this when the text changes to:
Something in the room just moved.
Then a zombie ambushes you. These pauses were incredibly effective in creating a sense of horror. Furthermore, the game (Spoiler - click to show) implements a mild jump-scare of angry, quivering descriptions of the zombie as it lunges at you. There are no pictures, just text, but it effectively adds an element of surprise.
The only real criticism I have about the game’s story is that (Spoiler - click to show) there is only one ending and that the gameplay choices have no sway over it. During this final encounter with the zombie a link appears telling the player to “RUN!” I wondered if stalling would result in being eaten but there was no difference. I even deliberately weighed my backpack down to see if that would slow the protagonist down, but that had no effect either. No matter what you do it seems like you always escape the hotel and win the game. Then again, perhaps that is not such a bad thing. I wonder how other players will feel.
Characters
While the game does not say so outright it is suggested that the protagonist is male when the player goes digging through the clothes in the dressers and coatracks in each room. In every other aspect the protagonist is neutral in description and identity.
This is not a zombie hunter game or one with combat. Instead, most of the content on zombies is suggestive. For instance, (Spoiler - click to show) if you try to open Room 205 you will hear a zombie try to break the door down. Even though you never see the zombie from the room the atmosphere and writing convey the horror in this scene. The only time (Spoiler - click to show) you see a zombie is near the end of the game. Otherwise, the player only encounters corpses during the gameplay (speaking of which, be prepared for such things).
Visuals
The visual effects make The Second Floor a bit of a gem because it shows how special effects can be used in a Twine game to tell a story. For this game these effects are notably used to establish setting. Shapes, patterns, colours, and timed pauses work together to portray a grungy and powerless hotel during a zombie apocalypse.
For me the most memorable visual element in this game is the hallway: simple and effective at establishing the setting as a hotel. The hallway consists of a strip of bloodstained carpet running vertically across the screen. On each left and right side is a door that allows access into a room, and at the top and bottom of the screen are arrows that lead to other sections of hallway.
Typically, the game’s screen is black, but the author adds more details for the hotel rooms. There is a thick boarder that creates the illusion of a room’s perimeter. At the bottom of the screen is a backpack icon that keeps track of the player’s inventory percentage levels.
The floorspace is explored in sections with arrows that the player uses to move through the room. Your location is marked with a faint box-shaped yellow that replicates the beam of a flashlight. This block of light provides only a few feet of visibility which really makes it feel as if the protagonist is exploring a room with nothing but a flashlight to guide them. Paired with the player’s freedom to roam around the space, these special effects make everything feel more immersive.
Final thoughts
Most zombie games that I have played are parser games, but this Twine format brings something new to the table. It you like zombie games in general then I highly recommend The Second Floor. It may also be of interest if you are seeking out gameplay where scavenging is a central feature. It is also a great example of a Twine game with free range of movement, allowing the player to navigate the game’s world like a parser game. On top of that it has great atmosphere and successfully incorporates horror elements, especially with its (Spoiler - click to show) text version of a (sort of) jump-scare. I can see myself returning to this game in the future.
Also: If you enjoyed this game, consider playing my father's long, long legs. It is also made with Twine and has similar horror vibes. Both games share the visual technique of navigating a space with a flashlight but successfully use this concept in a unique way that sets each game apart.
*Rather than (Spoiler - click to show) dropping the food it would be nice if the protagonist could at least eat some off it. This is the zombie apocalypse, after all. Wasting food probably is not the best idea.
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.
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.