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This Is A Picture Book, by A. Merc Rustad
1 of 1 people found the following review helpful:
Go, Jo, Go! …right?, December 3, 2022
Related reviews: Twine, Horror, Sub-Q

This game is NOT for kids.

Page 1: This is Jo. Jo wants to go on an adventure!

You are reading a storybook about a boy named Jo who seeks to overcome adversary to reach a mountain and climb it. The narration depicts a fun adventure but inserted text on each page reveals how Jo really feels about the story.

Gameplay
Gameplay structure follows the concept of reading a storybook from start to finish. You click on a link at the bottom of the screen to flip to pages in the "book.” On the screen are additional links that allow you to explore Jo’s perspective as the protagonist of a storybook.

(It's almost over. Stop reading. Please.)

Turn to page 10...

There is more to this game than clicking on links to read a story in a picture book.

"Stop reading" and "Turn to page 10..." are both links that places Jo's predicament into the player’s hands. One hears what Jo has to say about the scene while the other simply moves forward with the story. This opens new avenues for the player to explore which then changes the gameplay.

Story
The main plot element is that (Spoiler - click to show) characters recognize that they are cartoon characters in a storybook and that there are countless copies of the book that feature the same characters with the same struggles. As for Jo, he has experienced the same linear story of climbing the mountain repeatedly. Every time someone picks up the book to read it, he must relive the whole thing.

If you dutifully follow the page sequences straight to the end, (Spoiler - click to show) Jo manages to make an appeal when you reach the final page. He wants you to free him by ripping out the page to ensure the story never ends. That way he no longer endures the pattern of traveling to the mountain and climbing it.

The player has two choices. (Spoiler - click to show) They can rip out the page like Jo requested or close the book. Both led to lackluster endings consisting of a few words on the screen. I was expecting them to have a little more substance. Fortunately, it is possible to (Spoiler - click to show) reach an alternate conclusion by diving deeper. If you ignore the page sequences and explore the links on the screen you reach hidden content that takes the game in a whole new direction. That’s when the story starts to take off.

Clicking on other links reveal (Spoiler - click to show) Jo’s daydreams and idle thoughts of what he would do if he had free agency over the storybook that he is trapped within. These scenes depict violence, self-harm, and other subjects that depart from the picture book’s cheerful story. It also details the frustrations he endured and outlines his plan for vengeance on the author of the picture book if he had a chance to escape. If you explore these grievances enough, you can reach an alternate ending. It is similar to an ending that I previously mentioned but feels more like a solid outcome that ties the story together with no loose ends.

Characters
There is some cynical humor to the story and its protagonist. A (Spoiler - click to show) “children’s book” that jumps off the deep end with a dramatic shift in story tone. One minute a good-natured boy meets a friendly bear, and the next thing we see is the boy killing the bear instead. However, not all of it is a laughing matter. There are themes that make the humor less lighthearted and the story’s content more serious. But different elements can add dimension.

This is a PC who feels trapped. Jo often looks (Spoiler - click to show) for ways of committing suicide to escape the story but fails every time. The difficult part is that once Jo shares his grievances in an alternate scene the game then launches us back into the main storybook gameplay so that Jo can go through the exact thing he was talking about. At least I can say that it is possible for Jo to be free and seek vengeance. Closure, if you will.

Visuals
A white section of page is used for the picture book which is then set against a pale blue backdrop. As a picture book it naturally features cartoon artwork. If this were a book for kids, I would say that the artwork’s style is a tad mediocre, but it has a crude quality that suggests a dissonance (or maybe it’s just the parts with the (Spoiler - click to show) blood). I have no idea if this is what the author intended but it pairs perfectly with the story and gameplay.

I like choice-based games that reveal a sinister truth and convey it with an abrupt change in visuals that tells the player in unveiled terms that they overstepped or disobeyed and should get with the program. The player has no choice but to follow the game’s orders, infusing the remaining gameplay a sense of dread. The game i love gardening comes to mind. If you refuse to garden, well…

This Is A Picture Book is a bit different in that the player is not being herded into making one specific decision. They still have choices even if Jo does not, but the change in the game’s appearance still indicates that there is a darker layer underneath this sunshiny story book. Things escalate.

The shock value comes in when you first encounter Joe’s (Spoiler - click to show) alternative narratives that dispose of the bright colours and outdoor scenery. Disturbing imagery is used. For instance, a friendly bear frolics on the green grass next to a clear blue lake. Next, the bear is dead on a stretch of concrete with red blood pooling from its neck. A noticeable transition that packs a punch.

Final thoughts
Right from the start you know that there is something wrong with Jo’s situation, but you do not know the extent of it until you go off the beaten path to explore the links that reveal the story underneath. I liked how the game rewarded the player interacting with more links by adding an ending that felt cohesive, humorous, and a place to finish playing. Hidden cynical horror with a catchy concept. I feel like people are either going to like it or dislike it. If you are comfortable with its graphic themes (Spoiler - click to show) (violence, self-harm, mentions of suicide, blood) then try it.

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Even Some More Tales from Castle Balderstone, by Ryan Veeder
4 of 4 people found the following review helpful:
So much to do! So much to see!, December 1, 2022

Several days ago, I visit IFDB and see this:

News on Even Some More Tales from Castle Balderstone: OFFICIAL PLAYER'S GUIDE November 22, 2022 An OFFICIAL PLAYER'S GUIDE is now available for Even Some More Tales from Castle Balderstone, with all kinds of tips and hints and solutions and maps. - Details

I wasn’t sure if I should cry. I had thoroughly played all the games (within the game) and completed them but one. Meanwhile, I was hearing all about (Spoiler - click to show) some secret bonus game that would be unlocked by completing the first four. The words “tips,” “hints,” “solutions,” and “maps,” in this announcement immediately pulled me back to the game so I could finally play it from start to finish. It also means I can give this awesome game a review.

Overview
This was an entry in last year’s Ecto-Comp and offers quite an experience. My understanding is that people besides Ryan Veeder wrote and created stories that he then implemented into parser to be showcased in Even Some More Tales from Castle Balderstone. An anthology.

It is the first game that I have played that splices Twine with Inform/Vorple. It begins in Twine. You are a guest at Castle Balderstone and are brought to a room where four cover art photos are displayed on the screen with the games’ titles. It felt like walking into a movie theater and looking at the posters. When you click on one you “walk” to an area where the author of the story is getting ready to read the story to an audience. This transitions to the parser where you can play the game. Immersive approach!

During the gameplay a sketch of the author is included on the right side of the screen with a small bio. It helps you appreciate the amount of brain power that went into each story. Even Some More Tales from Castle Balderstone is the amusement park and the games set within it are the rides. It has nothing to do with amusement parks/rides but that is the analogy that came to mind.

Letavermilia
I will discuss this game first because it is the one that I could not complete without the walkthrough.

In Letavermilia you are playing as a bounty hunter tasked to hunt down a hacker who goes by, Letavermilia, the same name of a deadly plague that has run rampant across interstellar space. This is probably the most elegant space bounty hunter IF game I have played. The protagonist has worked their way up to become an “A-list bounty hunter” with high paying clients, and it shows. For one thing, the ship has been upgraded to something classier. If “space bounty hunter” does not sound like your cup of tea- think again. There is something about it that strikes a unique chord. Rather than a typical high action speed chase through space, an emphasis is placed on subtlety. If you try to examine a detail, chances are the game will have something to say about it.

We begin on Ligeia, an oceanic planet where you are vacationing. As you lounge peacefully on the hull of your fancy ship you get an urgent message to track down Letavermilia (the hacker). You are following a trail that she leaves behind. Gameplay involves decoding her messages to find the coordinates for the next planet you travel to. Before the walkthrough was published, I was stuck on (Spoiler - click to show) Zante, trying to decipher the message on the (Spoiler - click to show) etched panel. I feel like I should have been able to figure it out on my own. But I didn’t, and that’s that, I guess. Now I was able to go to the next planet. I was really excited to see what world was in store (and tired of guessing pitifully at travel coordinates). After that, I used the walkthrough on and off.

While gameplay has a narrow focus on one objective at a time, it still injects intriguing overarching story along the way. The big concern looming over everyone’s heads is Letavermilia, the plague. We get a smattering of interplanetary politics. Entire planets infected by the disease are quarantined. Meanwhile, uninfected affluent planets form an alliance called “Isolated Worlds” that cease contact with worlds outside this group.

The player is in a unique position because the PC’s bounty hunter credentials allow access to worlds that would otherwise be unavailable. I feel that the portrayal of bounty hunters in both IF and non-IF (or at least in what I’ve seen) tend to use a profile of a battered scoundrel who accepts shady contracts and walks a fine line with the law. The protagonist in Letavermilia is more privileged with glitzy clients and jobs received from entire governments.

I was not happy with the ending. No, no- It’s a fantastic ending. It’s an effective ending. I disliked it simply because it did not end how I wanted it to end. This may surprise you, but if I were to assess the ending of every story in this game and decide on the scariest, it would be this game without a doubt.

What do I mean by scary? I don’t mean spooked scary where everyone around the campfire screams because they heard a small noise out in the words. The feeling I associate with this ending is deep dread that sets in only when it is too late. You realize what just happened, quietly, without the game having to spell it out for you. (Spoiler - click to show)

Your nose is bleeding.

This bounty hunter had in the bag only to discover that the villain (who, technically, we still never meet) has been holding everything in the palm of her hand. I was rooting for the PC. If it weren’t for the villain, we would be swimming about leisurely on Ligeia. Plus, there is only one ending. In the other three games you can negotiate for happier ones.


This sense of dread is not a sudden event. It develops slowly through the gameplay, and you hardly even know it until it reaches the end. A trend is that (Spoiler - click to show) planet locations generally have small maps that you navigate freely and yet they manage to convey a feeling of being funneled along in a direction regardless of your choices. The anxious man who is a little too zealous about your presence (and your teeth, for some reason) as he escorts you up and down the narrow stairwell to look at the server room. The dust storm that keeps you confined to the area around your ship. The deep elevator (my favorite) that shuttles you deep underground to a concrete room. And somehow this hacker manages to leave her messages before you arrive. You are in control, but ultimately, you are not. The extent of this is not revealed until you paint yourself into a corner. Then- surprise! Down you go. That’s what makes this game scary.

Before I move on, I want to share my favorite planet, (Spoiler - click to show) Ulalume. Here, you are at a planet devoted to the nightlife. While planets are consumed by disease, partygoers continue to live extravagantly without any thought that the vast resources of the Isolated Worlds could be spent- I don’t know- coming up with a cure, maybe? Or maybe they simply want to distract themselves from it. People on this planet have a lot of ways of trying to distract themselves. You use an elevator to reach the bottom level. Its glass walls allow you to see the establishments on each floor. The farther down, the more unsettling things we see.

Now you can see through the haze. Humans are sprawled over velvet pillows, wearing expressions of vacant satisfaction.

No one cares that you are plunging deep underground in an elevator to reach a cold concrete room with a message from a hacker who borrows inspiration from a deadly plague.
Now, that’s atmosphere.

Visit Skuga Lake
Your boss went to write some articles on a little-known town but has gone missing. As her intern, you travel to the town to investigate only to be thrown into a motel closet. Seems like outsiders are unwelcome. I did not need the hints for the Visit Skuga Lake because I had already devoured back when I first found the game. I mapped that place to death. Notes, lists, you name it. I did consult the guide’s amulet/eyestone chart because it is much more organized than the table I created.

When I first played Visit Skuga Lake last year during Ecto-Comp, I remember the parser being a tad slow with my commands. It would take about half a second- just enough to be noticeable- for the game to respond. But not really a big deal. When I replayed it a few days ago the delay time was even slower. The longer I played the greater the lag. By the time I managed to (Spoiler - click to show) retrieve the key from the sleeping guard and get the boat running to reach the smaller island it was taking three full seconds for the game to respond to each command. I’m not sure why. This was not a big deal since I already knew what to do, but if this were my first ever playthrough, experimentation would be a nightmare.

This game has heaps of cool content. Every animal, landmark, and found object have important content attached to it. What I like best is how there are plenty of puzzles, but their solutions are flexible. While many puzzles are optional, pursuing them are still relevant to your objectives because they follow a similar concept. (Spoiler - click to show) You collect animal amulets and eyestones. When paired together, they give you powers- a wide variety of powers. Experimenting with them is so much fun. You do not need to find every (Spoiler - click to show) magical item, but it is a welcome task, and one that will likely prove useful later in the gameplay. Experimentation is the main attraction. I hope the lag is just an issue on my end. That aside, the story, gameplay, and characters are excellent. Lag-time or not Visit Skuga Lake is a must play if you feel like sampling the stories in Even Some More Tales from Castle Balderstone.

Singing for Me
Definitely, my favorite in all of Even Some More Tales from Castle Balderstone. It is meant to be played repeatedly and offers a lot of strategizing. My high score is (Spoiler - click to show) $1938. "I suppose this is adequate," said the Waldgrave. I’m still proud of it.

The protagonist is a young man returning home after college. He tells the story through humorous journal entries shaped by the player’s choices. The entries depict an oddball town that grows weirder and weirder in a way that suggests normalcy in its community. If you keep shuffling along with the town’s traditions, you get sucked right in. Next thing you know, the (Spoiler - click to show) Harvest Festival arrives. The ending is delightfully disturbing and unexpected. Even better is the redeeming ending. The game makes the player work for it, but it is fulfilling. I’d share more but I’m already starting to sound like (Spoiler - click to show) Darren.

Nyvo the Dolphin
This game gave me a lot to think about. If you happened to be standing on a tall cliff while staring at the ocean and see a dolphin equipped with a (Spoiler - click to show) prosthetic arm, a (Spoiler - click to show) grenade launcher, and some (Spoiler - click to show) foreign object in its eye, what scenario would play through your head? What explanation would emerge as you try to rationalize what you just saw? Nyvo the Dolphin has the answers. An adolescent dolphin comes across a shipwreck. Not some storybook pirate shipwreck but the wreckage of a high-tech ship carrying (Spoiler - click to show) classified military cargo. The highlight is the writing. It has a dramatic yet clinical tone as it narrates Nyvo’s encounter with (Spoiler - click to show) dangerous human technology…and how he is changed by it. It’s also in third person which makes it even more potent.

You mean there’s (Spoiler - click to show) more?
Finally, this was the moment I was waiting for. (Spoiler - click to show) The bonus content: a FIFTH game. Hunted , if I remember correctly. A stop and start Christmas nightmare. I think. This kid is on the run in the North Pole. When he gets caught* the gameplay switches where you are the “Bad” version of the kid. The Good and Bad version of the kid’s identity battle it out as you flip flop between two gameplay sequences. And then sometimes the parser would kick back to the Twine format where everyone is sitting in a circle to hear a story before launching into more gameplay. It was overwhelming. Cool, but overwhelming. At one point I was in a cozy house, but then that changed. The entire time I was all, “wait- stop, stop, stop. I wasn’t done yet!” I would gladly replay the entire game to revisit it if not for the lag issue I had with Visit Skuga Lake.

Nonetheless, I am so happy to have reached this point.

*Also: (Spoiler - click to show) I found a key that presumably unlocks the office door, but right before I reach it Krampus gets me. Is it possible to outrun him or is failing the whole point?

Final thoughts
A truly ambitious piece. It also defies the notion of quality over quantity, or quantity or quality. It’s a quality game, and there’s lots of it! A lot of planning and care seems to have gone into its creation. Sometimes you may find yourself coming back just to revisit one of the stories. Especially Singing for Me. There is something in it for a wide range of audiences in terms of length, technicality, and subject matter. Make sure you turn on the rainy music that the game recommends before you start playing.

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Nick's Dilemma - An educational game about Sales Management, by Matthew Schmidt and Andrew Tawfik
1 of 1 people found the following review helpful:
Sales hiring made simpler, November 26, 2022

This is not a spoof. Do not let the cartoon cover art make you think otherwise. After playing URA Winner! I probably jumped to conclusions. Some educational games look convincing at first only to reveal its nature later in the gameplay. Parodies are a lot of fun, but Nick’s Dilemma is not one of them.

You work for a company called MediSales that distributes surgical equipment. Sheila, your boss, calls for a meeting about a hiring issue. The company has been unable to find a long-term employee for a sales management position. Candidates are selected, trained, and months later they leave because the job was not a good fit. This pattern is expensive and needs a lasting solution.

Gameplay
Sheila guides the player by having them ask appropriate questions about hiring. Then she then guides the player by talking to co-workers and using digital resources to learn about factors in the hiring process. The gameplay is structured into units. After each unit you get a badge before moving on to the next unit. It is all incredibly straightforward. There is even an embedded video tutorial for the game on the title page. Everything is painstakingly designed to be user-friendly.

When I went to restart the game, I got a popup message saying, “Are you sure you want to restart this Educational Game?” For some reason I thought it was amusing that the message went through the effort of noting that this is, in fact, and educational game.

Story
This really isn’t a story intensive game. It gives everything up front. Find a candidate who will be compatible for sales management. There are multiple endings based on your hiring select. Not all of them are ideal but the game always urges you to return to the gameplay to make choices that result in a favorable outcome. This is where it deviates from being a “game.” For some games, the fun is seeing the “bad” endings, the ones that crash and burn. But in Nick’s Dilemma the goal is to learn about the proper steps to success (oh no, I’m started to sound like a training manual), hence why it wants the player to win.

Characters
There is a diverse range of characters in this game, most of which only make a brief appearance to discuss key points in the game’s content. Sheila is the NPC you interact with the most.

One problem: I still have no idea who Nick is.

When I first saw this game, I was this close adding it to the poll titled, “Games Where the Title Is You,” but hesitated. I thought that you were playing as Nick. That is, until the game asked me to type in my character name instead. I guess we are not Nick. The game features graphics for the characters, and the PC’s is rather generic. We only see the backside of “Nick” never the face, probably to minimize characteristics. I’m not at all mad at this if that is what you’re worried about. I just spent a lot of time scanning the game to try to find any mention of Nick.

Visuals
The game uses a white background with black text and blue links. Sometimes it dabbles with fonts for emails or notes which was clever. There is a panel on the left side of the page with a list detailing your progress. For completing each milestone in the story, you get a badge which is displayed in the corner of the screen. The badges are visual appealing but kind of useless and yet receiving them feels oddly rewarding.

Congratulations! You have earned 2 badges. You have unlocked the next section of the game!

Oddly rewarding.

The game would not succeed without its graphics. The character graphics give you something to look at and draws the player’s attention away from just reading text. Other visuals are more vital because they provide useful examples of material you may create for yourself. If you decide to (Spoiler - click to show) put out an online add the game shows a picture of what the ad may look like if it were posted it on a job search website.

Final thoughts
Do you walk away with the basics of sales management? Honestly, no. Not really. I cannot say I know more about the field of sales management (or the management of sales). HOWEVER. I did learn a lot about protocol, process, and the reasoning behind making hiring decisions. Of course, in real life this matter is more complex than what can be covered in a Twine game, but it does provide you with some insights. A couple of times I almost felt like I was taking one of those interactive training video exercises you complete after being hired.

You learn more about basic communication skills. Things like writing brief but thoughtful emails and follow-up emails, initiating conversations with co-workers. These skills seem trivial, but they go a long way in real life. The game does not sit you down and start a “Writing Emails 101,” spiel. Instead, it provides examples that serve as a reference. This way, the game is more helpful regardless of players’ emailing skills. Nick’s Dilemma is reasonably short and surprisingly practical. It is one of the most educational interactive fiction games for subjects unrelated to interactive fiction that I have played so far.

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Nineteen, by kiran
An earnest look into transgender identity and personal growth over time , November 17, 2022

Nineteen is about the author’s experience with gender identity during an important milestone: Turning 19. The story looks at personal struggles, not just in terms of societal stigma but also the frustrations of not knowing what definition you align with in a world where concepts of gender and sexuality are often placed in a ridged box: You either belong in this category or that category. This game, however, points out that the identity of oneself is far more complex than that.

The gameplay is in second person but built of the author’s own life experiences. As an almost-nineteen-year-old the player finds themselves moving into an apartment with an abusive girlfriend while being employed at an office job. Here, the game explores the loaded meaning behind slurs and their associations and assumptions with gender as they navigate new life changes.

Everything in the game takes a reflective approach. The interactivity does not consist of making changes to the storyline or directly engaging with the characters within. Instead, the player chooses links that reveal different components of their situation before cycling back. This created a fluid effect that made the gameplay a little more immersive. It gives the player an opportunity to “dig” through the story even if they do not influence its contents. Gameplay is extremely short, and you will have to play the game twice to see everything.

Nineteen is not a timeline of the protagonist’s life, but it does outline how identity can change. While the protagonist’s 19th birthday is in 2004, the game projects what life will be like in the future which includes life crises. We get a glimpse- just a glimpse- of the author’s experiences during (Spoiler - click to show) 2007, 2011, 2012, and 2014. In college the author identified as a transgender male and went by Aidan. Years later Aidan became Kiran.

At the end of the narrative the author identifies as neutrois. I have never heard about this term before and wanted to make sure that I used the proper pronouns and wording for this review. Neutrois, according to the definitions I looked up, means gender neutral and that “they/them” pronouns are used (inform me, please, if this is inaccurate) So, there you go. I learned a new term.

One of the takeaways in the game is the idea of considering a term about gender, and then considering the individual attached to the term. If I understand correctly, the author found hope in learning how people can be transgender, and yet, trying to transition did not bring any clarity to how they felt about their own identity. Terms do not necessarily explain the person behind it.

The subject matter is serious, but I found the author’s writing to be approachable. As a Twine game it also has polished formatting. It sticks to a basic appearance with a black background, blue links, and small white text placed neatly at the top of the screen. There quantity of text is moderate, but it is all concise and potent.

Ultimately, this is not a gameplay-oriented game. If you are merely looking for something to “play” then you may not enjoy this one as much. Rather, the heart of the experience is taking in the story and viewing every thread that the author has to say about it. And I am glad they decided to share this through an interactive fiction piece.

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Esther's, by Brad Buchanan and Alleson Buchanan
1 of 1 people found the following review helpful:
Mice are nice, November 12, 2022

At Esther's cafe your adorable host / Served cheese to the mice when they wanted toast! / That won't bother Harold's robust appetite, / But Janie insists that the order's not right. Sounds like something out of a children’s book!

Esther's is not a rhyming game, but as you can see, its description caught my eye. Janie and Harold are mice who like to visit their favorite joint for brunch every week. The café is run by a young girl named Esther. Unfortunately, there is a bit of a linguistic barrier. Esther does not understand the mice and ends up serving them cheese instead of their intended order.

There is no singular PC. The game's tone is in third person and the choices you make bounce between Janie and Harold. Gameplay is super easy and versatile for all ages partly because you will not get stuck, and partly because it gives the player space to experiment with choices. You figure out how to get Esther to serve you the right food through pointing or hand gestures. No matter what approach you take the game will guide you to the correct direction at the end.

The characters are endearing, especially the mice. Originally, I was picturing a fantasy world where animals hustle and bustle like humans to cafés and other establishments, but the game opts for a more basic approach. Esther’s café turns out to simply be a little girl indulging some mice in playing a variation of a tea party. Or maybe it is the mice indulging the girl? Either way, this is a sweet premise that the game pulls off. It mixes relatability with imagination. My favorite line is, “Tapioca. I like that word! Tappy-OH-kuh…”

Visually, the game reminds me of a picture book. The text area is a white square set against a purple screen. The letters are black with colour coded text for character names. Avocado icons decorate the player’s list of choices. I also really love how the authors included (Spoiler - click to show) a behind-the-scenes section at the end that shows drafts for the art as well as a node map for the Twine game.

Esther’s is a sweet Twine story that only takes about five minutes to play. While aimed at younger audiences, and I do recommend it for younger audiences, players can still appreciate the thoughtfulness put into the game’s creation.

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Defrosted, by Riyadth
1 of 1 people found the following review helpful:
Freezer burn horror, November 11, 2022

In the far future, climate change has done a number on planet Earth. Glaciers are melting. After a particularly large melt scientists found a strange strain of fungi with incredible resilience to extreme conditions and sentient properties. After tinkering around with genetic engineering, the military winds up with humanoid plant-based beings called Hyphaens.

Upside: They make great soldiers. Downside: Without social interaction they cannibalize each other.

Gameplay
The game starts with heavy exposition before launching into gameplay. The protagonist is desperate to secure a job after being dishonorably discharged from the military and manages to find employment as a companion for a Hyphaen. Here, character customization is cleverly woven into an application form that allows you to edit the protagonist's gender, height, and other characteristics. The gameplay then consists of preparing and traveling to meet your assigned Hyphaen.

One thing I disliked was how the protagonist makes informed decisions while the player is left in the dark. The main example is if you decide to (Spoiler - click to show) explore the mall. The protagonist automatically starts buying all this stuff that is later used to create a makeshift weapon for self-defense. A brief mention of the protagonist’s intent for buying would suffice. Something like, “hm, these substances may be useful in repelling Hyphaens,” would have been helpful for context.

Story
The turning point is a gnarly scene where (Spoiler - click to show) the protagonist is being devoured by their assigned Hyphaen up arriving at the apartment. There are three endings, two bad, one good. So far, I reached (Spoiler - click to show) BAD END 1 and (Spoiler - click to show) GOOD END but not the third outcome. The good ending involves (Spoiler - click to show) fighting off the Hyphaen. It leaves the player on a bit of a cliff hanger since it just ends with the protagonist leaving, although there is the implication that the protagonist is now on the run from killing military property. I do appreciate how the author provides some additional exposition on what happened before ending it.

I spent a chunk of time trying to find a way to (Spoiler - click to show) avoid being attacked by the Hyphaen but I do not think that is possible. There are some mixed messages that I tried to decipher. The Hyphaen’s dialog after you successfully defend yourself suggests that the Hyphaen merely wanted a connection. That said, there is no kidding the fact that such a connection would result in the death of the protagonist. It was only after re-reading the concluding text about "separation-induced aggravation" that I started to hammer together an explanation.

I’m just going to take a whack at it. (Spoiler - click to show) There is some hive mind plant entity in the arctic that is connected to the Hyphaens that function as a "fungal network." This entity(s?) is referred to as Mother and Father, or at least some translation of it. An expedition went down there but was ordered to return when things started getting weird. We learn about this from one of the protagonist’s memories, but it is cut short.

Naturally, Hyphaens' central impulse is to communicate with themselves and a parent hive. But when humans decide to cultivate (or grow?) them in a civilization in a sad dome on a tundra, that living connection is lost. They still have social interactions with nearby Hyphaen and humans, but it is not the same as a hive. Without this link their mental state falls apart and aggression occurs when they socialize. Hence why the Hyphaen attacks the protagonist. Human companion programs were meant to stave off aggressive tendencies through regular mild interactions, but in this case, it was not adequate.
That scene was intense.

Visuals
The game has a stylized appearance and colour scheme that adds a nice ambience. Black text box with wide margins and rounded corners that casts a shadow against a green background. This is paired with thick white text and yellow links. Also, there are these black rectangular boxes that briefly appear at the top of the screen throughout the gameplay that say things like (Spoiler - click to show) “TERMINAL: Dome Termed,” almost as if they were achievements before vanishing (see note).

Cover art is weird, terrifying, but cool. I assume that’s a Hyphaen?

Final thoughts
At first, I was not sure if I liked this game. I felt that the game was too short (though by no means incomplete) and that it left me with too many questions. But during my first playthrough I glossed over the large amount of exposition and backstory that the gameplay provides. When I went back to absorb the details, the story became more potent.

While I would have gladly played Defrosted if it were longer, I do think it is reasonable in length to keep players from being burned out. Its length is best described as compact. A lot of thoughtfulness has been put into this game and I am curious to see the author’s future work.

NOTE: Just as I was finishing this review my usual unobservant self suddenly made a big discovery. There is an arrow button at the top left corner of the screen (I know, it’s obvious) that opens to a menu with some useful features.

It has a dictionary of terms that are updated throughout the gameplay, and stat levels for the player’s strength and pheromone levels. The popup boxes that I mentioned earlier are meant to inform you that new terms have been added to the dictionary. I cannot believe I missed that.

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Something Blue, by Emery Joyce
2 of 2 people found the following review helpful:
A short horror story via mail, November 9, 2022
Related reviews: ECTOCOMP, Twine, Horror

The protagonist of Something Blue is Helen, a young woman recently married to an affluent man named Henry Compton. Great match. The story is told through letters that she writes to her sister Anne. But each letter gradually reveals a sinister truth.

Gameplay
Gameplay is simple enough. For each of Helen’s letters you choose several passages by clicking on a link that cycles through your options. There are three options per passage, and options seem to feature three different tones:

(1) Helen assumes the best of her husband and never speculates about suspicious things.
(2) Helen admits that she is not enjoying being married and that her husband gets super touchy about certain topics but otherwise plays ball. For a while, at least.
(3) Helen is sure that that something weird and explainable is going on. This last one sits on a fence between working yourself into imaging things and knowing Exactly What You Saw.

I was half expecting, half hoping that the player could determine Helen’s actions based on your choices while writing her letter. If Helen writes to Anne that she will (Spoiler - click to show) explore the attic when Henry leaves, she will explore the attic. If she opts to stay out of it, she stays out of it. Instead, it she goes to the (Spoiler - click to show) attic every time, and honestly, I cannot fault her for that. Ultimately my issue is that gameplay choices seem superficial when finding the possible outcomes for the story. I would mix and match choices to see how it shaped the gameplay, but it ended up being rather linear.

Story
Helen is told she get go wherever she wants in the house except (Spoiler - click to show) the attic. I will just rip off the band-aid. (Spoiler - click to show) Helen sneaks into the attic and discovers the dead bodies of Henry’s previous six wives. Her final letter to Anne shares her findings. The game ends with Helen’s husband sending a letter to Anne with bad news. He explains that Helen’s previous letter surely must have been the result of a high fever that gave her delusions that her husband had murdered his former wives. Haha. No, the player is not going to buy into that too easily.

I found the ending to be ambiguous. We know he is trying to cover his tracks. We do not know if Helen tried to run away or asked him about what she saw. I am assuming that at some point he figured out that she explored the attic. The implications of this are disturbing but we are left with a bit of a cliffhanger. Is she dead? He offers to allow Anne and her parents to come visit, so I take it that she is still alive. But if gameplay has any merit, she will probably end up like the other wives. Implied horror can work tremendously, but Something Blue ends a bit too soon for the story to click.

Henry’s writing about a fever feels like the default ending, but there is an alternate ending that ends in a similar fashion. If you choose gameplay prompts that seem a little, for the lack of a better word, “hysterical,” Henry writes that she was sent to a sanatorium instead. Historically, the notion of hysteria been used as a way of diagnosing women, which opens a can of worms about sexism and other issues. But it appears that Henry is going to use that to his advantage. Like the other ending, things are a little ambiguous about the outcome. Is he really sending her to a sanatorium or is he just going to kill her in the attic?


In case you are curious, the game’s title is based off a wedding rhyme that says, "Something old, something new, something borrowed, something blue." Each part of the rhyme details something the bride should wear while tying the knot to ensure certain blessings throughout the marriage. The "something blue" is meant to defend against evil superstition but (Spoiler - click to show) having a husband who chops up his wives also counts. If Helen followed the rhyme at all, it clearly failed. Especially with "something blue." The sad thing too is that her first letter in the game suggests that she married at her parents’ insistence. She probably had little say on not just who she married, but also on how she was married.

Visuals
The visuals only tinker with basic effects but they are effectively polished. The text is on a yellowish-white square against a dark blue background with matching links. It draws attention to the colour in the game’s title. I thought it was a nice look.

Final thoughts
This was one of the first games I played for this year’s EctoComp, and I fun reading the story. Definitely a horror game. It could have been more fleshed-out, but it is still a quality piece suitable for a few rounds. If you like interactive fiction with gameplay that exclusively takes place through letters that you modify, consider Something Blue.

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MARTYR ME, by Charm Cochran
2 of 2 people found the following review helpful:
If you are going to kill me, at least do a good job, November 8, 2022
Related reviews: Twine, Horror, ECTOCOMP

This is an EctoComp game. Had I not known that when I first saw the swirly bleeding-heart cover art, I would have guessed that I was about to play a twisted Valentine's Day game. Actually, it could probably double for Halloween (why am I still talking about Halloween?) and Valentine's Day if you are in the mood for horror. Potentially versatile option.

Anyway, MARTYR ME is a candid game about a murderer- a serial killer- dicing up a victim. You play as the murderer, but the narration is second person as told from the victim's perspective (Technically, the dialog is made up in the PC's mind, but they pretend that they are being addressed directly). I am not even sure if the victim is still alive. The start of the game sort of gives the impression that they are already dead, and that the murderer is merely playing around with a corpse.

The pivotal choice you make at the start of the game is whether you want to take your time or jump right in. The goal is to perform a ritual to martyr the victim by carrying out specific “steps” while butchering them. It is almost humorous at how offended the murder victim is if you decide to rush through this process. How dare you cleave me like that? Make it pretty. I know this sounds morbid- I mean, a game about gory murder embodies that concept perfectly- but the author presents it with a concise concept and consistent tone.

As a Twine game the visuals only dabble with a colour scheme, but it looks nice. It uses a pink not-quite-red background that later changes to shades of red and fuchsia. This is paired with white text, and pink/dark red links. The player is not sure if the colour makes them think of blood or candy. Or punch.

Reading my review will probably make you think, “!?!?!?? What is this game?” Well, it pulls the subject matter off better than you would expect. Yes, it is gory, and you may or may not like it. But it is also a horror game and a submission to EctoComp, of which it fairs quite nicely.

(It sometimes has faint vibes from PaperBlurt's The Urge, but much shorter and with a different storyline and gameplay POV. Don’t let that scare you away.)

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The Good Ghost, by Sarah Willson, Kirk Damato
4 of 4 people found the following review helpful:
An outstanding short story that conveys much emotion, November 6, 2022

This is such a gem.

You a ghost. A friendly, benevolent one. No one can see you or acknowledge your presence, but that does not deter you from wanting to help. The game takes place in the house of a small family. Even though your own identity is foggy, you have a strong desire to protect them.

As a ghost you try to prevent disasters, preferably so that the occupants of the house never realize that there was any chance of disaster to begin with. It is a lighthearted game, but one that ponders the balance of everyday events that can lead to (Spoiler - click to show) household disasters. To borrow its words, "a domino effect." This game is never judgmental, nor does it strive to teach a moral. Instead, it portrays a sensitive protagonist who looks at daily life through the unique advantage of a ghost. Contemplative.

This is a Twine game. Not only does it look nice, but the gameplay is smooth. The player moves freely throughout rooms to explore the contents. For choice-based games I like to call this as free range of movement, but the effect is more subtle in The Good Ghost. Lazy and casual, yet attentive. There is a thoughtfulness in your surroundings that encourage you to find the nooks and tiny details that usually go unobserved by the family in the house.

Now, this is not a puzzle game. Instead, it features small objectives, such as (Spoiler - click to show) finding a wedding ring, that are solved by going to the right room and carefully observing. This shifts the flow, so the game then leads you to the next scene. Everything is so fluid and organized!

The Good Ghost shines in every department, but the story tops it all. It is broken into several acts that documents the family over a lifetime. Seeing this process was incredibly grounding. As for the ending, it is the sublime moment of realization at the end that makes this game so emotionally powerful. I do not want to spoil the ending but know that it clicked perfectly. (Spoiler - click to show) So that's why the cat dislikes me... It was beautiful.

Excellent, excellent work. I highly recommend this game to anyone.

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The Trials and Tribulation of Edward Harcourt, by MelS and manonamora
3 of 3 people found the following review helpful:
It’s a [spoiler]?, November 5, 2022

An old acquaintance named Edward Harcourt writes an unexpected and peculiar letter to you stating that he inherited a title to his family’s estate, and requests that you visit right away. This is a mystery game takes place in Scotland in the early 1920s.

Character creation comes first in this game. Not only does the player get to customize their character’s name, gender, and appearance, but they also decide on the protagonist’s history with Edward Harcourt and their past relationship with him before he appears in the game. There are quite a few possibilities, as indicated with a (Spoiler - click to show) dream sequence soon after you arrive.

Reflecting on the nature of your relationship with Edward, you find yourself thinking back to when you first met him…

The only plot element that the game gives us is Edward Harcourt’s reason for seeking out the protagonist for help. We learn that his (Spoiler - click to show) mother has been suffering from a mysterious form of insanity, and that he has been trying to find a cure for it. He thinks that the solution may lie through occultism which he has been studying to understand his mother’s ravings, but his only real lead is a cryptic letter from his uncle about exploring a castle. He wants the protagonist to help investigate.

So far, you navigate this mystery by snooping around and interviewing people (if they are willing to talk to you). As you investigate there may be clues that light up in the text. If you click on them more information is added to your nifty journal that summarizes your findings. This feature cultivates a detective vibe while also being incredibly useful.

The spoiler in the title of my review is that this game (Spoiler - click to show) is a demo. I did not realize that until it ended. It was sort of like biting into a chocolate bunny during Easter only to find that it is hollow, not solid chocolate like you thought. But there is an upside to this. Demo or not, this really is an excellent game. I hope the authors continue to develop it. So far, the game starts with a prologue and ends about halfway through chapter two. You arrive at the castle late at night and go on an excursion to town the next day.

Even as (Spoiler - click to show) a demo there is plenty of replay value while exploring the town, particularly with what you wear and where you visit first. So far, the gameplay follows the narrative of the outsider protagonist eager to get to work and start digging through the ancient history of a town where people are, at best, wary of you. You may pick up some Anchorhead vibes here or there.

The man bangs his hands on the table. His eyes are full of fury. Cognitive dissonance can be a real (Spoiler - click to show) bitch.

Clothing is important because it affects how people respond to you poking around. Are you a rich snob? A vagrant? Those are snap judgements that everyone makes, but it is interesting to compare these reactions among separate playthroughs. You already are the odd one out by being an outsider. It does not take much to make it worse (although sometimes, that is how you get the best answers).

The other replay factor is where you visit. There is a pub, church, harbor, and stores. You can visit two before the game (Spoiler - click to show) calls it a day and ends. But visiting the store first provides a different experience than if you visit it second. Same goes for the other locations. You can learn a lot from mixing and matching where you go. (Spoiler - click to show) The demo is not meant to played once. If you are interested in the story, you can find much more of it through replay. I recommend saving the game before you go exploring.

The game already has nice visuals. There is a stylish menu section on the left side of the screen. Some of the headers are writing in cursive (thankfully, not the gameplay text), and decorative swirls are also added. The screen is black aside from journal entries which are stylized to give the appearance of flipping through a physical journal. It all worked together to create an effective ambience.

In conclusion, The Trials and Tribulations of Edward Harcourt is an intriguing story with a lot of work put into it. When I went to play it, I was not expecting to see, (Spoiler - click to show) "You have reached the end of this demo. We hope you’ve enjoyed it!" I wish there was more, and I hope there will be. But did I enjoy it? Yes, I absolutely did.

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