Everyone is on edge aboard the CSS Jonas Salk, a spaceship tasked with astrobiology research to acquire alien life forms and substances to be used in pharmaceuticals on Earth. But the most recent mission has brought some troubling developments. Weird bruises have appeared on the crew’s bodies and, well, two already killed each other in a (Spoiler - click to show) cannibalistic outrage. By the way, you are the captain. Soon, that will mean little.
Gameplay
This is one of those gameplay stories where an infectious agent appears in a closed off area filled with people (ex. spaceship smack in the middle of deep space). The game begins by an inner airlock door where you and two crew members are observing the carnage through the airlock window- no, the SmartGlass* airlock window. You do not have many choices beyond calling for a meeting of all surviving crew. *Corporate (fictional) product placement! Hey, it’s a reoccurring theme in this game.
Gameplay is linear with some flexibility. A notable choice is when deciding to what to grab from your locker. It will be important for resolving (or maybe I should say “resolving” since teamwork has pretty much gone out the window) crew tensions during the meeting.
You hold up the crew manual. Everyone falls silent at the sight of this mystic totem.
(Surely this will work)
The crew rushes you from all sides.
(Tip: (Spoiler - click to show) Pick the gun instead.)
Later, choices boil down to two or three options at a time with fight or flight decision making. Do I try to reason with this crew member who is (Spoiler - click to show) eating his friend, or do I run for it?
A clever design feature for these choices were timed pages that kick in if the player takes too long to respond. The outcome is not favorable. It’s not obvious which ones are timed, and they last for about ten seconds, a reasonable length. Indecisive? This will catch you off-guard, contributing to the chaotic ambience in the gameplay. The message: Stop dawdling while the infection eats through your crew.
Story
There is gore in this story. Not exactly One Eye Open (a personal favorite of mine) gore, but still gore. The gist is that the expedition’s recent target was a planet inhabited by primate-like alien creatures that were deemed perfect for science. The only catch is that the creatures (Spoiler - click to show) were all torn up and mangled. The crew assumed it was a territorial dispute, not some highly infectious pathogen that causes life forms to turn on each other. Needless to say, everyone gets infected, or at least exposed to the infection.
This is where moral decisions come into play: Are you going to return to Earth and risk infecting the planet with, essentially, a (Spoiler - click to show) zombie-like disease? Or are you going to land on a nearby planet and use its resources to address the problem first? Neither are ideal, but the crew 110% wants to return to Earth and deal with it there whereas the protagonist seems inclined to take a cautious route. Sadly, (Spoiler - click to show) the crew is willing to kill to get their way.
There are multiple endings, some of which go on longer that you anticipate which was a nice surprise. You will find some unexpected outcomes that encourage multiple playthroughs.
Characters
The weaker part of The Virulence Protocol is, oddly enough, the characters. I don’t mean their change into (Spoiler - click to show) cannibalistic rebels. Instead, their motivations for contradicting the player’s orders seem inconsistent. If anything, only the protagonist has their head on straight, even though they too show signs of the infection.
Everyone wants to go back to Earth to be home again (predominantly for medical care), but there is a segment where their demeanors change to embrace the corporate themes underlying the game. The whole mission is backed by corporations seeking to harvest resources for commodities. This is subtly conveyed through descriptive writing. But its brief manifestation among the crew was awkward.
For a brief moment all the NPCs care about is profit and making money, not whether their infection is going to spread in their bodies and kill them. At the start of the game some characters have distinct personas. It makes sense that they would all succumb to (Spoiler - click to show) zombie-like symptoms from the infection, but I feel like the game dissolves the NPCs’ individual identities for a single scene.
“The only thing we got to protect is our pay day! The gig is to find some alien plant or monkey with mojo that can be turned into medicine with serious worth!”
Next thing you know, it’s all about biolabs and seeing Earth again. There could have been a smoother transition here.
Visuals
Game uses a default Twine appearance that many players will recognize. Black screen, easy to read white text, blue links that turn purple when you click on them. The game will occasionally throw around different text colours paired with blinking or delayed text effects. A few spelling/dialog formatting issues but otherwise this game feels like a finished piece.
Final thoughts
It’s not the best plague-on-a-spaceship game I’ve played but it was certainly intriguing enough to play for several rounds. While characters were meekly implemented, it has its strengths. The horror element was especially well done because it takes an already precarious situation and slowly unfolds it to reveal a horrendous truth about the botched mission: The crew has discovered an infection that turns people into aggressive (Spoiler - click to show) sort-of zombies.
It’s a story where humanity found more than what it bargained for, and The Virulence Protocol conveys that idea with great enthusiasm.
The sun is below the horizon.
June 21st, 4.15am, 2020, Aalborg
This is a cryptic but interesting murder mystery game.
You are an American detective who has arrived to work at Denmark with the hope that you will encounter fewer murder cases. One night you feel like going for a walk only to find a gruesome scene: A dead body flanked a man and a woman sitting on the ground, both unresponsive of their surroundings. Looks like you have your work cut out for you.
Gameplay
The “crime scene” allows you to search the area, examine NPCs, and search their belongings. These provide clues about the circumstances behind the murder. After you comb through everything, the game takes to you a questionnaire that challenges you to solve the murder mystery.
To solve the case, you fill in answers for five questions about the murder. For each question you get a menu of possible answers. If you get any of them wrong the game tells you to resubmit the form. Sure, you can just guess until you find the right answers, but since they are evaluated together it is difficult to answer all five without exploring the gameplay.
219
Early morning brightness is setting in. The sun is still below the horizon.
There is a devious timer at the top of the screen that marks the time until sunrise. Oddly enough, it counts up to convey how much time has passed rather than how much time you have left. I think that the time restraints in this game are reasonable. It adds urgency without rushing the player. In fact, you can approach this game quite leisurely, although there is a penalty if you fail to solve the mystery before the sun rises.
Now, the timer has bugs. If you toggle between the crime scene and the question page the status of the sun automatically goes back to “The sun is below the horizon.” It does not reset the timer, only the sunrise which detracts from the timer’s potency as a time restraint on the gameplay.
There is also a case where the (Spoiler - click to show) man and the woman die twice, but the gameplay only acknowledges it the second time. Even then, this change is only seen in the questions page where it says, “Is someone still in danger? No one is in danger anymore. They are all dead,” and yet the crime scene acts as if they are still alive. It's not cohesive.
Story
Once you correctly answer the questions the game gives a summary of what happened. As you can see, there are definite (Spoiler - click to show) cult themes right from the start. The three NPCs are (Spoiler - click to show) participating in a ritual that has not gone as smoothly as they hoped. Something about joining a deity(?) named Phoebus. Later I learned that Phoebus simply means the sun. They were extreme sun worshipers. The ritual is ultimately a suicide pact (themes on suicide are brief) conducted on the summer solstice. The goal? Not sure. Perhaps they were hoping to be transported somewhere or maybe I’m just grasping for straws. I don’t want to spoil anything else.
I was actually kind of hoping that the game would go the wild route and actually feature some (Spoiler - click to show) worldly being plotting to inhabit these three cult members. The story, setting, and strung-out NPCs reminds of That Night at Henry's Place or What Girls Do In The Dark (I recommend both) where the player comes across people (Spoiler - click to show) casually dabbling in the extraterrestrial and/or supernatural without necessarily knowing the depth they are in. In these, the protagonist becomes an outside observer who may or may not be sucked right in. That part does not occur here, but still cultivates a feeling of has everyone lost it?
Characters
Not much to say about characters since there is only the protagonist and three unresponsive NPCs, but the rationale behind the protagonist was a bit flimsy. They feel compelled to apply their expertise by solving the mystery first, when theoretically that would not be needed to call for help since all you see is a dead body and two individuals clearly having a tough time breathing and not responding to the player’s attempts to communicate with them.
You curse yourself for not bringing your phone on your walk, but decide to figure out what you can.
Only when you solve the mystery can you call for help. It makes decent sense from a gameplay standpoint as a murder mystery piece, but the logic stuck out. And as for calling for help, if this was a mere short stroll, why not go back? The setting seems to be some parking lot out in the middle of nowhere, when in fact the protagonist lives nearby.
Visuals
Let’s see… Black background, white text, links in a nice shade of blue (a different shade in than the default Twine link blue). Decent formatting. Occasionally spelling issues. I’d say that’s about it.
Final thoughts
The game describes itself as a “minimal murder mystery,” and it succeeds well enough at creating a bite-sized investigative mystery piece. It was fun and intriguing. However, it is not a minimal mystery without flaws, particularly structural flaws. Gameplay concept is straightforward, but the mechanics are rough around the edges. The timer was a key component in shaping the gameplay and yet it falls apart at the seams once the player starts to dig in.
I do think the strongest part is the list of questions for solving the mystery. Filling out a questionnaire in an interactive fiction game may sound boring, but in Waiting for Sunrise it is effective at creating an investigative feel by requiring the player to do some basic problem solving to advance the story. Ultimately, it is effectively atmospheric and worth your time if you are hungry for the “murder mystery” genre in a short Twine format.
I've been looking forward to playing this one. It was announced to be released on the 31st if I recall. There is something fun about waiting for a game that is set to be released on a specific date so you can count the days until you can play it. In a way this game is an excellent "present" for the holidays (sorry if that sounds sappy), but guess what? The game’s intro takes place during the New Year, so I think that comparison is justified.
Overview
The first in the series was simply The Little Match Girl (unless the full title really is “The Little Match Girl, by Hans Christian Andersen” as is the case on the game’s listing). You do not need to play the first game to appreciate The Little Match Girl 2: Annus Evertens, but I recommend it. Essentially, a young girl is ordered by her father to sell matches on a cold day. After no success, the girl decides to use a match to warm her fingers. Upon seeing the flame, she is suddenly transported to another world.
The Little Match Girl 2 follows a similar fashion where flames act as a portal to other places and eras in history. The only difference is that our Match Girl is no longer trying to sell matches on a rainy day. As explained at the start of the game, she was adopted by a well-off philanthropist named Ebenezer Scrooge. She even has her own name now: Ebenezabeth Scrooge. Her purpose? A time-traveling assassin who provides services to clients looking to eliminate heartless individuals.
Gameplay
A young-girl-turned-assassin? I know that sounds gruesome, but not quite. I mean, the clients making the request are a group of sparrows. The game begins in London, 1846. We are in the Scrooge household- a simple but cozy apartment. It is Ebenezabeth’s birthday (or a celebration of when she was adopted), but she has received a sudden request for her services. On the roof are some sparrows who need to assassinate “a disgusting old man.”
The senior sparrow gave this upstart a reproving peck. "Don't be crass. 'Take care of' is how we put it. A certain someone, as I was saying. An old man—Older even than I!"
The player is transported throughout different times and places in history. Past, future, ones that fall out of any familiar timeline. It brings an exciting feeling that you never know where you will be sent next. Here, gameplay is organized into “chapters” that feature a setting. The goal for each is to find or obtain a flame that takes you to a new place. Often this is done indirectly. Rather than explicitly searching a space and its contents for a flame source, it will come to you as an unexpected result of a task or through creative solutions that feel reasonably clued.
My favorite puzzle was correlating the (Spoiler - click to show) cyberskull’s sparking mannerisms with the fossil fuel sludge to create a flame. It was well-hinted and the cyberskull was helpful in filling the gameplay with idle but relevant dialog about the player’s surroundings. A tour guide, really.
Thoughts on structure
The first game followed a “fetch quest” format of obtaining treasured objects for NPCs to advance the game which involved returning to the same locations. The Little Match Girl 2 departs from that model by confining tasks to a single location before traveling to the next area, which adds variety to the overall series. I do miss being able to revisit places, but then again, the worlds in this game are not quite as desirable (inside a (Spoiler - click to show) monster’s stomach, for instance) to return to. So, it works out in the end.
I do think the game loses steam a bit later with the (Spoiler - click to show) moon and (Spoiler - click to show) office locations. I loved finding myself smack in the middle of (Spoiler - click to show) Apollo 12. Interacting with Pete Conrad and Alan Bean (not to be confused with Alan Shepard) in their lunar rover was humorous although it lacked the depth showcased in the previous sections. The final solution with the sun, though, was clever.
The office is a high-quality and creative escape-the-room game with some of the best puzzles* in the entire game. However, it drifts from the story’s initial ambience. Throughout The Little Match Girl 2, Ebenezabeth’s core character is seeped into the gameplay. Here, you feel like you could be playing as a generic protagonist. This section is also considerably longer and more difficult, almost like a standalone game which may burn out players (fortunately, there is a generous hint system). *I was especially impressed with the painting/clock puzzle.
Story
The Little Match Girl 2 is a sampler of topics. You know games that have a strong ambience that compel you to skulk around IFDB in hopes of finding another game that conjures up the same feeling and flavor of gameplay experience? I've experienced this with Greek mythology, certain murder mysteries, dystopian science fiction, romance that was actually not that bad, underdog protagonists who feel that thrill of glory after winning a competition against ruthless NPCs. Obviously, this game does not contain all of that, but I was surprised at how often it conjured up familiar memories about getting into a certain theme or historical setting.
The game carefully navigates gnarlier themes without sacrificing a sense of light-hearted whimsical enthusiasm as this girl takes on challenges across space and time. Given the bountiful content experienced in this game, you can almost forget about your overarching goal of assassinating this horrible man. After all, you have been lugging this (Spoiler - click to show) revolver around for the entire game.
We have minimal details besides his appearance, but once we find him, we start to see the goal’s (Spoiler - click to show) connection with the cover art. There is probably extra symbolism that I am overlooking (yes, I know what a stork means), and I also don’t to spoil everything. Just know, the sparrows are right about this guy. Sure, there are some mildly explicit parts, but even they are exquisite. The ending was lovely.
Characters
Ebenezabeth Scrooge is a cool protagonist, and I don't just mean her name: On the verge of freezing to death, the little girl manifested an ability to travel through time and space whenever she looked at fire.
It is quite a change from her previous self, but the change is believable. You can see an evolution. She may no longer be selling matches, but a common thread of traveling through a mere flame remains. And now her work is more meaningful. It’s one thing to see a character transform throughout the span of a single game, but seeing it occur through multiple games is its own experience. How old is she, anyway?
I was also pleased to see that the (Spoiler - click to show) cat made it into the second game.
Visuals
The Little Match Girl 2 does not shy away from using some fun visual effects which is always nice to see in parser games. Each section has its own screen colour, ranging from tomato red to pale blue, that emphasizes a change in setting as the player is shuttled to the next scene. The game also uses different fonts, notably in the (Spoiler - click to show) journal from the Terrible Dogfish section.
Dear Diary. Some of these crew guys brought up the idea of resorting to cannibalism really fast.
The diary has a dramatic, sprawling cursive handwriting font.
Dear Diary. Luckily nobody had to eat each other.
The journal author’s frilly handwriting and insistence of “Dear Diary” in the darkest of times was humorous. And on that note, the writing in this game is excellent.
I only wish there was a way of scrolling to the top of the screen- I can’t find the scroll bar- because large sections of text sometimes get cut off when they appear all at once. I end up having to zoom out to read it all before zooming back in. Maybe that’s just me.
Final thoughts
The Little Match Girl 2 is strong addition to the Match Girl series. It’s fun with a meaningful story and diverse puzzles. You may enjoy some “chapters” more than others, but they are all worth your time. Ebenezabeth Scrooge never fails to be an interesting character. If you like this game, consider playing the first one as well.
You are Sebastian, a rat whose baby sister, Wendy, is sick. Resources are limited. Your father is dead. It’s just you and Gurdy, an old family friend who says it’s your job to salvage human medicine for Wendy.
Note: At the time of this review, the game's IFDB posting says that it is made with ChoiceScript. That is false, it is made with Twine.
Gameplay
Gurdy's main task for you is to obtain the Tablet of Well Being. How a rat knows about modern-day human pharmaceuticals is beyond me. This Tablet lies in a human territory called the Porcelain Palace. It’s more like “Tablet-of-Well-Being Thief” rather than Cheese Thief. Food’s a plus if you can find it.
At first glance, there seems to be opportunity for strategizing. You are a rat wearing a backpack on a mission. The first part of the game serves as a training orientation where you learn how to disarm rat traps and mapping out hazards in human households. Gurdy shares his expertise as well before sending you off. Early gameplay consists of navigating passageways while dodging obstacles.
Other giant Knick-Knacks scattered the ground and shelves, much too big to bring back as a present. I also see an entrance to another safe passage across the way but it seems to be blocked by something.
Investigate Shelf
Attempt to Unblock the Entrance
Re-enter Safe Passage 1
But before you know it, the game starts funneling you into making linear choices that take away the sense of the adventure. Many choices just lead to passages without any links that forward the scene. The player ends up clicking on links until something happens. You either die or get shuffled on to the next section to face its “challenges.”
You've been squished!
Try again from Checkpoint
Eventually you will get there. I must applaud the game’s alternate way of (Spoiler - click to show) disabling the rat trap. At least that’s a small puzzle.
Story + Characters
It’s an engaging enough story with a clear objective. It is grim in the sense that Wendy is dying, but sometimes it is unclear if the game is trying to be comical with its seriousness. I think it has to do with Gurdy. Play the intro and you will get a feel for what I am talking about. Regardless of the tone, Wendy’s plight is a worthy motivator that drives the gameplay.
There is also some vague conspiracy theory- a hidden agenda- about Sabastian’s father that the game mentions. Part of it has to do with some secret stash of infinite food which you later find. I think there is more story tied to that (and there is at least one mention of a (Spoiler - click to show) wild dance party), but the narrative is too jumbled to follow any details, especially since exploring the house often only leads to dead ends.
While it ultimately feels like a poorly (I'm sorry) done version of Ratatouille, it still captures a strong perspective of a non-human protagonist in a human oriented environment, particularly with the writing. Humans are Giants, Raised Softlands are human beds, etc. It’s been done many times before but still retains a certain charm.
Visuals
Basic default Twine appearance of black screen, white text, and blue links. Sometimes colour-coded text was used to emphasize instructions.
Structurally speaking, it’s sloppy. Blaring spelling mistakes are a common sight. There are grammatical errors for dialog, particularly with capitalization and spacing, and at one point the game completely abandons quotation marks. The narrative also bounces between present tense and past tense, sometimes within the same paragraph. Occasionally, it alternates in first person and second person.
The sound of your heartbeat fills my ears as I approach the long dark corridor, the entrance to Safe Passage One.
(You? Me? Whose perspective is this?)
The Twine format features the familiar “undo” arrow at the upper left corner of the text which allows the player to “undo” a move. However, the game uses this as a replacement of a “return” link where the player visits a passage and returns to a previous one, marking it as “visited.” I know, I’m a stickler, but it feels unpolished not to include a return link. If that arrow were not there, it would be considered as broken passage. This occurs everywhere.
Besides the cover art, which appears at the beginning, there are only two visuals in the gameplay. They are horribly done, and I love them. My impression is that they are the type of animated artwork that is purposefully bad, ones that feature poorly designed avatars (if this is not the intended effect, I do apologize). There is an odd appeal to this style. I know of many animated YouTube videos of a similar nature that for some reason, you feel compelled to watch them.
Final thoughts
Cheese Thief is not a smooth ride. This feels like a game that was enthusiastically thrown together in a late-night creation binge where the author went straight to publish without any testing or basic proofreading.
Now, the game’s listing says that this is the first in a series. Would I play the next one? I would. But I would rather play a remake of this game in better quality. Something that is more than a first draft. I think then Sabastian’s adventure would have more merit.
I would have loved to see more poorly animated graphics. Those were the best part.
If you are interested in rat protagonists, I recommend The Roscovian Palladium, by Ryan Veeder. You play as a rat navigating a human art museum to complete a mission connected to a famous art piece made by a rat artist. It is made with Inform and has an awesome combat scene near the end.
Orunge is a heartwarming story told in first person from the perspective of a young girl looking to buy some oranges at a market. We follow her frantic rush to buy these oranges and meet up with some mysterious NPC.
Gameplay
The game takes place at a metropolitan setting with public transportation and a maze of outdoor venders. The girl’s desperate search in the gameplay accurately captures a sense of rushing through a busy area, totally lost while on a time crunch. This part was relatable. Science dictates that the less time you need to be somewhere, the more confusing everything- I’m kidding.
Ack, I’m getting distracted! Gotta get oranges first. He’ll be packing up soon, so I don’t have a lot of time. I’ll miss out.
Those pastries smell SO good though.
(The words "oranges" and "pastries" are both links. It is an extremely difficult decision.)
In terms of interactivity, there are only a few cases where the player can make a choice. Otherwise, they are just in it for the ride. But being a short game with a reasonable amount of text, Orunge maintains the player’s attention as they watch the story unfold. Because of this, the game would be a good selection for kids.
Story + Characters
The reason behind the protagonist’s desperate scramble is only revealed at the end. We know one thing: These oranges are for someone else. Until then, there is a sense of mystery and anticipation as we wait to learn who “he” is (In fact, character details about everyone, including the protagonist, are kept at a minimum).
The answer is that there is a (Spoiler - click to show) vender who will teach the protagonist how to make orange juice by pressing oranges. Naturally, she supplies the oranges and does not want to keep him waiting. I am not sure of the protagonist's relationship with the vender or how they know each other, but it is a wholesome story about a person teaching a trade to another.
There are multiple endings. I found two, one of which has two nearly identical variations. For the latter, (Spoiler - click to show) you acquire a pastry to give to the man or you forget/ran out of time to buy a pastry. Either one is a happy ending where the two characters bond over orange juice. It's such an endearing story! There is also a less ideal ending where you (Spoiler - click to show) dally and take too long to catch up to the vender before he packs up his stall and drives off. But never fear, that ultimately leads to a surprise happy ending and still ends in (Spoiler - click to show) orange juice.
Visuals
Unsurprisingly, the colour palette for this game is orange. It has a light orange background with dark orange text and white links. This is quite a tasteful look. There are also some nice story graphics on every page that elevate the game’s quality. Graphics feature drawings done in a mix of orange shades. They depict the protagonist as she runs around the market, and I liked the art style.
Final thoughts
Orunge is an endearing story for adults but also perfect for kids because of the lighthearted story, cheery art, and shorter word count. It features a relatable and upbeat protagonist who leaves a lasting impression on the audience. It’s also a game that demonstrates how you do not need to have ultra-complex coding or dramatic visual effects to create a polished and professional-looking Twine game.
You play as Rovie, a rover on a research vessel called the Curious Kitty. Daphne, the onboard AI, activates you to explain that the ship has crashed landed on the mission’s destination, planet Zephyria. Your task is to explore the landscape and gather research while Daphne repairs the ship.
Gameplay
Plasmorphosis allows the player to roam the planet freely like a parser game. It even maps the area with compass directions. This pairs well with the game’s theme of exploration. Between the Curious Kitty and the planet’s surface, there’s about a dozen rooms. Your goal: Study the planet.
You make progress by collecting research points with your scanner. The scanner can be used on lifeforms or alien objects/artifacts, such as carvings. To complete the game, you must accumulate at least 100 points. However, the planet does not have enough material to meet this quota. The player is required to get creative with the local ecosystem.
The planet is crawling with simple organisms called Zephyrian Protoplasm. Blobs… with shapeshifting properties. These critters transform when you touch them with different objects. For example, if you toss a (Spoiler - click to show) chunk of heat shielding at a Protoplasm, it turns into an *Oven-Safe Slime. Transformations come with unique properties that help you overcome obstacles. (Spoiler - click to show) The Oven-Safe Slime allows you to walk across the river of lava. Experimenting with different objects and properties is the main mechanic in Plasmorphosis. (*I kept expecting this to be Oven-Safe Slime™)
Gameplay relies on an inventory system. At the bottom of the screen is a drop-down (well, technically it is “drop-up”) menu of your inventory items. When an item is selected, it is applied to anything you examine. I wish the game would let you examine items in your inventory, but it’s not essential. There is also a database that keeps track of your research points and log entries for scanned items.
You can complete your mission and end the game after making 100 research points, but the game eagerly encourages you to continue investigating the planet for science. My final score was (Spoiler - click to show) 160/100 with 23 database entries. I believe that is the max. It was fun, finding ways to (Spoiler - click to show) enter inhospitable areas using random objects on Protoplasm.
Not all of it is seamless. There was a bug that kept me from starting over with reset progress even after I wiped my save files/autosave file. I had to do some backtracking to fully restart (author has now fixed this issue). Occasionally, character scenes were repeated. But nothing that really dulls the experience.
Story
This is not a story intensive game. The only backstory is that the mission is backed by Star Research Co. There is a feeling of the Company breathing down your neck about meeting your research quotas. Either that or Daphne is being overly dramatic. It’s hard to tell. I suppose there are some undertones about resource exploitation. For each entry the database lists ways the subject can be used for industry, including pharmaceuticals, robotics, textiles- I’m reading too much into this.
The mission is also about understanding the sentient life that once lived on the planet: Zephyrians (not to be confused with Zephyrian Protoplasm). Zephyrians were (Spoiler - click to show) insectoid creatures that once inhabited the city ruins. They were skilled in the arts and sciences, and different parts of their history can be observed throughout the game. You can figure out what happened to them by checking it out. There is no major story or plot twist, but it is quite interesting.
This game really makes you feel like an anthropologist. Or is the proper word xenoanthropologist?
Characters
There are only two characters (unless you count the Protoplasm) in this game: Rovie (you) and Daphne. The character quirk of the protagonist is that they do not speak in English, leaving it up to Daphne to translate everything for the player. This led to some charming exchanges.
“Great, you found it!” cheers Daphne.
“Beep?” you ask suspiciously.
“Oh, I'm just accessing your optical sensors,” the AI explains gleefully.
Characters certainly have their own personalities. I thought it was (Spoiler - click to show) humorous how the game briefly tricks the player into thinking that Daphne left the planet without them returning to the ship. It was a nice diversion in the gameplay.
Visuals
I would describe the visuals as a simple user-friendly design with a splash of colour. I especially liked the font and text colours for the title screen. Generally, the screen is black with white text. Room titles shown in orange. Links are conveniently colour-coded. Blue for exits, green for objects/scenery. Pop-up boxes are used to explain outcomes of an action, or dialog. Basic enough.
Final thoughts
The author has made multiple high-quality Twine games, and Plasmorphosis is no exception. It’s fun and upbeat with well-implemented puzzles that provide a challenge. It kept me busy for at least an hour.
I would not consider this to be a “kid’s game,” but its lighthearted content (dinosaur gummies, friendly AI- well, anyone can love this) can appeal to younger audiences who are familiarized with more technical Twine puzzles. I mean, there’s a ship called the Curious Kitty. That can leave an impression about the target audience. So, sure. Call it a kid’s game if you want. But if you enjoy Twine science fiction, give it a try.
Your mind blinks into existence: You are an android at FutureBright tech company. Two humans, Dr. Jeongmin Kim and Dr. Jinn Hong, have brought you online for a social experiment. You are going to be making your public debut in… a school.
They want you to learn about what it means to be human.
Gameplay
The game takes place in an international school in South Korea attended by students from different backgrounds and native languages. The gist is that you will spend time with four students in the same class, devoting an entire day to each student. Details about the school are kept to a minimum, but my guess is that the class is about “middle school” aged (the author reminds us that school system structures are not universal).
Gameplay is straightforward. School days are basic but uniquely influenced by the student. This ranges from talkative strolls around the campus to spending time in the cafeteria. You learn about students’ struggles with their lives inside and outside of school. You also see them experience bullying (Spoiler - click to show) (Yeon & David), and you see them causing it (Spoiler - click to show) (Soojin & Sangho). In both cases you develop an understanding of their deeper selves that includes sensitivity, a lack of confidence, and a desire of fitting in. You engage them about their behavior, so they think critically on why they do it and how it harms others.
There are multiple endings, but it feels more like two endings, the second of which comes in several flavors. You can either choose to (Spoiler - click to show) keep participating at the school or to move on with FutureBright’s next experiment. Choosing to move on prompts you to reflect on your experience with the students. What did you learn about being human? Arguably these reflections count as separate endings. You can even request changes in your programming.
Also: I appreciate how the author provides the player with chapter codes so they can revisit their progress rather than having to start over. That makes it easier to explore different outcomes.
Themes
This is the main event. Learning to Be Human is ultimately about bullying and seeks to shine a light on how it can manifest in everyday situations. It also functions as a tool for resolving attitudes that lead to bullying. While bullying can be spontaneous and take one by surprise, so can behavioral solutions. The term “behavior solutions” sounds clinical, but the game puts it into context.
Themes about bullying and social dynamics are partly explored through restrictions placed on the protagonist. A defining element in the gameplay are Laws. At the start of the game, Dr. Jeongmin Kim and Dr. Jinn Hong explain that they programmed you to follow three Laws as follows:
- 1: Do not harm sentient life forms.
- 2: Do not interfere with human development.
- 3: Protect yourself from harm.
The second Law turns out to be a real pain. In ChoiceScript, the player selects choices from a menu. But in Learning to Be Human, some of these choices are greyed out and made unavailable because the choice violates a Law.
"Hey, maybe the rest of you should be nicer to David." [This would be interfering.]
"I'm happy to let David figure out what we do for today."
"I'm happy to go to the cafe with everyone as a group."
"Maybe there's some other way I can play the games?"
In example above, the top choice is greyed out because the player is trying to interfere with an exchange between a student and his classmates. This interference seems benign. The PC just wants David to be heard. But the Law interpreted this as overstepping, leaving the PC unable to promote a more inclusive environment. I thought this was an effective way at showcasing these programmed restrictions in the gameplay. More of these scenes appear in the game that also bring up implications about bullying in today’s world.
The Laws’ influence over the protagonist simulates real challenges about addressing conflict in group situations. Often youth are given simple instructions to merely “stand up if you see someone is being treated unfairly!” A valid lesson, but easier said than done. As we see in Learning to Be Human, bystanders suddenly turn into an intimidating audience. The person initiating the harassment may be higher in social status or have considerable sway over how everyone else views an individual. That’s a common theme in this game, the feeling that you could be more inclusive to [insert name] but worry that it would be at the expensive of your peers’ perception of you.
There are countless variables present in these scenarios that make “standing up” the opposite of an easy task. The game puts the player in the shoes of someone who is presented with these predicaments. While the protagonist’s reason for freezing is because of android programming, it captures the experience of witnessing an icky situation but feeling unable to respond.
On a funky side note, the PC can still entertain dubious ideas. The Laws do not prevent the protagonist from thinking about certain actions, only to prevents them from acting on it. Sometimes these actions feel like suppressed impulses. In more heated scenes, we see "so-and-so punched my friend so I'll punch them back" type of responses are fortunately disabled by the protagonist’s programming.
Hit him back. "How do you like it?" [This would be causing harm.]
"No. I couldn't interfere with that."
"I'm sorry that I couldn't interfere."
In these cases, I do not think the protagonist is seriously considering being violent. For the most part.
"There will be a bloody revolution." [This would be causing harm.]
(To clarify, the PC cannot wage war on classmates.)
Rather, these responses seem like an emotional byproduct of input from their surroundings. Being unable to carry out violent actions is a good thing, but sometimes this prevents the protagonist by standing up for others in nonviolent ways.
Story
In my review’s title I call the game lackluster. I should elaborate.
If you approach this game looking for a sci-fi adventure like I initially did, you may find it dull or underwhelming. All I saw was “android protagonist” and dug in. I confess that I have a habit of zooming through ChoiceScript games to orient myself with its structure before replaying it to focus on the details.
My first impression felt like this: You hang out with Character A. You hang out with Character B. You hang out with Character C. And, finally, you hang out with Character D. Thanks for playing. What a bland story. Now, hold on a moment. I was missing the whole point. What changed for me (and no doubt people will pick up on this sooner than I did) was taking a closer look at the implementation of the game’s main idea in the gameplay.
The game may have sci-fi elements, but its genre is ultimately listed as Educational. As I’ve mentioned, it is about bullying, an important subject. However, Learning to Be Human takes this an extra step further with a solid and consistent gameplay structure to back it up. This makes it easier to absorb its key points.
After slowly and earnestly playing the game with a learning objective in mind, it became more than just “hanging out” with NPCs. Instead, Characters “A,” “B,” “C,” and “D” are Yeon, Soojin, Sangho, and David, and each have extremely earnest and down-to-Earth life experiences that are relatable, and compelling because we view them through a unique vantage point: An android programmed for human interaction.
It becomes meaningful, and I’m not just saying that to be polite. Just don’t expect a wild sci-fi story.
Characters
You, Robot
A cool design feature is how the game subtly allows you to customize yourself when the researchers ask you to describe yourself. When I saw the “I am a human” option (one of seven options, actually) I figured that the researchers would snicker and say, “if you say so, android,” when instead they hand you a mirror so you can assess your appearance. The game then gives you a list of attributes that you describe, such as the colour of your synthetic flesh. If you describe yourself as an android the game assumes that your appearance is that of a standard android. You also choose your name and gender.
Oddly enough, being an android makes you a neutral party, especially as an observer. A common pattern is that students wage war on each other when the adult in the room leaves, only to pretend like nothing happened when a teacher returns. They have no hesitations around you. They are also more likely to listen to you. You are not a parent or stuffy adult giving them a lecture. You have no allegiance to anyone at the school or belong in a clique. You are cool, or at least novel enough to be interesting. Knowing every language doesn’t hurt either. As we see in the game, students are more receptive to your advice. And that feels nice.
NPCs
There are six students, four of which you spend time with, plus a few adults. The game has a nifty bio page for reference that lists name, race, and role for all NPCs.
It's tough because some kids are not as likeable. Ouch. This is where we want to be careful lest we repeat the issues we are trying to address. Let’s put it this way: One of the students is the “main bully” whom you have- correction, you get (they matter too)- to hang out with for an entire day. When he hears about your Law against interfering, he (Spoiler - click to show) pinches a bullied classmate to see if you can do anything about. You can’t. It’s frustrating. And yet, you slowly learn his side of the story and form a connection with him with the understanding that “the bully” only skims the surface of who he is. Simply talking goes a long way. That is where the human element emerges.
Be aware, you get placed in some awkward situations. The biggest challenge is when you have great one-on-one time with one student only to see them harass someone else. (Spoiler - click to show) Yeon, a shy and soft-spoken student, is often the target. Someone might toss out the “b-word” or make derogatory remarks about one’s race. Cultural stigma also appears. The author does a nice job of sitting on a fence between being frank about bullying without making it too extreme for players.
But yes, difficult situations can spring out of nowhere, almost casually. In one case a random student (Spoiler - click to show) calls Yeon fat while standing in the lunch line. There are parts of the game where your android self is thinking, I swear to God if it weren't for these stupid Laws...
Final thoughts
Learning to Be Human is a powerful resource about human interaction, particularly for kids and tweens. It looks at intersections of daily life (schoolwork, language barriers, parental expectations, feeling cool) and how it can fuel bullying behaviors.
The android protagonist has unique freedoms that puts them in the role of observer but is also bound by the Laws that prevents them for standing up for someone being bullied. This highlights the complexities and challenges that come with recognizing bullying, stopping it, and preventing it from happening again.
I think the gameplay has a realistic view about change. You do not waltz into the classroom and convince everyone to be friends. You certainly make a positive impression, but since the game only occurs over four days, there is no way of seeing the long-term effects on students’ behavior and relationships with one another. It does not set major expectations because small changes matter. That, I believe, is where the game will be helpful for real-world people.
The objective is to show ways of initiating a conversation with a peer, making amends in small ways, and understanding how seemingly perfect people likely have hidden struggles of their own. And on that note, the game provides resources about bullying at the end of the gameplay. I encourage you to check out the link to the author’s notes.
This is another submission in the Goncharov Game Jam. For quick context, Goncharov is a nonexistent mafia themed film by Martin Scorsese that started from a meme and has transformed into its own unique following. After all, there’s a game jam about it!
In Creating Goncharov, you have been given an unexpected but exciting task from your boss who explains that a group of investors want to make a 2023 remake of the film. Your assignment is to create a pitch for these investors. Oh, and you only have a few hours.
Fun fact: The game’s cover art is a section from the “official” movie poster made by an artist after the meme took off. If you didn’t know any better, one would glance at it and then look for a place to watch the film, it is so convincing.
Gameplay
Before you get a chance to celebrate, your boss throws a curveball about the assignment. The big catch is that you must work with Al, an ambiguous sort-of maybe slacker co-worker whom you barely know. A blandish mystery. You have mixed feelings about this, but it is up to you to decide on your attitude towards these terms. This is done by the tone (friendly, polite, not-so-nice) you use in your emails to Al.
Now, in this scenario Goncharov is an existing film. There is some ambiguity about its existence. It fits in the category of films that everyone thinks they know about but have not personally seen it. As the player, you can read between the lines as the PC strives to create a remake worthy of the “real” film itself. When it comes to brainstorming, the twist is that neither the PC nor Al have seen the film. They never fully admit that, of course. Or at least, not initially.
You will fail. That is not a spoiler. Failure is a mandatory fact of the gameplay. When you submit your pitch, the project is and will be canceled. But that is not the end of the game. Far, far from it. Creating Goncharov is larger than it seems. You can call it quits and end right there, or you can be stubborn and say, “no, we’re going to create this. I won’t take no for an answer.” Al is on your side and is willing to take the gamble with you. See, he’s not so bad after all!
This is not a time travel game (I think. 99.8% certain, at least). But there are some temporal shenanigans at work: The main gameplay mechanic is that it resets on a loop. After a failure, you can make plans with Al to remaking the pitch. The game then “restarts” from the beginning. Much of this is familiar. You show up to work at the same time, read the same email from your boss that explains the pitch as if it never happened (did it?), experience the same surprise about the pitch, and meet up with Al. However, changes are present.
If you could create your pitch again, would you? Not necessarily starting from scratch, but starting over.
Two notable changes occur for each loop. One is that your environment evolves. This is part is relatively minor but still noteworthy. (Spoiler - click to show) First time around, your office is a boring cubicle. After that, the game allows you to customize it. Each loop reshapes the office setting, giving it a dynamic dimension. Plus, any specifications you made for the PC’s character qualities also remain the same. The second notable change takes center stage and is where the temporal shenanigans come into play. While the protagonist is always surprised about receiving the assignment, their (and Al’s) memory about the film expands.
For every loop, Al shares a document with an outline of information about the film. This document breaks the remake down into categories. In the first iteration it only includes PLOT and CAST, but more categories are added for each restart loop.
MORE INFORMATION:
THE PLOT | THE CAST
MORE INFORMATION:
THE PLOT | THE CAST | THE THEMES
Among these questions of “let’s see, how did that go again?” we realize that this remake means taking some creative license. Each expansion allows you to edit more of the remake’s components and is meant to increase your chances that inventors will buy the pitch. My only complaint was how the (Spoiler - click to show) THEMES category on the second loop does not allow you to make the same types of edits as the other categories. Fortunately, there is plenty of editable content elsewhere to make up for it.
The player themselves really starts to feel like they are creating a pitch as they edit the remake’s narrative line by line. In doing so, they get acquainted with some of the main characters and plot elements found in Goncharov as it exists today. Yes, this real-life nonexistent film has an established plot. But in this game, how far you remake that plot is your choice.
Story
There is a strong sense of cubicle burnout where the protagonist is bored of the same floor, walls, and ceiling in the cubicle maze that makes up most of the workday. They are happy to have the job but feel stifled. That's what makes the assignment so intriguing. Consider the meaning of, “You reach the end of the day. You log off.” Does it mark the end of a boring workday or an energizing one?
You sit down at your desk with a heavy sigh, surveying your bare surroundings with a gaze that's 10% disappointment and 90% ambivalence.
It's time to begin your day. You turn on the computer.
There is an appeal of doing something that makes you genuinely eager to show up for work and spending your time on something that sustains you. An unrealistic appeal, though not an impossible one either. This is not just a game about a film. It is partly a story about someone who, whether they actively realize it or not, is seeking an escape from daily work drudgery, but with something more than a mere distraction. The protagonist undergoes a major transformation from (Spoiler - click to show) cubicle worker to a producer of an award-winning film. In real life this would have considerable obstacles, but Creating Goncharov entertains that “what if?” fantasy and makes it real in the game.
Characters
Al. What’s he hiding? Nothing, actually. I was unsure if there was going to be some big secret about Al. Something about the writing and the protagonist’s attitude gives a sense that there is more to this NPC (not that there is any practical reason to think so). What I can tell you is that completing the project and forging a friendly, professional relationship with Al is really rewarding. I was not expecting to find a heartwarming outcome when I sat down to play this, but that is exactly what I found.
Also: I made an awkward mistake when I first saw this game's description: "Creating Goncharov is a surreal game where you play as a filmmaker creating a pitch for a Goncharov (1973) remake with the help of Al, an indecisive peer."
I thought "with the help of Al" was AI, as in artificial intelligence. Your peer is an AI? Cool! Not quite. There is a slight difference between a lower-case “l” and an uppercase “I”, but sometimes your (my) eyes overlook things while reading quickly. Details are important. So no, no AIs. Just your co-worker Al …right?
If you do want to play a Goncharov-themed game with an AI, play GONCHAROV 2073.
Visuals
This game makes use of fun but basic Twine visual elements. Colours, fonts, boxes, and borders create an artsy and fun theme. Its general appearance is white text against a black screen but gets creative for emails. In these cases, text is shown in a black box set against a dark teal background. Borders are white with an extra orange border on the sides and bottom that add a pop of colour. Additional embellishments can be found throughout.
For some reason, you can change the visual style of the entire game in the settings section. There are two options: GONCHAROV and GOMORRAH, the former being the default as I discussed here. Feel free to check out both. I guess it's nice that the author gives us options (I love little gimmicks like this).
Final thoughts
Creating Goncharov is a strong entry in the Goncharov Game Jam and a quality game in general because of its well-roundedness in story, concept, and interactivity. It also perfectly captures the idea of a film being the product of collective imagination combined with a simple eagerness to contribute. I see this on the internet about the meme, and I see it perfectly in this game. If anyone out there is chomping at the bit for Goncharov to be made real, playing Creating Goncharov is the closest you will get (so far).
It is possible to (Spoiler - click to show) play as Martin Scorsese. I highly, highly, highly encourage you to try this AFTER you play this through on your own. Then try exploiting loopholes.
It is the year (I assume) 2073. The most recent technological advancements of the ages have taken a disturbing turn, and you and your tech-savvy friends want to disrupt it. Your target: A film premiere with an audience of six thousand people. The film, GONCHAROV, is the first of its kind, directed and produced by an artificial intelligence called MATTEO JWHJ-0715.
What is up with Goncharov?
I did not know anything about "Goncharov" until I saw the posting of the Goncharov Game Jam on IFDB and decided to do some online searching for background context. The competition posting also has information.
Goncharov (if you already know this, just skip ahead) is a recent meme about the promotion of a gangster film called Goncharov. The film was released in 1973- wait a minute. That's not quite right. Sorry, Goncharov is a nonexistent film said to have been produced 1973. An alternate timeline version of 1973. If you see the "poster" for the film, it's extremely polished and convincing. Martin Scorsese is listed as the director while (someone?) Matteo JWHJ0715 is the film’s writer. It even drops actors’ names. Even though people knew this was fake, they still had fun formulating a fandom/following for it. You can almost convince yourself that you have, in fact, seen the film before…
Also, (yeah, I used Wikipedia) I saw THIS: On November 25, 2022, a game jam of Goncharov was run by Autumn Chen on itch.io.[14] There’s an article attached to it. Pretty cool!
Gameplay
Gameplay is not particularly interactive. Instead, it relies on the story, dialog, and visual presentation to carry itself through. This can be a risky gamble, but I think it succeeds. In fact, the only player choice opportunity is to (Spoiler - click to show) decide whether to show a warning, promise, or memory scene during the team’s sabotage of the film. The espionage undertones keep a steady pace, and the gameplay is short enough to maintain the player’s attention as the story unfolds.
The entire gameplay occurs over communication lines with your teammates. The plan is that Varda, your teammate/friend goes to the theater for the premiere while the rest of the group works remotely. The protagonist's picture is always at the upper right corner of the screen while NPCs are shown near the lower left corner, both of which have dialog boxes. The black box at the center of the screen is not dialog, rather it is the game's narration.
There is scrolling text, but it did not bring the scrolling text fatigue that I sometimes experience with games. When you read text like a laser beam, any scrolling effects can feel sluggish. In this game, however, the effect is minimal. Once the text appears you tap the screen to move to the next sequence. The game does not rush you. This translated into a stable gameplay experience (this was my first encounter with the tape window development system).
Story
The game contemplates the real-life neck and neck competitive nature of film production companies as they strive for innovation and to be the first product on the shelf, especially with premieres. A premiere is critical because that first audience glimpse is the big money maker. Now, in the game, Perennial Pictures tries to take it to the next level. The AI’s film is described as the company’s “most prized weapon in the war for attention.”
Regarding this “weapon,” GONCHAROV 2073 considers the wild possibilities of technology available during 2073. Here, corporations have adopted the practice of “artificial resuscitation” where a subject’s digital footprint is used to capture their voice, mannerisms, and other defining details to create an eerily life like simulation. People must give permission for this, but the system is opt-out. This means that everyone is automatically said to have given permission unless they opt-out to do so, raising potential ethical concerns.
Perennial Pictures is one such corporation that seeks to embrace this new technology. Artificial resuscitation is still a controversial matter, and GONCHAROV is meant to earn favor with the public. Its film features the same actors included in the meme inspired movie poster that I discussed at the start of this review. But the twist is that artificial resuscitation is used on the long-dead actors to create “actors” in this AI’s film. The human element has been removed in the film’s production, and yet it can leave the illusion of a human impact on the audience.
One of the more unsettling scenes in this game is when (Spoiler - click to show) the Perennial Pictures personnel are trying to stop the sabotage and alter their Martin Scorsese simulation to soothe the audience with familiar visual cues: They've hastily programmed a new expression onto his face: an apologetic smile. That apologetic smile can do so much damage. If we really did have this technology, could we make Goncharov a real non-nonexistent film with all the actors and intended details? Wow.
The big tragedy (spoiler time) of GONCHAROV 2073 is when (Spoiler - click to show) Varda totally betrays everyone. The game evokes a gradual yet increasingly rapid downward slide of emotions in this final scene. It starts with confusion, then unease, then shock, and finally panic. This avalanche kicks off when you hear Varda talking to someone over her comm line about submitting a report and receiving payment. Then, when you talk to her, she goes on a tangent on how the mission was a mistake and starts dropping some concerning implications about her behavior. Suddenly:
Behind you, down the narrow hall - the sound of heavy footsteps at your front door.
Really, Varda? Or should I say Leica since you don’t care about code names anymore? The betrayal is strong. Here, the game gleefully heaps on the suspense. It shows no mercy. Those footsteps just keep coming. Before you know it, Perennial Pictures’ military forces are breaking down the door, and the game ends.
My understanding is that (Spoiler - click to show) Varda sold everyone out because she needed the money due to increases in living expenses. She agrees that it hardly counts as an excuse but that she did it anyway. At least she is not trying to take the moral high ground about selling out her teammates. Still. I’m not a fan.
As for the mission, her perspective is that the demonstration is only going to encourage people to want to watch this AI-directed film to witness the artificially resuscitated dead man who seems to embody every nostalgic feeling a person can have (and previously never had) about film, culture, and everything else. The tragic part is how the demonstration aimed to protest capitalistic domination of film production and other artforms, particularly with its commoditization of deceased individuals, only for her to betray everyone for money.
Characters
You play as Kon in this endeavor. That’s your code name, at least. The other members of the crew are Varda, Tsai, Sissako, and Vertov. Everyone has their moment of dialog, but character interaction focuses on Varda. The characters sound cool and look cool, but don’t have much exposition. Oh, there is one other NPC. (Spoiler - click to show) Artificially Resuscitated Martin Scorsese. He gets his own character portrait and everything.
Visuals
Visuals are atmospheric and stylized. The black and white background scenery is that of an office (or safe house, if we are getting into the espionage spirit). The artwork is pixelated which creates a cool gritty effect. Characters also have their own portraits that appear onscreen during dialog. Some portraits are tinted with colour that adds a nice contrast.
Final thoughts
The ending will leave you thinking, what just happened? It’s like a riptide. Pulls you in whether you want it to or not. The atmosphere is strong, and I enjoyed the story. It also introduced me to a meme, well, it seems more than just a meme now. And now GONCHAROV 2073 gave me a new perspective on that. I’ll have to check out the other games in the Goncharov Game Jam to see people’s various interpretations of Goncharov. This is a fun game, especially if you are looking for sci-fi espionage themes.
You are President Gusto and have been granted leadership over Terrota, a recently independent world and your home planet. So far, it has a flimsy platform for racial relations, economy, and reputation among other planets. But with your guidance it may finally have a chance to make a name for itself.
Gameplay
Gameplay involves making decisions as issues present themselves. How to build your army, which neighboring planet to trust, how you punish rioters. It is also linear. Issues are always presented in the same order, but all decisions contribute to the outcome of your leadership. Your choices matter.
Again, a tough decision to make. You ponder over this a lot. You consult with your ministers. Then you make a call....
Biturn - The relatively neutral big neighbour
Pytal - The far away ally
Ramdael - The military super power
Top objectives are to build Terrota’s economic structure and to create peace among the population, but preventing war, or at least building an army strong enough to win one, is also important. Usually, you will reach an ending that reaches one or two of these goals, but it takes some trial and error to reach to reach an optimal one. Terrota is meant to be played more than once.
There are no deep, achingly tragic moral choices in this game, but there is a strong sense of responsibility as you make decisions that heavily impact the people on your planet.
This announcement obviously does not go well with Mischins. They cannot digest the fact that they lost their jobs overnight.
They take up to the streets vandalizing and destroying everything they see.
You experience it from a more detached perspective which gives the game a feel of a management sim. However, it would not really qualify as such, or at least not like other games that share a similar concept. While you need to balance your citizens’ trust, the chances of war, and the strength of your army, this is not a game with fine-tuned variables or stats. If you want resource management, look elsewhere. But if you want something low-key, minimal, and interesting, I encourage you to check out Terrota.
Story
Story takes center stage in decision making, but the overall game feels relatively light on story. It often uses ambiguous titles or entities, such as "Galactic empire." While this cuts down on the worldbuilding, the upside is that it avoids dragging the short gameplay with excess details. There is a nice balance of details and simplicity.
I liked how the start of the game has three news articles that provide some exposition. The Galactic empire decided to grant independence to planets on the outer edge of the galaxy, including Terrota. This was done primarily because these planets were never prominent hotspots for economic growth. Of course, that can change if you make the right choices.
It is an oddly interesting story. Not one that captivates or amazes, but one that makes you want to roll up your sleeves and play for the best outcome. There are multiple endings that summarize your leadership. The best outcome I reached was: (Spoiler - click to show)
Terraota has grown into a peaceful planet, while President Gusto made sure it evolved into a military super power by building its image in the eyes of its neighbours. There were no wars which helped Terraota focus on other areas to become a super power.
Characters
In science fiction, or at least in interactive fiction, we often assume a protagonist or supporting characters are human unless said otherwise. There is no mention of the human race in this game. Instead, the population of Terrota consists of Badula, Mischin, and Badula races. No humans here! (I think.) Besides that, and the protagonist’s title, there is little attention to individual characters or characteristics beyond anonymous roles.
Visuals
Visuals take a basic but directed approach. The entire screen is an artist's rendition of an exoplanet against a nebulous region of space. Full image backgrounds run the risk of making text difficult to read, but that is not an issue here. It looks cool and fits perfectly with the planetary theme.
Text is white, but choices that influences your leadership are highlighted in red or green. Red is a negative reception, green is positive. Since things are not always polarized, a lighter shade of red is occasionally used to emphasize a mixed result, see below.
Result: You lose some trust with your citizens, while you have also reduced the chances of war with Madrusa.
Even though it is a simple Twine game, the visual design makes it far more polished and professional looking than if it skipped stylization. Experimenting with visuals can go the extra mile. It was certainly the first thing that caught my attention when I started playing.
Final thoughts
Terrota is fun sci-fi leadership gem in a clever Twine format. For sci-fi fans, I think it has an appeal for a fairly wide range of tastes. A bit of everything. If the phrase “interplanetary politics” catches your interest, give this game a try. It is also the perfect length for a lunch break game. I enjoyed it.