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Aurora, by katz
1 of 1 people found the following review helpful:
Great beginning but I want to see it finished, September 6, 2022

You are peacefully snoozing away in cryosleep when an alarm wakes you. The ship has not reached its destination and there is an unknown emergency. Sound familiar? Yes and no. This game draws upon recognizable themes of a starship running into trouble in space and pairs it with creative gameplay mechanics. Because the game is unfinished the goal of this review is to offer feedback over its strengths and weaknesses. (This is also probably my longest review yet so hold on………!)

Gameplay
Basics
This is a multi-protagonist game. You start as Jake, the ship's physician. Once you start to wake up the crew the game uses the command “switch to [character name]” to let you play as a different character. The characters remain in one spot until you return. Other games have probably used this mechanic, but it was relatively new for me, and I enjoyed how it shaped the gameplay.

So far, the inside of the ship has about 19 rooms to explore plus locations outside of the ship accessible via spacewalk. I have been unable to get past the retinal scanners that lead to the cockpit and cargo bay. I appreciated how the game allows to you choose between nautical directions and compass directions. Yeah, yeah, I know nautical is more realistic but with IF I am always tempted to just stick with compass directions when I play. Is that lazy of me? Maybe.

Cyberspace
Part of the game takes place in cyberspace which was cool. Accessing the computer is done through VR where the user dons a set of goggles and navigates cyberspace with an avatar by touching links and opening folders. Locked folders require a key, and some contents are protected by encryption. The game says that you need a pass to decrypt the files, but I have not found one yet. I especially liked (Spoiler - click to show) the puzzle of learning how to operate the pods by accessing the instructions in Aleksey’s folder.

After a while, navigating these folders can be tedious because each time you enter cyberspace you have to unlock each file individually and ensure that you have the proper keys. While I think that the character avatars are a bit childish* (anime cats?) and detract from the gameplay’s more somber tone, I like how the contents of each crew members’ personal folders share some insight into their personality.
*Childish given the context.

Stopping points
There are two points in the game where I ran out of progress. The first is (Spoiler - click to show) with diagnosing the crew and the second is (Spoiler - click to show) the phenomena found in Wu’s spacewalk.

The issue with the (Spoiler - click to show) crew stems from the alarm that goes off at the start of the game. The alarm reveals that Aleksey died in his pod. If the player performs an autopsy on Aleksey, they find a small crystal burrowed into his head. The crystal is a nanomachine and likely responsible for his death. The gameplay does not go any further into this. Three other crewmembers have mysterious brain damage and are comatose when you open their pods. Jake keeps saying that he needs to further investigate the crew's condition by running an MRI. But is that possible? I cannot find an MRI machine anywhere in the sickbay. That was as far as I could go.

The second progress stopping point that I reached was (Spoiler - click to show) having Wu attempt a spacewalk to fix the subspace jumper. But Wu’s spacewalk is completely different than if you spacewalk as Jake or Gail. When you step out of the airlock your spacesuit disappears and you are surrounded by mist with voices in the background. There is also a creature lurking about. In the dead of space. Strange but exciting. Furthermore, the game does not let you switch with other characters. If you try the response is "You're not getting out of this that easily.” This effectively created suspense and a sense of danger. Trying to wake up also brings an interesting response. You seem to be in a dreamful state.

When you listen in the mist, you hear voices. I followed the voices’ instructions of "wait, wait, wait, search, search, look" and then got ambushed by an unknown space creature which caused everything to plunge into darkness. Then what? There is more whispering, but it leads nowhere. This felt like a dead end. Still, it leaves the player on an interesting note.


Story
For trivia, the game takes place in 2149. Not bad in terms of advancements in space exploration! Humanity is now heading out of the solar system.

Some general background: The ship’s mission is to travel to a planet named Aglaea to establish humanity’s first presence on a world outside of Earth’s solar system. Ideally, the crew remains in cryogenic sleep until the ship reaches its destination. Once they construct a prototype colony the crew goes back into cryogenic sleep and return to Earth. I can tell you now that things do not go as planned.

The alarm at the start of the game is (Spoiler - click to show) caused by Aleksey’s death in his pod. The only bit of story connected to that is the nanomachine crystal that was implanted in his head. Was it put there to kill him? Is there any data on the crystal? We do not know yet. In some cases, if you examine Aleksey, you will notice that he is wearing a helix ear piercing. Wearing metal accessories in cryogenic sleep is unsafe. That is why everyone keeps their jewelry in the crew quarters. In fact, (Spoiler - click to show) there is a single helix-shaped titanium stud in the jewelry box that most likely belongs to Aleksey. Perhaps there is something deeper, but it is too early to say.

There is potential story about the encrypted files. (Spoiler - click to show) Commander Adam Connor has files in his personal folder mentioning a cargo list, classified objectives, and other subjects. But unlike the contents of the other folders these files are encrypted and require a decryption pass. The player can pull him out of his pod, but he is unresponsive. I have a feeling that answers can be found in the cockpit, but the door scanner does not let you scan his eye while he is unconscious. We also do not know what damaged the subspace jumper that left the ship stranded in space. How (or if at all) these events are connected is unclear, but they raise interesting implications, nonetheless.

Characters
Games with the wakeup-in-a-cryopod trope tend to focus on NPC-less exploration, and if there are NPCs, they are often non-crew characters. Usually, the protagonist is the sole crew member weathering themselves against the elements, but Aurora diverts from that by using multiple protagonists (not just NPCs) that each have a different role to play on the ship. Currently there are three playable characters: Jake, Gail, and Wu, introduced in that order.

Gail and Jake are married which was a surprise since usually you do not see this (for me, at least) in games with similar content and storylines. In fact, they were assigned as a pair. Gail had a specialized pod built to accommodate her issues with low blood pressure to ensure that they could both be part of the mission. It is a refreshing change, and I found their relationship to be endearing.

Most of the characters are (Spoiler - click to show) unresponsive even when you pull them out of cryogenic sleep, but their cyberspace profiles provide some details about their backgrounds and personal interests. There are even character drawings for the crew dossier in the ship’s computer. If you give this game a try, be sure to check them out. Look for the folder called (Spoiler - click to show) “Shared” under the DOCUMENTS section of cyberspace. If this game is further developed, I look forward to interacting with the other characters.

Writing
Dialog (or lack of) is probably the weakest part of the game. I am going to devote a section for this for the sake of feedback. Certain scenes lack dialog, such as when (Spoiler - click to show) Gail or Wu first see Aleksey’s corpse. There is simply no response. Other scenes have random banter that could be smoothed out.

It is impossible to TELL anyone about anything to advance the story. If I use (Spoiler - click to show) "tell Gail about Aleksey" with the intent to inform her that I found Aleksey dead with a suspicious crystal in his brain she says, "I want a kitten" or "I'm sorry, I was distracted by your handsomeness." These seem to be the stock response for queries not yet programmed in the game, but the subject matter of these responses distracts from the game's story (Spoiler - click to show) (death in space) and setting (broken starship). I get that Gail likes animals (so do I), especially since she has an animal slideshow in her computer files. But saying “I want a kitten” while the ship is in a state of emergency completely severed the momentum of the conversation.

The game also needs to have proper responses for some basic and critical topics when you ASK another character. If I ask (Spoiler - click to show) Gail about Aleksey she may say "I only answer programming questions. What's that got to do with programming?" I know it has nothing to do programming! I just thought you would have a comment about his death. This goes for topics such as the mission, speculation over the (Spoiler - click to show) funky crystal in Aleksey’s head, the state of the ship, or even your fellow crewmembers. Hardly any of this emerges in character dialog. Even if the subject is out of a character’s expertise there are some topics that everyone should acknowledge. Just because you are (Spoiler - click to show) not the ship’s surgeon does not mean you have to be opinionless or lack a reaction about Aleksey’s death.

The game explains that it does not provide hints but says, “Maybe one of the other crewmembers can.” In all honesty, the crewmembers are a tad useless in this regard. They have little to say about topics that match their own specialty. For example, (Spoiler - click to show) Gail is a programmer. Jake identifies the crystal from the autopsy as being a nanomachine. Perhaps Gail has some insight.

>ask Gail about nanomachines
"I only answer programming questions. What's that got to do with programming?"

Okay, fair enough. But then:

>ask Gail about programming
"I'm not the girl to ask about that, sorry."

Or

>ask Gail about ship's computer
"Come back when you've got a computer question."


I think that the puzzles are reasonable in length and difficulty. The game is not particularly puzzle intensive. But when the player runs into a roadblock, it is challenging to make any progress since there is little guidance. Using the characters as an in-game help system is a great idea, but it currently needs more polish and refinement.

Final thoughts
Development for Aurora seems dormant. There was activity about it at the IF Forum which died out. For all I know the game is abandoned. If you are reading this, katz, I want you to know that this game has a lot going for it. This review is not meant to pressure or persuade. It is simply to share feedback. As for players, expect this to be an incomplete game. I recommend playing it as far as you can, especially since you might discover things that I failed to notice.

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

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

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

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

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

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

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

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

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

(yes, yes I was)

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

> PLEASE COMPLETE THIS CAPTCHA

"What. Ugh. Of all the times."

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

> SELECT THE NICE KIDS

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


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

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

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

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

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Anonymous Connection, by moniker ersatz
2 of 2 people found the following review helpful:
Making anonymous connections in the strangest of situations, August 17, 2022

This game is about the feasibility of forging human connection during extreme and anonymity-strict reality with special attention on how connection can in fact bloom in unexpected ways.

Earth has been taken advantage of by an alien hive mind that makes life on the surface hostile for humans. A xeno-intellect, known as the Hive. No one knows its reasons, but the Hive detests human interaction. It does not want to see people gathered in groups socializing and forming connections. To protect themselves, people now spend their time in bunkers, hardly daring to leave at the risk of being killed by the Hive. People are scared to question it. But does that deter them from seeking connections anyway? No, it does not. Without any opportunities to meet with people face to face, interactions are now done through anonymous digital avenues.

Gameplay
But first, a quick note on content: The gameplay consists of (Spoiler - click to show) two characters engaging in roleplaying with kissing and similar activities. I would not call this a graphic game. Some of the content just starts to cross the threshold before the game reels it all in. There is language but it is often blotted out with the * symbol. While the game is more focused on the (Spoiler - click to show) Hive's control of interactions than of sexual content it would be safe to approach it with an 18+ rating.

The player first chooses from a list of callsigns is that is used to interact with users and assures anonymity. I experimented with all of them, and they did not have a noticeable effect on the gameplay. The conversation is always with Topaz, a user who has been having chats with the protagonist for some time.

The player usually has two to three dialog options for each turn, some of which upset the Hive. Your dialog options are shown in green text except for a few that are green and red. These (Spoiler - click to show) end the encounter with Topaz either because they terminate it, or you do. When this happens the Hive intervenes, its text appearing in red. It seems dismayed by the outcome of the conversation and inflects its will on it to reverse the player’s previous choice. Here is an example of a response that occurred when I clicked on one of those links (The player callsign I used in this playthrough is ICEBERG):
(Spoiler - click to show)
HIVE> WE DO NOT UNDERSTAND
HIVE> THIS WAS NOT THE DEMONSTRATION WE WERE PROMISED
HIVE> ICEBERG ABORTED THE ATTEMPT TO INTERFACE WITH TOPAZ
HIVE> DELIBERATE SABOTAGE POSSIBLE
HIVE> TEMPORAL REWIND...

Immediately afterwards (Spoiler - click to show) Topaz returns online and resumes as if the exchange never happened. The only thing Topaz says is, "sorry, connection dropped" or they blame it on a glitch. When I first played this game, I wondered if Topaz was a simulation or maybe even the player. But now after playing the game a few times (Spoiler - click to show) I think that these two characters are real and that the Hive simply possesses some serious capabilities that allow it to discretely influence human interaction, such as the ability to adjust time, further hinting at its omnipresence over Earth.

I still have questions about the (Spoiler - click to show) meaning behind the Hive’s response. The Hive seems to be analyzing the conversation with an expected outcome. The discontinuation of the conversation clearly goes against these expectations, prompting the Hive to intervene. But if the Hive is so against human interaction, why is it angry that such an interaction ended? It is almost as if the Hive makes a breakthrough on the nature of human connection without fully realizing it. My only complaint is that the game could have explored this development in greater detail.

Story
One reoccurring concept is what the game calls “digital hygiene,” which involves painstakingly avoiding sharing any sort of defining information about yourself, especially location. Your name, age, gender, religious beliefs, and even hobbies are all considered to be poor digital hygiene because it could catch the Hive’s attention. For instance, (Spoiler - click to show) when Topaz shares that they found a bottle of whiskey outside of an empty 7/11 the player can choose to remind them that even mentioning a 7/11 was risky because the Hive could choose to search every 7/11 in an area to narrow down Topaz’s location. This uncertainty is a reminder of the Hive’s ever-present influence on daily life. The practice of digital hygiene is a concept that we see throughout the game.

Near the end of the game Topaz asks the question of what is required to make a meaningful human connection and what happens when anonymity strips it away. It seems like the protagonist has successfully built a connection with Topaz and yet it manages to be both genuine and flimsy. Genuine because they enjoy engaging with each other. Flimsy because digital hygiene ensures that you never really get to know them. What surprises me is (Spoiler - click to show) that the game lists itself as a romance piece. While the game features romance-like activities, such as kissing, the gameplay did not give the impression of being about romance. I think that some of that is up to the player to interpret, especially since the game is not long enough to really dive into these ideas.

As the game ends the conversation draws to a close and both characters log off. Afterward (Spoiler - click to show) the Hive is stumped about the interaction that took place. It views the two characters as being small and insignificant and yet it is baffled that they are willing to spend time and energy into seeking a connection, even if that connection is only a shadow of what human interaction once looked like. This is followed by an archivist's note that adds an unexpected twist to the story. The end of the game portrays the characters’ dialog as an archived sample from the past by leaving an archivist’s note. The player realizes that the gameplay was a glimpse of a past conversation. It then raises the question of the fate of the characters and their society.

The archivist explains that “It is unlikely the events recorded contributed to the xeno-intellect's decision to withdraw their consciousness from this universe, but the possibility cannot be entirely discounted." What does one make of this? Were the contents of the conversation enough to sway the Hive’s decision to execute Topaz and the protagonist? Is withdrawing consciousness the same as execution? There is also the suggestion that the Hive was eradicated when the note says, “a dormant processing node retrieved from the husk of the xeno-intellect.” The word “husk” forms the image of it being a dead carcass rather than the beast that hear about in the gameplay.
There are no clear answers but is interesting to contemplate.

Characters
We learn little about Topaz and the protagonist which falls in line with the themes of anonymity. The Hive, on the other hand, is the overshadowing antagonist, but we never learn much about it. The gist is that (Spoiler - click to show) it is an alien lifeform that supposedly invaded Earth and took up residence in the atmosphere. If someone decides to risk their life and explore the Earth’s surface they know better to glance up at the sky. Its history with humanity is not explained in detail, just that it has an iron grip on humanity and is responsible for many deaths. There are some suggestions on why it is opposed to the gathering of people. Topaz and the protagonist ponder if the Hive understands the notion of individuality and how unique connections can be formed between individuals that is not shared with the broader population. The game only brushes the ethical implications of such a being and does not elaborate on its physical and mental composition that causes these qualities.

Visuals
This is one of the most visually stylized Ink game I have played. It uses a black screen with mostly green and red text. It creates a “digital” look that adds atmosphere. The Hive’s text even trembles slightly to convey a charged and angry energy.

This game uses a lot of fade-in text effects but implements them well. Choice-based games sometimes fall into a trap with fade-ins, often when it is portraying chatrooms or similar forms of communication. Text fade-ins and pauses may be small, but they can slow the gameplay if it takes a full second and a half for the text to appear. That may not sound like much, but it adds up, especially with replays. This game manages to avoid that, using appropriate pauses to simulate conversation while also keeping a steady pace.

Final thoughts
The game is linear and takes about 15 minutes to play. Even though (Spoiler - click to show) it wraps up the same way the gameplay has enough variation to encourage multiple playthroughs. It is a fantastic use of Ink both visually and in gameplay quality. If you like chat interfaces in choice-based interactive fiction games or dystopian sci-fi settings than you might enjoy this game.

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Escape from Cluster Zeta, by Paolo Jose Cruz
Creative concept but lacking in design, August 14, 2022

You are an Ensign on a ship called the Invisible Hand. Its mission is to ferry goods to different locations, but the last job ran into some issues. The cargo is a sentient gelatinous substance call Lumen Fish. It is extremely valuable which means the reward for delivering the cargo will be high. Unfortunately, a group called the Lex Evisceratum heard about this and now hunting the Invisible Hand. To make things worse the ship's FTL (faster than light) drive has been damaged, leaving the ship vulnerable in space.

Gameplay
The goal of the game is to fix the drive. The player can explore different rooms on the ship although the rooms themselves are usually minimal in interactivity. Most locations consist of a room redescription and a character although a few have objects you can interact with. Some characters have prerequisites for interacting with them, or for entering their spaces, which form most puzzles. A fun bonus is the achievements at the end of the game which is nice since it gives incentive to replay.

The weak point of the game is its premature endings. The first one that left me confused is (Spoiler - click to show) the Bio-Purification Unit in the infirmary. If you examine it the game ends without describing it or explaining its function. Is it a human-sized version of a garbage disposal? The protagonist just keels over in pain and that is that.

Similarly, the game (Spoiler - click to show) randomly ends if you examine the beast in the lab. There is not even an option to return to a checkpoint. Nor is there anything that says, "the end" or "game over." It gives the impression of a broken link. If it is meant to an official ending is extremely under clued. All you did was examine the beast. It escapes and causes chaos but there is no story structure behind its escape. It has absolutely nothing to do with repairing the drive or delivering the cargo and could have been implemented more smoothly.

Story
The story is a bit one-dimensional. It follows a familiar model of the genre: recognizable archetypes of crew members, a premise of transporting strange cargo, and a dispute between galactic powers, in this case being the Laissez-Faire Trade Federation vs the Lex Evisceratum. Then again, that model is also part of the allure. It may be familiar, but the author can always add a unique twist.

Escape from Cluster Zeta is light on background material. It does not weigh the player down with detail about planets, politics, and logistics. Such detail is desirable but for small games it can be overwhelming. This game balances length with background content. The immediate story could have been more fleshed out. There is not much content on the protagonist or any elaboration on the cargo's bounty and the Lex Evisceratum, but it is still enough to make the player curious enough to play. There are also Star Wars and interactive fiction references (plus other subjects) sprinkled about. If you enjoy these things, you may find humor in this game.

Visuals
This Twine game uses a black screen with simple white text. A notable feature is the awesome photos of characters. The editing for most of the alien species looks a bit corny and overedited but I appreciate the effort of making them more diverse than just having humans with secondary alien characteristics. The stylizing for the human characters, on the other hand, adds just enough flair without overdoing it. I am curious to know how the author produced the graphics.

Conclusion
Its strong points do not quite make up for its weaknesses but is still an interesting piece none the less. If the game focused more on story structure and the cause and effect of player choices the piece would much stronger. Though it is rough around the edges it is not a sloppy piece. The author clearly has clearly put much care into its creation and the eagerness shows. I would be curious to know if they ever produce a game in the future.

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Logged In, by anChupacabra
1 of 1 people found the following review helpful:
A look at living in a networked society, August 1, 2022

Intro
Society is managed by A.I. created by corporations. But it has not been a seamless experience for society. Oneiri Global, creator of the ATHENA A.I., seems to be hiding something, prompting you to infiltrate their HYPNOS Labs to learn more about their projects.

Story context
The start of the game has some visuals that add atmosphere and world building, especially the news articles. And they really do look like a print-out from a website. One news article explains an event called "Dark-0" where the mainframe network went dark. The official claim was that a city mainframe was in the middle of a large update that caused the power grid to blow out from overuse. That constant networked reality that people depended on suddenly disappeared. Social unrest resulted. But even after everything was brought back online, people started to question corporations' claims about the resilience and reliability of ATHENA. Spray-painted signs on the building indicates that people feel like that the truth about the cause of the power-grid failure is being covered up.

Gameplay/Characters
The protagonist's background is not given much explanation. Their name is not mentioned. They seem to be an undercover agent but is unclear if they belong to an organization. For now, the game refers to them as an activist. An inside source has outlined a way to learn more about a man named Lucien Durante. The protagonist’s partner, Klein, communicates through comm lines, creating a suspenseful espionage vibe. He narrates the player's choices and shares instructions.

The gameplay consists of navigating the lab to reach the server room. The goal is to retrieve Durante’s files from the server. The player makes decisions based on information they receive from Klein or the personal data device they carry with them. The device is a creatively implemented feature that contains messages with information on your tasks. It even has a map of the facility. If the player fails to follow the instructions and is intercepted, the game sends them back to a checkpoint to try again.

When the player finds (Spoiler - click to show) Durante’s files they can choose a text file, audio file, or a video file. Once you click on one the game ends. The only file with content seems be the text file. In it, Durante says the development of high efficiency A.I. for day-to-day management has been honed to an art. The project has been a success. And yet, he is worried that society has become overly reliant on them. He once scoffed at people who opposed this new technology but now finds himself with second thoughts. Then the game ends. But by this point the game’s author has set a foundation for an interesting story into the ethics of automated technology in daily life. The (Spoiler - click to show) file may not explain why Durante is worried about ATHENA, but I suppose that will be explored in the next part of the series.

Visuals
Game maintains a basic yet trendy colour scheme. Uses a black background with white and orange accents for text and links. Other colours are occasionally used for colour-coding. I also liked lab logo that we see at the title page. Text is large and easy to read. I touched on this earlier, but the game makes use of photos. Awesome selection of images to “build” the facility, particularly the photo of the supercomputer. I like how there is an actual visual of the poppy paper with the username and password scrawled on it.

Klein’s dialog is shown as scrawling text on the screen as if he were right next to you speaking in your ear (and in fact, that is what he is doing with the protagonist). What I applaud is that with this dialog you do not need to wait for the text to load before proceeding to the next page. The links are there, and you can click them right away. This is nice if you are replaying the game and want to skip over rereading everything.

Not every design feature was seamless, however. Sometimes when I open the message section it will close before I have a chance to fully read it. You do not click on them but instead hover your mouse over them to open. When they open the whole page shifts, causing your mouse to move off the link, closing everything again. It also would have been helpful for the map to be displayed horizontally rather on its side where you must tilt your head to read it. None of this is impossible to manage but it does make it inconvenient.

Final thoughts
The meaning of the title is that everyone is always logged in to a network that manages their lives. In this case the network ATHENA A.I. system produced by the corporation Oneiri Global. The AI crisscrosses through networked computers to allow it to manage people's lives more effectively. But having a highly connected online presence 24/7 is bound to influence people's behavior. The game ends before it can dive deeper into these implications, but it does skim the surface.

Obviously if this were a stand-alone game it would get poor marks for being incomplete (it would still score for visual design). HOWEVER. The author made it clear that this is only the first part of the series. and in that case, I think the author ended the game on a nice cliff-hanger. The game was not as long as I expected but I was still impressed with it nonetheless given its paced espionage vibe. I highly encourage the author to keep producing the series because I am eager to see what happens next in this compelling dystopian sci-fi story.

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The Mind Electric, by Jason Dyer
3 of 3 people found the following review helpful:
You are contained. Or are you?, July 29, 2022

The underlying premise of the game is that there is some sort of war between two entities called Kaden and Souden, the latter of which you belong to. Apparently, you were skulking around in Kaden cyberspace but were caught and are now trapped in a cell, waiting for the Kaden to put you through a loyalty transfer program. You also know that the Souden are planning to attack. It would be ideal to escape cyberspace before that occurs.

A lot of games about cyberspace (or at least those that I have played) take place in the "real world" with the player tapping into cyberspace at regulator intervals. This one almost entirely takes place in cyberspace. The player begins in a virtual containment cell. Any efforts to move around results in "You are contained." But as you are tracing the lines on the walls, floor, and ceiling, a piece of paper appears with basic instructions are the start of your escape. This, along with other signs, shows that someone is trying to help you which adds suspense and mystery.

There is also great atmosphere with a sense of danger, such as (Spoiler - click to show) a voice in the background announcing to who-knows-who that a scan is about to occur in the sector where you are hiding. The scan seeks out intruders and if you are detected a pulse will liquefy you. In addition, in the game’s world you will find strange sights. The multi-faced cube, the spider and its doll, the factory full of machines, and the mysterious sheet of paper were ominous but kind of cool. It all paints a surreal impression.

While intriguing, this is also a challenging and technical game. I can tell you now, I had to play with hints. An example is (Spoiler - click to show) finding the correct box needed to restore the cube's voice by asking it about different boxes and seeing if the cube nods, blinks, frowns, or smiles to indicate how close you are to finding it, almost like a high-tech version of a hot-or-cold game. I could not solve this without a walkthrough although I was able to understand the puzzle afterwards and replicate it without help in later playthroughs (this game can place you in an unwinnable state, be sure to save). Discovering (Spoiler - click to show) the spider's commands was another area that I needed help with because the spider is picky about syntax. It will accept "spider, help" but not "ask spider for help." Or "spider, status" but not "ask spider about status." I would find the sphere that halted the lxprog program but failed to realize that you need the spider to erase it.

I would have liked a little more discussion on the story. Is this solely warfare in cyberspace or is it in the physical world as well? What type of entities are the Kaden and Souden? Even the ending does not clarify much. (Spoiler - click to show) The man we meet at the end explains that the war is just the Kaden and the Souden taking people from the other side and running them through loyalty transfer programs, creating a back-and-forth type of fighting. The other thing I could pick out about the story is that the man also says that the player unknowingly created the cube that helped them escape, almost as if the player found a way out through sheer willpower. Or at least that is how I interpreted what he said. Regardless, I still have lingering questions about this war and its participants, as well as the protagonist’s identity. On a similar note, the cube, which was generally lacking in the number of things you can ask it, had something to say about the Kaden and Souden. (Spoiler - click to show) Kaden apparently means "electric charge" while Souden means "electric supply." I am not entirely sure of what to make of this information but still found it interesting.

But yes, this game is moderately cryptic and challenging to complete without guidance, but the setting and story drew me in (as did the title). If you like playing games in cyberspace experiment with it. It is not a game for everyone but know that it does not take long to complete with a walkthrough in case you are curious about how it ends.

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