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Fervency, by Niko Charos

2 of 2 people found the following review helpful:
Takes being hangry to a whole new level, February 23, 2023

I figured that Fervency would take inspiration from the black plague epidemic during the 14th century in Europe and neighboring areas. It was so devastating that the timespan was called the Black Death. Still exists, but that’s another discussion.

Malignant miasmas have been assaulting your village for almost two weeks now. Pestilent toxins, noxious fluids. Even as you hole yourself up in your own home, you barely dare to breathe, lest the plague is airborne.

The game starts with an intro, during which I made some snap judgements based on what I saw: miasmas/humours + villagers + the dead being carted away + plague + bloodletting = plague years in the Middle Ages. I was hoping for a grimmer and serious game in a loose historical context like that of Vespers and Pilgrimage. I can tell you now that Fervency departs from that.

For a game of this subject matter, it is surprisingly cheery. Has the doom but minimal gloom. Messy but not quite as much (sort of) as the cover art and description suggest. Personally, it did not resonate with me, but it is good that the author decided to take an alternate route with the plague story concept. In terms of quality, Fervency needs some work, though it has strong potential to engage target audiences.

The game, already
The premise is that a plague is ravaging your home village. This is the realm of bird shaped protective masks, shaky beliefs on the origin of disease, and bloodletting. Every medical expert has tried and failed to stop the growing death toll. Daily life is isolation and fear, and you are dying.

Then, from nowhere, a visitor.

A strange woman appears before your deathbed with the promise that she can cure you.

Behind the fog of your dried-out eyes and dried-out mind, she stands there, like the Grim Reaper, or perhaps the Angel of Death. You weren't aware that you had neglected to lock your door - or perhaps you hadn't. Reapers and angels can probably pass through doors with no trouble.

That’s a potent introduction and an intriguing development when you are dying from the plague. Even though it does not explicitly say that she is an angel or reaper, the supernatural- or at least otherworldly- associations are there. Separate from the reality of a dying mortal, especially since she succeeds where all mortals have failed when curing this disease. Meanwhile, I was still glued to my Black Death + Middle Ages impression.

Even though she leaves a note saying she wants to help* the village, I felt that her skill at curing the incurable would not go over well with the village because of how it was conducted. She sneaks in, tells you the game plan, knocks you out, and cures you with some unknown method. Her entrance as a vague embodiment of the Angel of Death still lingered too, adding to the sense that she may have an otherworldliness that would leave the village a little uneasy. *(Spoiler - click to show)No.

The next day, two groups of people have gathered in the village. Healthy-looking ones, and gaunt ones that have been miraculously cured. I was expecting the former to call witchcraft and shun and/or be wary of those revived by some stranger wielding unexplainable magic in the night. Quite the opposite. Instead, everyone was all, “hi how are you?” which set the game into perspective. The final wakeup call that said, “you’re not playing Vespers, so get over it.” But there is more in store when the intro ends.

Kicking off the main gameplay, there is now an understanding that the village population falls into two categories: villagers who never got sick and anemics. Anyone cured by the Physician is an anemic. It is unclear of whether this was a good thing. Upside is that you survived the plague. Downside is that your sense of thirst and appetite are heightened. The game has you choose your type of craving.

I'm famished. A large slab of meat would do me good.

My throat is parched. I'm so thirsty I'm about to swoon.

Hunger or thirst? This decision will sculpt parts of the gameplay later. The big event in the main gameplay is that two nobles in the area are throwing a lavish costume party, inviting a mix of guests.

Now, the villagers and anemics get along quite well. This slowly changes as the anemics realize that the finest food and wine does nothing to dent their appetite. Civilized behavior goes out the window. It is not until (Spoiler - click to show) everyone gets wasted that they stop and ask, “what exactly did the Physician do to us?” Until then, party time.

The gameplay is heavily based on character interactions, mostly dialog for the first part. It follows the structure of talk to Character A about a list of prompts, then talk to Character B about a list of prompts, and so forth. Most of the prompts are the same aside from a few unique to the character. Later, you can choose to dance or interact further with an NPC.

This is not necessarily a negative feature. It is a great choice for players interested in that intimate character one-on-one at a group setting dynamic. Not so much for me, or at least with the writing. I do appreciate how it is not required to go through every prompt or interact with every character, which adds flexibility for players.

On that note, prompts could stand to be refined. Some were just back and forth banter. Are you looking forward to dinner? I’m looking forward to dinner. Do you have cravings? Same here. I like your scent. I skipped past those parts. Consensus: We hunger. If anything, I think the dialog is meant to pave the way for some romance later.

Fervency is not a romance game, but the traits emerge as the party goes on. No means a dating simulator. Just ways of indulging with that casual ooh la la your-costume-is-delectable flirtatiousness at a decadent party without pressuring the player to commit to anything. Again, did not dazzle me personally, but I could see this being a smash hit with some players. Especially the achievements.

I must admit, Fervency does a nice job of conveying the realistic longevity of a polite, refined party when everyone is trying to manage their symptoms while smiling and engaging in idle chatter. Almost like in Finding Nemo where the sharks are having a civilized conversation until someone gets a bloody nose. It is a scenario where (Spoiler - click to show) if one person loses it, everyone loses it as well. Chow down, quench your thirst, it's all on the menu.

An all-you-can-eat menu. Sooner or later, it does gets repetitive. It starts as an interesting ecstasy-ridden snacking free-for-all that drones on as the writing loses its eloquence. It gets to the point where they are devouring each other and I’m skimming through the text looking for something new. It’s more interesting to eat/drink nothing, go home, pat yourself on the back for not caving into your cravings, fall asleep, return to the manor, and see the absolute chaos caused by the previous night’s activities.


This brings us the question: (Spoiler - click to show) Is this really what the Physician intended when she game to “cure” of the plague? First off, the mysteriousness of her character decreases when she (Spoiler - click to show) casually shows up at the party dressed as a swan. Nothing ever she was not a mortal, but she seems more like an average sack of skin, bones, and organs than when she saved you from the plague. And second, (Spoiler - click to show) yes, she did intend for this happen.

To avoid ruining the entire game, I won’t hash out the details behind her healing (or “healing,” depending on your perspective) abilities. All I will say is that it turns people into proto vampires (my words, not the game’s). I’m not against that, but it currently feels undeveloped. This is meant to be feedback, rather than ridicule.


Errors
There are some bugs that tripped up the gameplay.

Sometimes the game would keep loading (indicated by an animated status bar appeared at the lower right side of the screen flickering in a universal "loading" message) but would not go to the next scene. I could not do anything else to the game. I ended up refreshing the page and starting over. Oh: The save files would not work either.

Then there are pop-up messages that freeze the game. Messages like “startup line 2518: increasing indent not allowed, expected 0 was 1” or “startup line 125: Achievement fuhrrvent already defined on line 93” that would render the game unresponsive when you clicked on the blue “okay” button to close the box. Again, I had to restart.

I applaud the author for allowing the player to jump ahead in the game to different sections. At the start of the game you can opt for the full meal (starting right from the beginning), the actual feast (party begins), or dessert (things get heated), the last of which is broken into four paths for you to choose from. And no, I’m not being cute with the eating analogies. I took it right from the game.

Point is the game can be buggy, but the author makes a point of accommodating this with ease of accessibility.

Conclusion
I was not sure of how to rate this game. As I’ve said, it did not exactly reach my interests, but I am confident that it will attract an eager audience. Tightening up the writing and pacing would make a difference. Plus, some (just some) bugs are sprinkled about here and there.

However, the game begins with a disclaimer saying that it is still a work in progress. That had a large influence in my rating since I did not want to take everything at face value. I hope this review functions partly as feedback even if reviewing was the main objective of my lengthy (lengthy) discussion.

While some parts, such as the party dialog options, were lengthy and lackluster, they serve as a solid outline. I am glad to see simply that content is there. What matters is that there is structure. The concept is on paper, and that is the first step. In this regard, Fervency is far more than a “first draft.” It is developed but would go further if it were developed a little more.

If you liked Fervency, I highly recommend that you sample The Lady’s Book of Decency. It’s a Twine game about an upper-class girl (and recently turned werewolf) who must prepare to attend a fancy ball during a full moon. It has stats, including one for hunger which matches perfectly with Fervency.

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The Lookout, by Paul Michael Winters

3 of 3 people found the following review helpful:
Lookout!, February 21, 2023

In The Lookout, you play as a man named Adam Katz. Following a major personal tragedy, you have volunteered to staff a fire lookout tower called the North Butte Fire Lookout Tower, smack in the middle of nowhere without electricity or basic modern luxuries. Just enough to survive and do your job. Maybe this will give you a new outlook on life. Maybe.

Believe it or not, this is one of the more suspensful and scary interactive fiction games I have played, making it a perfect entry for EctoComp. By "scary" I mean it gets your heart racing. Horror movie mode. It forces you to deal with the unknown. You slowly find yourself gingerly typing on the keyboard while second guessing whether you truly are prepared to (Spoiler - click to show) tackle the thing stalking your tower. Oh yes. In this game, you are prey. If that last part made you shiver, The Lookout may provide a thrilling experience for you. If not, play it anyway.

Gameplay
I’ll cut to the chase. The gameplay follows your daily upkeep schedule, but it becomes apparent that (Spoiler - click to show) some unknown creature is attacking the fire towers. Initially, we only get little tidbits of what is going on, but by day 3, things start to get extremely dire. Though the story takes place over five days, the gameplay is relatively short.

The gameplay’s map is restricted to the fire tower and nearby surrounding areas. I was partly hoping for more exploration of the landscape, but it does not take long before a (Spoiler - click to show) plot twist limits the player to the first five locations. The goal was probably to further the sense of isolation, of which it does an effective job. This is not a puzzle intensive game. In fact, there is only (Spoiler - click to show) one serious puzzle (making a weapon).

There is some unevenness. The gameplay is richly implemented- I liked the wildflower patch- in some areas, but sparsely in others which can detract from the atmosphere. One of the room locations is “Middle of Ladder” where you are climb up and but if you try “x ladder” you get: You can’t see any such thing. It breaks the moment. You are on the ladder! Or how you cannot examine the tower from the outside. There are also occasional spelling errors.

Story
What exactly makes this adventure so suspensful? It’s a survival story, sure, but the delivery is what gives it potency. I feel that The Lookout is a great example. Note: Part of the magic with suspense is that you have no idea of what will happen, so I encourage you to read the spoilers in this section AFTER you play the game for yourself.

Generally, it uses a familiar feature of horror storytelling: Subtle descriptive details and pacing that keep you second guessing. Half the time, it’s your brain telling the story.

But then you heard it again. A scraping sound.

It’s hard to match the potency of this phrase (shown above) in a review since I am discussing it out of context but understand that its placement was effective at making the player feel cornered. While I would not label this part as “scary,” it sure does a heck of a job at establishing atmosphere.

Horror is gradual and peels off in layers. This is where the suspense (and spoilers) manifests.

First, it starts with inherent vulnerability. You are a lone human in the middle of nowhere. Then, it emphasizes our dependency on single sources technology. The only means of communication is the close-circuit radio used to contact two other towers in the distance. But even then, at least you have a tower with some tech, right? Correct.

(Spoiler - click to show) Until Chester fails to restock your supply cache. Or later when the radio no longer picks up messages, taking the closest thing you have to a human interaction: another human’s voice. What footholds we had are gone. Layers. Peeling away. The game dangles suspenseful bits of information that forces the player to make assumptions, some of which are never fully explained.

On your catwalk stroll you see the familiar light from Mia's lookout, but you notice that there's no light coming from Chester's lookout tonight.

You have all these practical reasons why he failed to restock it. Ran out of time? Forget? Well, then why is his tower dark? This suggests he never made it back. Suddenly those practical reasons slide towards I wonder if that vanishing mangled deer corpse had anything to do with it....

One of the two scariest (= chill inducing) moments for me is when you are forced to talk to Mia via morse code by using a mirror to flash signals. The first thing she says is SOS. And then, ATTACKED. If you ask her about the attacker, the answer is UNKNOWN. Something about that really gave me the chills.

On one hand, you are not alone in the sense that your comrade is also being messed with by some unknown entity. On the other hand, you are being messed with by some unknown entity. The only thing we know about UNKNOWN is that it did a number on a deer corpse like no normal animal could. Morse code is great, but help is a world away.... You are dealing with this alone.

The other case that got me is when you are looking through the cracks between the window shutters and then:

Just as you are about to turn away, a dark figure moves directly in front of the window your face was pressed up against.

Yeesh. Imagine if that were you. Your face mere inches away from this creature scuttling around your tower. It sounds tame in this review, but in the game, you are camped in your tower waiting for night to fall. Stakes are a bit higher here. I really hope you played the game before reading this.

Oddly enough, the fight scene was a smidge underwhelming compared to the suspensful horror experienced up until that point, but I think that demonstrates the potency of its building atmosphere.


Either I’m a chicken, or the horror in this game has something going for it.

Characters
The entire experience revolves around Adam Katz’s trauma as revealed in nightmares. Six months ago, (Spoiler - click to show) he was in a car accident with his family and was the only survivor. His passion for writing has waned and being around other humans is just too painful. Powerlessness is a major theme. He feels powerless about the (Spoiler - click to show) semitruck that caused the accident and now he is powerless against (Spoiler - click to show) whatever unknown savage is trying to kill him. Or at least at first.

Fear of the unknown also is a factor. We definitely experience that part in the gameplay. The pinnacle is when Adam feels emboldened to (Spoiler - click to show) not succumb to the creature and to fend it off by any means necessary, especially since it seems to be taunting him by leaving the hiker’s mangled jacket on the ladder.

The game only calls the monster "The Demon." In fact, that's the name of the chapter at the end of day four. Perhaps I'm falling back on clichés, but it seems to embody the notion of "battling one’s own demons," but I argue that it has a point. The violent experience of being hunted by a mutant beast seems to adjust the protagonist’s relationship with his tragedy.


We don’t have the opportunity to see this effect in long run since the game ends when (Spoiler - click to show) a rescue helicopter lands nearby. There are some unanswered questions. Was Chester killed? How about the hiker? Yes, you find her mangled jacket with blood on it, but technically there is no body to confirm- it does it again. Makes you speculate. Hm…

I guess the takeaway message is that sometimes survival is enough.

Final thoughts
In a nutshell, The Lookout is a survival horror game that focuses on suspense and pacing. It puts story over puzzles while also providing opportunities to interact with your surroundings. If you are looking for more action you may find the game less exciting, but in terms of atmosphere it excels. Paired with the protagonist’s backstory it becomes a catharsis that makes it more interesting.

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Lethe, by Thomas M. Disch and Tom Blackwell

2 of 2 people found the following review helpful:
A fun choice-based remake of a 30+ year old parser game, February 13, 2023

You wake up naked in a hotel room and have no memory of who you are.

I should provide some context first.

Lethe is an Ink game based on a 1986 parser game called Amnesia by Thomas M. Disch. I had never heard of it prior to playing Lethe. Perhaps it crossed my vision once or twice while skimming IFDB, but nothing I could remember (that’s absolutely not a joke. I’m just telling you how it is). Lethe has its own page on IFDB. If it were not for its description, or the credits in the game, I would not have made the connection.

I am going to cut this excessively long review into two large sections. The first is my review for Lethe. The second half is about how playing it introduced me to another side of interactive fiction. I’ll stick most of that part under a spoiler tag.

Part I: Game review
Lethe. The game made with Ink. That’s what this review is about. In fact, it is one of the most exciting Ink games I’ve played so far.

Lethe stays true its theme of amnesia. In fact, the title, though different, hints at the subject. It stems from a piece of Greek mythology about a river of the same name that, when drunk, causes forgetfulness. There is also a second clever meaning to the title that is revealed near the end of the game, but that would be a major spoiler. Just know that it’s worth a shot even if you are not a huge fan of the amnesia trope.

GAMEPLAY: As I said, you wake up naked in a hotel room with total amnesia. The game takes place in New York, and you play as a male protagonist. Your only real lead at the moment is to find any clues that will hint at your identity. Slowly this will expand into a broader story.

I feel that your first playthrough is by far the best one because you are just as clueless as the protagonist. Unless you’ve played Amnesia, I suppose. Oh well. Let’s just assume you were like me. Everything intrigues you and oozes potential.

Whose knocking at the door?

What’s in this closet?

Does this window open?

WHO AM I? (And why am I naked?)

Endless questions, but the game merely provides you with a list of things you can do. The player is left to launch themselves into the unknown to find the answers. Through trial and error, you can find the optimal route to move into new areas with more clues.

For me, the main event of your clueless first playthrough is the branching gameplay structure. I always like seeing that in choice-based games. In Lethe, it creates the perception of an expanding world that just grows. First time around, it feels huge. The novelty of it all contributes to the sense of scale as you leave the hotel to explore more locations. It takes the shape of a mystery game.

While Lethe does feel a bit smaller once you’ve played it, there is plenty of incentive for replays. It is a chance to experiment with different paths or switching up the order of tasks. Try making challenges. For instance, (Spoiler - click to show) play without ever getting arrested and/or killed.

Lethe is easy to play in sense that you are just clicking through links. But it is also designed well, too. Its strength is its mechanism for failure. Dead is NOT the end. It can if you want it to be, but there is no “messing” up in Lethe. The sequence also happens to be my favorite part. (Spoiler - click to show) You end up in a surreal and somewhat humorous afterlife.

You and a few thousand other naked anxious souls are standing on the bank of a misty black river, being stung by mosquitoes and bitten by large centipedes.

Charon, a character from Greek mythology who ferries deceased souls across rivers in the underworld, swings by to offer you a choice. You can stay in the afterlife or go back in time before your previous decision. Done. That’s it. Right back where you were. Even better, your environment adjusts to keep you from making the same error.

Your hotel room seems subtly different.


This was fantastic. It makes the gameplay more forgiving for when the player makes a mistake. You never need to restart. If anything, it also encourages dumb decisions such as leaving your hotel room naked, “just to see what happens.” Or (Spoiler - click to show) getting married.

STORY: Given what I’ve said, the last thing I want to do is tarnish your first playthrough with spoilers. It is better if you let the story unfold on its own. But if you insist, I will give you a rundown of what’s going on. I would consider these as mild/moderate spoilers since they can be discovered early on, I’d caution you against reading them at all until you play Lethe. (Spoiler - click to show)

Everyone at the hotel calls you John Cameron, but if you get arrested it is revealed that you are Xavier Hollings, a criminal who killed a guard and escaped a Texas prison. You go back to court and lose. Even Denise, your own wife (to which you ask yourself, “I had a wife?”), testifies against you. After you arrive at death row, she comes to visit merely to say how happy she is to be inheriting everything because apparently you are super wealthy. Hm.

As you eat your last meal, you have a moment of insight. Tidbits of info about Denise, prison, some guy named Zane, and a recalled soap product appear in your mind. Just enough to realize that you are innocent. Ultimately, the meaning is lost, and you are executed. Fortunately, this is not the end.

Once more, you are by the infernal river Styx. After a few years, Charon's boat emerges from the mist. He looks disappointed to see you.

Charon has got your back. He won’t think highly of you about it, of course.


What I just told you is only the first layer to the story. No moment in the game beat the suspense and surprise of seeing this reveal for the first time. Woah. That was my reaction. The protagonist clearly has a lot going on. The bits of info from this fiasco only serve to direct the gameplay after (Spoiler - click to show) Charon zaps you back to existence. I’ll stop the spoilers there. I’ve already told you too much.

As for my general thoughts about the story, the narrative itself was not particularly moving. Certainty, creative. It’s just that I was not drawn in by the characters or their motives. The drama was more like watching a film rather than feeling like you are the protagonist of the story.

Also, the ultimate cause of the amnesia was a bit underwhelming. I’m sorry. But at least the sprinkling of clues throughout the gameplay is combined with a dramatic reveal near the end that makes up for the lackluster parts. I cannot express this enough: The witty writing and gameplay implementation is what makes Lethe work. Otherwise, I would not award it five stars.

I think a lot of people can appreciate the writing. A favorite of mine was, “So far you're scoring zero on the Know Thyself Questionnaire.” The (Spoiler - click to show) H&R 207-7655 pay phone reference was especially clever.

CRITIQUES: Lethe is excellent, but it is not flawless, either. I had two cases where the game reached a dead end where no links appeared on the screen. In other playthroughs they were not an issue. I do not know what caused the issues, only that I was experimenting with the gameplay at the time. Your chances of seeing this is low. Be assured, that once you’ve played the game, you can cruise through it quite quickly.

There are also some minor spelling mistakes, including with character names that can be noticeable. The longer changes of dialog occasionally abandon the use of quotation marks. Finally, location descriptions are shown at the top of the screen, whether it is “Hotel Room” or “Oblivion.” However, sometimes they fail to change with new locations.

PART II: Broader context (time to go on a tangent)
(Spoiler - click to show)
You can play Amnesia through a digital archive.

At least that is what it says on IFDB (that’s how unsophisticated I am). But the content written about Amnesia explained that playing it was more than just clunking yourself in front of a computer. The part of my title that says, “30+ year old parser game,” should give you a sense of where I am. As someone who rarely crawls off IFDB, a lot of this is new terrain.

Apparently, when the game was published, playing it required buying a physical copy (which is so alien to me) of the game. From my perspective, it sounds like an artifact. However, reviews expressed a different angle. People have shared fond memories of playing Amnesia. Or at least of trying play it. While I have not, it was cool learning about its origins. Hopefully I’m not awkwardly trampling over everything.

I did attempt another existing remake called Amnesia: Restored after playing Lethe. For the record, I accessed Amnesia: Restored through the entry for Amnesia on IFDB. I used the link to the game’s own website and went to the section called “PLAY GAME.” I have a reason for going on this tangent. Just hear me out.

I don’t want to dismiss the immense collaborative effort- as showcased on its website- that was put into Amnesia: Restored, but the gameplay was a rocky experience for me. It seems the objective was to replicate the parser of Amnesia into the gameplay. If that’s the case, the gameplay Amnesia must have been wild… and frustrating to play. That could also be my inexperience talking.

Thing is, you must know the specific command the game wants at a given moment, almost like I was having a conversation with someone via a script. If you use the right command, great. Otherwise, the game lets you fall on your face without any direction. It was incredibly difficult to know what command or action was required. Play it and see for yourself. (Aside from my whining, I really do think there are parts of the game that are not functioning as intended.)

This is where Lethe comes in. Turns out it can function as a rough “tutorial” (my words) for Amnesia: Restored because Lethe also stays faithful to original writing. Seriously, the choices you make in Lethe can be punched into the parser. Not precise word-by-word, but close enough. Suddenly, everything fell into place. The parser responded smoothly. I was making progress and keeping up with the metaphorical conversation. Even better, it gave me a chance to explore Amnesia: Restored and appreciate what it had to offer. And it offers a lot.

The makeshift Lethe tutorial will end once you leave the hotel because Amnesia: Restored recreates the complex city navigation puzzle in Amnesia while Lethe does not. A few city locations will still apply although Lethe cuts back on nearly all simulated New York content. To be honest, if I did not have Lethe as a reference, I would still be stumbling around in the hotel room. But I managed to get the hang of it enough to brave the city puzzle on my own.

I must hand it to Amnesia: Restored. It goes the extra mile in incorporating built-in guides and visual elements in the game’s interface that were based on original feelies and physical materials. I was really impressed by that. I did not continue playing after I passed out on the street from exhaustion and was carted away (and the save function failed on me), but I can tell you it is worth a look. While I preferred Lethe, I sincerely suggest trying Amnesia: Restored too.


There you have it. The extent of my encounters with Amnesia.

Concluding thoughts
I apologize that this review was so long.

Lethe is faithful to the Amnesia storyline, but its choice-based format still offers a different experience. It eliminates parser related technicalities such as guess-the-verb by replacing everything with links. It bypasses puzzles for (Spoiler - click to show) navigating the city streets and solving riddles at gunpoint.

The trade-off is a simplified version of a vibrant world. It can’t even touch the complexity in Amnesia. But I think it does a decent job in capturing the general concept. I would love to hear second opinions from anyone who has played both.

I completely recommend Lethe as a thrilling Ink game with lots of surprises. Even more so if you are curious about a parser classic (correct?) turned into a choice-based piece of interactive fiction.

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The Twine Fishing Simulator, by maxine sophia wolff

6 of 6 people found the following review helpful:
Had me hooked, but I was expecting a larger fish., February 8, 2023
by Kinetic Mouse Car
Related reviews: Twine, Surreal

Gone fishing… Yes. Gone fishing.

You find yourself standing before a serene lake with a fishing pole in your hand.

Gameplay
First things first, you are introduced to June, a friendly woman fishing. She can give you help or chat, but your main activity here is to fish and catch all six species.

The fishing mechanics are a creative one. The word "nibble..." flashes onscreen, and at one point quickly changes into a link that says "BITE," before changing back. If you clicked on the link in time, you reel in your fish. To keep it, you answer three multiple choice questions (with two possible answers each). The catch (!!) is that you have five seconds to solve each one. If you fail to answer or get one incorrect, the fish escapes and you try again.

At first you think, "this is fun, but will I seriously be doing this for the entire game?" (Answer: no) Then you see that each area has its own fishing challenge. That’s right, there is more than one area. Then you realize that (Spoiler - click to show) it is about more than just fishing. Simulator? More like (Spoiler - click to show) simulation. Which does not take long to figure out.

The fish you catch may come with a surprise. Sometimes your fishing gear catches an (Spoiler - click to show) audio log that provide a glimpse into the NPCs’ identities while raising doubts about how real your surroundings are. I have a bit of a request: (Spoiler - click to show) How many audio tapes has anyone found? They were fun to discover and enhanced the story. I found three at the lake, one at the ocean, and none at the third location. I would love to find more.

Zooming out, the overarching goal is to (Spoiler - click to show) acquire three fish spines that you receive as rewards from an NPC in each area, the lake being the first. The lake and the ocean seem harmless enough, but once you make it to the location after that, you will have an entirely different view of the game than the one you had when you first started playing. Which is perfect.

Gameplay challenges
I found two broken links and an error that halted the gameplay, perhaps even making it unwinnable in the sense where you are stuck in an obvious loop. It is otherwise a Merciful/Polite game through and through. Here it is:
(Spoiler - click to show)
I got the dreaded “Double-click this passage to edit it,” message after pressuring June about her means of transportation to the lake. The other instance was during the battle scene with Horace. I don’t know what I did, but the game suddenly said, "Horace Breem of the Black Water attacks for 150 damage!" But there was no link on the screen to move forward. It was a dead end.

The error occurred with June. It had to do with catching all six types of fish at the lake and then talking to June about moving to the next area. She lets you choose between leaving right away or staying at the lake a little longer. When I choose the former, I would be sent back to the location menu page where the ocean would be unlocked.

"You can now progress to the next area."
1. I'm ready.
2. I'd like to stay here longer.

However, when I chose to stay and then later asked to leave (see below), I would be sent back to the location menu, but the ocean location would NOT be unlocked. Maybe someone can find a way around it, but I was stuck.

"You've still caught all six species! Feel free to leave here anytime."
1. Move onto the next location.
2. Goodbye.

But if you are mindful about these parts, you’ll be fine.

Generally, it is not always possible to access the link that opens your saves. In the first two encounters I could not access my saves. Refreshing the page would not bring it back to the menu so I had to close out the window, access the game again on IFDB and then go to my saves when the menu appeared. Not too much of a hassle, but still a hassle when it came to hiccups.


Really, you’ll be fine.

Story
The Twine Fishing Simulator has prominent surreal elements in the story and how it is told. It is a fairly linear game. You can hop between the (Spoiler - click to show) lake and the ocean areas, but when you (Spoiler - click to show) reach the third location, there’s no going back. We already know that (Spoiler - click to show) we are trapped in a simulation of fishing minigames. That’s the story in a nutshell. It’s partly told by seeding out-of-place indicators that provide insights about “what’s really going on.” That’s what I want to focus on. Spoilers ahead. (Spoiler - click to show)

In the third location (called "???") the surroundings are less cohesive, almost… like a half-baked simulation. The fact that you had to punch in an administrative code before proceeding was a major indicator. It’s also the only area that allows you to explore the terrain a little more.

I thought it was cool how you end up on this chill half-formed island with some knight in armor catching fish and meanwhile you can just wander down an overgrown beach path to a dingy shack with a computer in it. And that computer is your portal to answers. This scene captures a certain kind of atmosphere that I love in interactive fiction games. Often in games about simulations, but not exclusively. How do I describe it…?

It’s that idea of finding a small but insistent clue that whispers none of this is real, as you stand there waist deep in the gameplay. Or in this case, since we know this is a simulation, it would be not everything is as it seems. That, too, is obvious, I know, but that moment of realization comes off smoothly in The Twine Fishing Simulator. I had the exact same zing feeling when I saw this:

And what's this? Something else is caught in your line. It appears to be an audio log.

You’re hanging out with June at the lake and catch an audio log that reveals more about her- and the place- than we learn through casual inconspicuous conversation. The wording and placement in the gameplay are excellent.

Anyway, the player has a lot of questions about what’s going on, the extent of which is hard to gauge. Fact is, Alireza and the audio logs can only tell you so much. Just how deep does this go? You need answers. This computer had the answers.

But not as many answers as I was hoping for. I'm going to be diving into the deep end with spoilers.

The computer contains data entries from 2011 and 2037. The ones from 2011 mention craters, meteors, and scrap metal falling from the sky, but then the September 29th entry says that nothing was falling from the sky, that it was just it… rain? I’m not sure of what to make of that. Jackie does get a mention. The logs are written by someone named “-J,” which I assume is June. The only takeaway is that Jackie found a metal substance that causes dreams.

The entries from 2037 discuss a simulation. My mind wanders back to something Alireza said. He explains that the simulation is decaying but has gained sentience. For whatever reason, the simulation simply generates "fishing minigames.” An AI, maybe? We hear mention of an AI in the computer log for June 17th, 2037: Partial construction of the Simulator AI has begun. Estimated trial date: somewhere in the next few months.

Why was a simulator built in 2037? Why do to the logs only have the years 2011 and 2037? If the simulation has started to deteriorate, does that mean something went wrong? Was Earth undergoing some disaster with falling meteors (or other objects) leaving craters? This is my point: I only have more questions.

I figured the ending would clarify some of these questions, but not really. It was clever, though. After you eat the three fish spines you unlock the ending (the final location) where you wake up in a metal chair in a room. Reveals like this are awesome. One wall reveals a large empty glass aquarium. The game suggests that its emptiness is your fault. You then fall back to an unconscious dream state.

Next thing you know, you are standing by a gorgeous lake with a fishing rod. Though you may be living in a simulation, you decide that it is a better means of existence than whatever is going on outside. This was an excellent surreal moment. However, I still had tons of unanswered questions from the computer. And questions about the ending. Is the whole empty aquarium scene a message about overfishing or humanity ravaging the aquatic ecosystem? Or am I overthinking it?


All I want is just a few more tidbits to fill in the gaps. That’s all. Ultimately, finding the (Spoiler - click to show) computer was still my favorite part, especially since it adds a layer of sci-fi into the surreal mix.

Characters
I’m going to ask straight out: (Spoiler - click to show) Who is Volunteer One? Is it Jackie? The player? Probably not the player due to the timeframe. Or maybe it is the player since June is clearly expecting you and mentions a newcomer in one of the audio logs you find at the lake. All I know is that I have a feeling that something happened to Jackie.

This is just a section where I am going to share some ramblings about the characters. You can skip this part.
(Spoiler - click to show)
Somehow, Alireza, June, and Horace ended up in the simulation. My guess (I’ll be making a lot of guesses) is that something happened to Jackie which meant he failed to make it into the simulation. June and Jackie definitely knew each other. Interrogating the NPCs will do little since the simulation saps people of memories. Most assume the simulation is a dream, like June. This means the player must dig for answers.

Of the three NPCs we meet, only Alireza has a faint idea of what’s going on, and there’s a reason. At least two years prior, he was once an administrator for the simulation. We know this from an audio log. It explains that a volunteer entered the simulation for an hour-long excursion but had gone missing, prompting Alireza to complain to management. He also mentions that his career is over. I wonder, did it end because of the missing volunteer, or because he spoke out? My guess is that he was thrown into the simulation in response, but it’s a wild, wild guess.

I really liked the subtle foreshadowing/story building that occurs when you pester Alireza for “fun facts,” which only become meaningful once you’ve played the game and know what to look for. He foreshadows Harold by saying, “'One time this dude in a full suit of armor came through here. I taught him how to fish, he was really nice.'" You find yourself agreeing and thinking, yep, I know who you’re talking about.

The one that really caught my attention is when he says, “'My mom was a scientist up in orbit. Studying those meteors.'" That connects back to the mentions of meteors in the computer logs. There is some truth them… this kind clue dropping is the stuff I play for. It does not answer my (excessive) questions, but it does add context that only encourages the player to look deeper for things they missed.

Where does this leave us? I take it something happens in the gap between 2011 and 2037 that was the catalyst for creating the simulation. A corporate theme has surfaced once or twice but only vaguely. Whoever ran the show was rushing since volunteers were being processed while it still had rough areas. Another wild guess: The computer logs mention a metal material that puts you in a dream state coma for the simulation. Isn’t the chair you wake up in at the end made of metal? Perhaps made of the special metal to put the user into the simulation? That’s all I have.


Comment if you want you share your own speculations for the story.

Visuals
The game’s visuals stay basic without abandoning stylization. Black backdrop. Text is white with blue links and is placed in a teal bordered box. Beneath it is a shot of the game's cover art. It uses a pixelated font that can be changed in the settings. That is always appreciated. It’s a good look for the game.

Final thoughts
The Twine Fishing Simulator is a clever and unique piece of surreal interactive fiction. I enjoyed it and would recommend it for surreal fans. Or lovers of fishing minigames.

There are some bug issues that dull the polish, but the gameplay is generally smooth sailing. I do feel like it leaves you with a lot of unanswered questions, particularly with linking character dialog to other story related discoveries in the gameplay. Some subjects were mentioned once and forgotten. I would have loved to see a little more cohesion there.

Regardless, the story shows creativity and thoughtfulness that leaves a lasting impression. The author has a skill at leading the player down an unexpected story trajectory. You thought you were going to be playing a realistic resource management fishing game. Well, think twice. It plays with reality and combines it with interesting characters. By the time I reached the ending sequence, I really felt like the PC.

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Rougi, by Lapin Lunaire Games

5 of 5 people found the following review helpful:
Investigate the mysteries of a cursed ballet production, February 7, 2023
by Kinetic Mouse Car
Related reviews: Mystery, Twine

When I first saw Rougi, I thought it was commercial. It is not. But it is a demo.

In Rougi, the Paris Opéra Ballet is getting ready to put on Les Souliers Rouges, a controversial ballet thought to be cursed. And maybe there’s something to it. So far, it has been a string of accidents and delays. That is why you, a mere patron of the arts, have been tasked to find the truth behind the curse.

Actually, I think Les Souliers Rouges ( The Red Shoes) is an actual story with many adaptations in film, music, and other forms. Rougi happens to depict it as a ballet, which I believe has been done as well. But the version in Rougi is especially unique. The storyline is different than what I have seen (on the internet, that is), and I am curious to see its trajectory here.

Gameplay
The game begins with a brief intro before the PC enters the picture. We are merely the passive observer of a reception after a performance of Coppélia where ballerinas and crew members are mingling with the audience in the gallery. Two ballerinas, Élodie Sirand and Laure Bloch, are especially at the center of attention, each with their own crowd of admirers.

Élodie is the seasoned professional. The only danseuse étoile (lead ballerina, or prima ballerina) in Paris. Laure is the new, innocent talent who basks in the praise while Élodie watches her warily. At one point, Antoine de Forbin, a long-devoted patron of considerable power, informs Élodie that he must break off his relationship with her. She leaves. Angry. A young man chases after her. The scene ends.

It’s a pretty good intro. One that leaves you with questions. Both ballerinas are cast in Les Souliers Rouges, BTW. More on that later.

Rougi officially kicks off with some character creation where you decide on your name, pronouns, and social class. There are three social class (working class, bourgeois, and aristocracy) options that mildly influence the writing and character dialog. They also determine how you gain access to the Paris Opéra Ballet.

You’d never imagined you’d be able to enter the Palais, let alone stand in the secret wings behind its glittering halls.

You always begin with a letter invitation. For the bourgeois choice, you used your connections to weasel your way into an invitation, for the aristocracy option, you were simply invited. And if you choose the working class, you were tasked with making a delivery. Playing as different roles is fun and adds replay value.

Regardless of which social standing you choose to play in, your mission will be the same. At one point, you will meet the Director of the Opéra Ballet. He is strongly against Les Souliers Rouges but could not override the decision-making of other influential figures at the Opéra Ballet. He is a superstitious man, or at least when Les Souliers Rouges is involved. He will hardly visit the site while the ballet is in production. But he does so he could speak to you. He wants you to roll up your sleeves and investigate this “curse” before it causes (more) harm.

At heart, this is a mystery game, and there is a strong investigative feel in the gameplay. On the left side of the screen is a menu containing an inventory and a notebook section for clues. Some clues are added automatically, others only if you deem them relevant. It’s an organized system that is easy to use. The gameplay does use a higher word count, so it is helpful to have something that keeps track of vital details. The demo ends before we can make any real breakthroughs, but we still learn some neat things.

Issues
There are some dents in the polish. The only real bug hiccup that I encountered was with the achievements. When you unlock one, a message appears at the top of the screen before it is added in the achievements section. Often the game would say I earned one, but it would never be added to the list. The only achievement (besides the first two that are there following character creation) that managed to show up in the achievements section was:

(Spoiler - click to show) “Your Crown is Falling, Queen: Win Élodie's respect through an unexpected trial.”

None of the others appeared. I was hoping to see what they were. I must admit, I thought I would have to work harder to win Élodie’s respect, but no complaints.

Another error is how whenever you add something to your notebook, this happens: “There is a scrap of red satin near your foot. You surreptitiously pocket it.” If you repeatedly add a clue to the notebook, there will be no duplicate of the clue. But the PC will still pick up pieces of red satin to add in the inventory. They just keep piling up. Every time. Infinite scraps. I think that's an error. Either that or people keep leaving pieces of red satin everywhere.

Oh, and Laure is never added to the “Persons of interest” section. That’s about it.

Story
For context, the story takes place during the Belle Époque, a period spanning from 1871-1914 in France and the European region. In the developer’s notes, the date was said to be 1895 but I’m not sure if that directly applies to the game. Either way, it’s nice that the game gives us a historical context.

In Rougi, a character named Maestro Camille Fauré (or just Camille) wrote Les Souliers Rouges. It is about a young village girl named Clara who receives red slippers that are secretly cursed by the King of Darkness who wants to claim her, etc. Its original premiere is shrouded in controversy. Spoilers ahead.

(Spoiler - click to show) Before opening night, the lead dancer casted as Clara died. Her body was found mangled by the roadside with large amounts of blood on the red ballet shoes in her bag. The production was cancelled. Years later, it was attempted again, but its production was riddled with disasters and thus scraped.

Now, for some insane reason, Camille wants to give this another shot and managed to twist the arm of those needed to permit (not that they agree) such a show. Les Souliers Rouges will be attempted one more time despite everyone's fear of its mere name. Even the Director is convinced it is cursed. He almost has a heart attack upon seeing Laure in her red dance shoes.


That’s all I know about the story through this demo. The author has a blog devoted to the development which is definitely worth a look.

I can tell you that the writing is decadent and descriptive. One of the best parts. It also theatrically captures the drama as it unfolds.

Dancers crowd around the fallen ballerina, outstretched hands fluttering from her to their mouths in the most elegant show of alarm you’ve ever seen.

We can visualize the elegant architecture and lavishly attired guests, but also “staff-only” areas that are less glamorous and maybe… not haunted. Probably not haunted. That’s the perk of the Director giving you the green light for investigating a cursed ballet production. It carries the awe of stepping from the streets into a performing arts establishment of great renown, setting a strong atmosphere.

Characters
There are plenty of interesting characters who are eventually logged as entries in your notebook. But so far, the dynamics between Élodie and Laure takes center stage. A rivalry is apparent. Élodie is the best of the best, Laure is new, one of the best, and somehow manages to be the Opéra Ballet Director’s favorite. Besides, they have completely different personas.

Laure is the bright-eyed, up-and-coming new talent. She is clearly dazzled by the high life glamour that comes with being a prominent ballerina. For her, ballet is a portal into this extravagant world. She is giddy and excitable without knowing the grimmer side of fame. As we see at the start of the game with Élodie, fame brings patrons, but patrons can easily ditch their favorites and become entranced with something new.

Élodie’s character is a sharp contrast. She has years of experience, not just in ballet but also the industry. Because of this, she is cynical, sees fakery from a mile away, and hostile towards those who waste her time (so, everyone). But she has secrets and has been burned by individuals. There is, perhaps, a genuine motive, though self-serving, to protect Laure from making the same mistakes that she did as a career ballerina because she knows too well that success attracts powerful people who call the shots.

Perhaps. Élodie strikes me as an individual who dislikes others but is not one to stand by and watch someone, especially if that someone was once her, make the worst possible mistake because of inexperience or vulnerability. Laure seems to be that someone. But it’s just a hunch, and one that may be disproven as the story develops.

Drama, drama, and more drama
It’s bad enough that Les Souliers Rouges is cursed. Now, two new developments have increased the scandal. (Spoiler - click to show) The first is that Laure is cast as the lead, Clara, instead of Élodie. The second is that rather than having a male dancer play the character of the King, Élodie will. Or maybe the King’s character is changed to female. I’m not sure. Either way, people see this as scandalous- for reasons I’m still trying to piece together- because Élodie claims Laure as a bride via the character roles. Is the gender change part bold, or is it just the rivalry between the two lead ballerinas?

Laure herself is shocked about this news but reassures those in charge that “I would do anything to become an étoile.” Anything? You can probably finish that thought. The demo ends after (Spoiler - click to show) Élodie and Laure dance in a duo piece, which only makes you want to know more of this catastrophic show. Is it really cursed?

Visuals
The visual design goes well with the atmosphere and subject matter. It conjures up the image of velvet, wine, and... blood? Maybe I’m just jumping to conclusions. Oh, you can also change the colour scheme for the display mode, a superficial feature (in the best way) that wins me over every time. The one I just discussed it the default is called "Nuit," which means night. The other theme is "Matinée," a show that takes place in the day. The colour scheme for Matinée is creme and light blue. The best part is that it all contributes to the concept of performing arts.

More importantly, the text is easy to read. You can also adjust it in the settings. The super fancy cursive is great for flair but having it for everything would eventually be a pain to read.

Final thoughts
I have played games about the performing arts, but this is the first based on ballet. It’s exciting and dramatic with a strong feel for mystery. I want to know the truth behind Les Souliers Rouges.

I recommend it to players interested in historical mystery games with an emphasis on the characters and story. As a mystery Twine game, it steers away from deductive puzzles and instead has the player carefully glean valuable bits of information as encounters arise. If you like the Lady Thalia series, you may enjoy Rougi but know that it is a complete change in tone and technicality.

One more thing: I'm going to be a spoiled brat for a moment. This is another polished, excellent demo that I've seen on IFDB (there are quite a few) that I would love to see continued. The author says that Rougi will be updated over the next few weeks. My understanding is that it was published about a year before it was added to IFDB. So, I am not sure when the next update will be.

I hope it continues to be developed without adding tons of pressure (that’s the last thing I want to do) for updates. If the author is reading this, just know that you have something with a lot of potential. I say that for a lot of games, but I would not say it if it weren’t true.

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The Last Sanctuary, by SjoerdHekking

4 of 4 people found the following review helpful:
You are on top of the world. That’s not always a good thing., February 5, 2023

Earth is inhabitable. Its ecosystem is destroyed, and high levels of radiation are everywhere. Roughly 1000 humans have been selected to live in an underground bunker until conditions on Earth return to safer levels. The bunk is self-sufficient and designed with infrastructure to sustain a scaled-down version of society. It is thought that it will be safe to leave in about fifty years.

However, this sanctuary requires a particular kind of decision maker, someone to call the shots when something major happens. A neutral party with no personal stakes or biases. A person (you) has been launched into space to live on an unnamed space station with the sole purpose of keeping tabs on the bunker. The surviving humans consult you from time to time for serious matters when they need you to make a decision.

Otherwise, you spend your time in suspended hibernation until you are summoned once more.

Gameplay
Ultimately, the gameplay revolves around one major decision that ends your mission and the game: opening the bunker to allow the humans to explore and populate Earth again. It also marks your death. And no, that’s not a spoiler. The PC knows right from the start that this is going to be a one-way trip. You continue until you expire (this is one of those rare games I’ve encountered where hibernation tech does not preserve your body from aging) or open the bunker door on Earth.

The Last Sanctuary has high replay value and involves strategy. Most of the gameplay involves trade-off decisions where choices are made to preserve one system or resource over another. For every scenario there are two possible options. You may encounter the same scenario more than once, but the repeated success of either decision is variable. It forces you must keep track of decisions that are high-risk and high reward. If your bunker is crumbling away, play it safe. But even that is uncertain.

A stats page with colourful visual indicators is provided so you can keep track of the population size, bunker conditions, supply stocks, data stores, and communications levels. The most important stat is the one measuring radiation levels on Earth. It takes years for it to go down to zero. Your sleep cycles depend on the inhabitants. They may wake you up after six years, sometimes just after one.

When you open the bunker door, (Spoiler - click to show) the game gives you roughly four assessments. Earth’s habitability, genetic diversity based on surviving population size, the level of tech and data remaining, and the long-term state of humanity’s new civilization. This can range anywhere from thriving to dying thanks to radiation sickening within hours. Experimenting with different outcomes will keep you busy. You get a final score that is stored in the game’s high-score page. My highest was (Spoiler - click to show) 815.

My only complaint is with the achievements. When you open The Last Sanctuary, it pulls up a menu page where you input commands, such as “play” to start a new game. This menu includes an achievements page that keeps track of secret endings, how many encounters you have found (including special encounters), and how many general endings you have completed. The achievement reads as (Spoiler - click to show) Locked: (14/22) Endings, which means that there are 22 endings total and I only found 14.

I have no idea on how to get the remaining endings and seems to have reached a wall. My guess is that (Spoiler - click to show) some are about failing in certain ways, but it is actually quite difficult to fail before you open the door because you die of old age before your decisions wipe out the inhabitants. Speaking of which, it is impossible to lose every inhabitant. There has got to be an achievement somewhere for that. Nor can you run out of food or have total failure of the radiation shielding. The reason why I am going the destructive route is because I have exhausted the other (more optimal) outcomes in the game. These are the only unknowns left to explore, but I cannot seem to play the game long enough to see them through. I feel like the game is too tightly constrained in this regard. Plus, there is a secret console achievement that I want to reach.

Story
The premise of The Last Sanctuary reminds me of another Twine game called Seedship. Both put the player in charge of the remainder of humanity after Earth becomes inhabitable and involve making tough decisions. If you like The Last Sanctuary, please try Seedship, and vice versa. They have a lot in common while still being distinct high-quality pieces of sci-fi interactive fiction. Let’s take a closer look just for fun.

Seedship is about an AI of a ship carrying 1000 frozen colonists with the task of finding a new planet for a human colony. Just as the PC in The Last Sanctuary sleeps until woken by the bunker dwellers, the AI snoozes until the ship either reaches the target star system or is awakened mid journey by an unexpected event. You also make judgement calls that often make you sacrifice one thing for another (ex. Do I allow the sleep chambers to overheat or the construction system?).

The player manages stats that include scanners, ship systems, and data storage. Everything leads up to one all-encompassing decision that determines the outcome of humanity: landing the ship on your chosen planet. Like The Last Sanctuary, you get a score on your performance. The AI has cultural and scientific databases that colonists use to retain levels of technology and a heritage to Earth. If these are incomplete the colonies are less likely to build a flourishing colony. This value on preserving human memory is also shared with The Last Sanctuary.

If you have played Seedship, you are probably nodding your head. But this review is about The Last Sanctuary, and it ultimately offers a separate experience. Seedship, being in third person, makes you feel more like an observer. Meanwhile, The Last Sanctuary captures a stronger sense of self. You feel like the PC, and not just because the story is told in second person.

Every time the PC wakes, we get a glimpse into their thoughts, and the writing captures the feel of being a lone person on a space station trying to guide the remainders of humanity on Earth. We start to see what it is like to go from an Earthling to a permanent human satellite with only one purpose. That sort of atmosphere shapes and defines the game.

The Last Sanctuary also allows the player to see the effects of their everyday decisions on the people whom they are responsible for. Frozen colonists* have little opportunities to throw temper tantrums at your choices. But the humans in the bunker have no qualms about talking back, (Spoiler - click to show) starting cults, breaking things out of spite, and (Spoiler - click to show) demanding to be let out of the bunker at their own peril. If you think about it, the only reason you wake up is when they want you to. You definitely get that human dynamic.

*Actually, you’d be surprised at how frozen colonists can mess with an AI, but you’ll just have to play the game.

Visuals
The game goes creative with its visual design. The screen is just one big animated starfield that makes you feel like you are cruising through space. The settings allow you to control the speed of the stars (which was more fun than one would expect) including stopping them entirely which was smart since the starfield gets distracting. I would just stare at it and forget what I was doing.

Smack in the center of the screen is an illustration of an IBM computer. Appropriately, the game's text appears on the computer's screen, and the font and text colour also contribute to the “digital” appearance. There are even a few computer buttons you can toggle, although they don't seem to have any particular purpose aside from turning the screen off and on. Still, points for interactivity.

Most importantly, the use of computer visuals highlights the fact the protagonist is doing the same thing as you: sitting at a computer screen while weeding through inhabitants’ requests. The coolest part of the visuals was how the game makes an illustration of your civilization when it presents your score.

Final thoughts
The Last Sanctuary is a fun but introspective game where you, and only you, are responsible for providing some semblance of leadership to people you will never meet face-to-face. You call the shots for humanity’s survival and yet you are confined to a space station with no hope of returning to Earth once it has been restored.

But you can look at it both ways. You have the chance to put humanity back on the right track, and these themes were compelling to explore. In essence, it is a strong story with irresistible gameplay.

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Chloe Is Home, by KhairikaSinani

3 of 3 people found the following review helpful:
Pristine, February 3, 2023
by Kinetic Mouse Car
Related reviews: Horror, Twine

Horror with a bite. Poor you.

You share a flat/apartment with friends Kayleigh, Sam, and Meghane. The four of you are discussing plans for later via group chat. Meghane's cousin Chloé is supposed to meet up to join the festivities. Tonight. Her cousin is meeting up with everyone tonight. Problem: Everyone forgot. Exasperated, Meghane goes to add Chloé to the chat...

Gameplay
The mechanics of gameplay are simple. It takes place in a chat group environment where you tap/click the screen to see each text message as they appear in the chat. Sometimes you have opportunities to respond. For these, a menu will appear at the bottom of the screen with a list of responses.

At first all you see is causal, crowded banter. Tap, tap, tap. You are just skimming through the messages while your flatmates argue about cleaning out the fridge. Throughout the game, NPCs will switch between being on and off the chat as they do other things, triggering notifications. It really creates a chat room vibe. Soon, things kick off when Meghane’s cousin is added to the group.

In Chloe Is Home, you are a clueless little player who gets sucked right in the mess. Stay far, far away from this review until you give the game a playthrough. I’m always touchy about “preserving” the suspense, but it’s true. Want the full horror experience that comes with not knowing what is in store for you? Play it first. Otherwise, it will ruin the fun. Don't be all, "oh, reading this review will help me be more informed when I play it." NO. Play the game first.

(Spoiler - click to show) But Meghane's cousin is not the one who joins the chat... Someone else does. Technically, I think the game’s description is a super light spoiler, “A flatmate group chat unknowingly welcomes an uninvited guest into their midst,” although only a stickler will probably feel the same way. No matter. There’s still lots to discover.

Now that the cat is out of the bag, I'll just refer to fake-Chloe as the Stranger or “Chloe” under these spoiler tags. This is the crucial detail: If you take a closer look at the user, it is shown as Chloe not Chloé. See it? It's that little line about the “e.” If you totally missed it, you're not alone. For the first playthrough I assumed it was Meghane’s cousin, although it does not take long for you to have doubts.


Story + Characters
I’m going to use this section to look closer at the story’s pacing and structure which is critical for a horror game. It’s going to be one big spoiler-fest (which I’ll tag), so again, browse wisely.

Pacing is excellent. Mechanically, the game skips pause effects. The rate of text messages is based on however fast the player chooses to tap or click on the screen. And yet, there is a feel of everything speeding up. You feel out of control. The effectiveness of the pacing is achieved through staggering story events.

It closely resembles a horror movie sequence where you know what’s going to happen but see separate shots of Character A being resourceful, Character B cluelessly walking into a trap, the culprit going up the stairs where Character D has just managed to put two and two together. These shots (with other elements) are then woven together to leave you at the edge of the seat in a nervous wreck because you know exactlywhatisgoingtohappen.

Obviously, a Twine game is not going to harness the cinematic techniques used in film, but it manages to recreate this concept closely. (Spoiler - click to show)

The Stranger just keeps getting more unnerving. They inquire about you being home alone and start a game of 20 questions with prompts on your personal information or how you want to die (if you were to, that is). The zinger is when you ask a question about either their pet peeves or whether they are an introvert or extravert. Their act as Meghane’s cousin completely falls apart and they go on a rant of why they hate about people. Then, bam. “Chloe” again.

Oh, and they have your address. You gave it to them, remember?

Chloe:
I'm literally 5 minutes away.

Ha. Ha. Oh no.

The reason behind the Stranger’s presence in the group chat is revealed when Meghane notices that she mistyped Chloé’s (the real Chloé- again, fancy é) number. Which confirms that yes, you’ve been talking to the wrong person, and you warn your flatmates. Meghane adds the real Chloé (whom we briefly meet) and starts searching to kick out “Chloe.” And then:

Chloe changed their name to Chloé.

The Stranger won’t go down so easily. This is where the staggering of events really starts to shine.

It kicks off with the Stranger sending you a picture of the flat before asking Meghane for the code to the door. Now, your friends are a tad sluggish about your warnings because they’ve been on and off the chat for the past half hour. They don’t realize the extent of this mix-up, yet. So, seeing the fancy “e” in the altered username, Meghane assumes that the Stranger was removed from the chat. She happily shares the code.

Meghane:
The code is 3042!
💋

Naturally, she realizes this mistake afterwards. The entire time the player keeps yelling, “don’t do it, don’t do it, just don’t!!!” The suspense is sharpened to a point. The sluggishness of the NPCs only heightens the urgency. Like watching characters in a horror film as they make clueless blunders right when it matters.

Meghane, Kayleigh, and Sam finally get with the program. Pacing intensifies. The Stranger narrates their movements toward the door. Everyone is panicking. One friend is calling the police. One friend is rushing home. One friend is alerting the neighbors. But despite this, you are still the only one at the flat. Then you hear a knocking sound.

An actual knocking sound effect. Followed by someone fidgeting with the door. I often forget/fail to turn on the audio for games. Half the time I don’t even notice they come with sound. But I managed to get the memo this time. It is a basic sound snippet that serves as the finishing atmospheric touch to a chilling horror game.


I’m going to switch things up and chew the fat about the story a little more. Again, more spoilers.

I was hoping for (Spoiler - click to show) more than one ending. After experimenting with multiple playthroughs, I could not find any alternatives. What frustrated me was that there is a pivotal moment in the gameplay that railroads the player into making one choice that ultimately determines the ending. This moment is when “Chloe” asks for the address to the shared flat, claiming that they lost Meghane’s instructions somewhere back in the chat. No matter what, you give it to them. And now they know where you live.

Given the dialog leading up to this point, all (or at least most) of your nerves are whispering stranger danger. Something’s off. The player feels it, and the PC feels it. You can lie about the address, dodge the question, or drag your heels, but this only leads to you having to send the address. Eventually you will.

🗨 Choose a reply
Sure
(Send it)


Throughout the game are dialog options that allow the player to tread lightly and approach this “Chloe” with skepticism. The responses involve refusing to dole out information, giving vague answers, or calling out inappropriate statements. The gameplay enables you to read between the lines. So why is it that you are ultimately forced to give out the home address?

What type of ending would I be asking for? It does not have to be a positive ending, just one that recognizes when the player goes the extra mile in assessing the Stranger’s identity. It was clever how you can catch their bluff by claiming that Meghane mentioned that they were going through a tough time without going into specifics. “Chloe” assumes that Meghane was talking about the real cousin and goes along with the charade by making something up. You then respond with skepticism that chips away at their act. I thought that if you pestered them enough, they may reveal their true colours or admit to being someone else. That would probably put the story on a different trajectory.

So… What happens? I think the PC’s chances of survival are not that dire. Then again, a character in a horror movie might say the same thing. The opening words of this game are rather ominous.

Kayleigh:
Omg, guys kill me. Shanon wants another meeting...


Visuals
I have always enjoyed Twine or choice-based games that mimic a digital interface, especially personal devices. The idea is cool both visually and in terms of functionality. Sometimes though, there is the risk of this functionality being hindered by design elements like wide margins or awkward scrollbars that do not prevent you from playing but do detract from the polish. Chloe Is Home avoid this. It uses the phone interface idea without overwhelming the player with its features. Note: I love it when authors go wild as long as functionality is preserved.

This game keeps it relatively simple while adding some flair. It tastefully replicates the appearance of a smartphone device with tall but narrow screen dimensions. The borders are purple with shadowed edges that give it a more 3D resemblance. Character text bubbles are colour-coded and set against an off-white screen. A general, strong look.

Plus, some embellishments. Emojis, symbols, and even the occasional GIF!

Final thoughts
Yes, I really enjoyed Chloe Is Home. It has a lot of strengths. Pacing, suspense, clever visual design. Players, I think, will get a rush playing it. There is enough variation in the gameplay to encourage multiple playthroughs (plus, it’s a short game), but when it becomes apparent that (Spoiler - click to show) there is only one ending, players may leave it at that. Regardless, it is a high-quality piece that offers an urgency that is hard to capture in a Twine format. Highly recommended for horror fans (especially choice-based horror).

I hope the author(s) continue to produce more work. This was a great first piece.

If you are interested in any more horror chat room stories, I suggest Disharmony, a Twine game about investigating the absence of a member from your friend group via an online messenger platform by the same name. Worth playing with the lights off.

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13 Laurel Road, by Crosshollow

4 of 4 people found the following review helpful:
Going back to where it fell apart and maybe…move onwards?, January 30, 2023

You play as Noah. Kiera, your sister, texts you with a request. She wants you to visit a relative’s former house on Laurel Road to retrieve items for your cousin, Quinn. But you and Quinn have never had the best relationship. Not ever since they transitioned. Returning there will bring up bad memories, and afterwards, you will have to bring the items to Quinn. Will you do it? Or will you shy away from the task?

There is a genre of games about rummaging through a house one last time after a drastic event to gather items and relive memories. Exploration is largely NPC-less with a profound sense of melancholy, leaving the player to decide one what the PC gets out of the experience. I am reminded of the Twine game Another Cabin In The Woods and the TADS game Past Present. I know there are plenty more out there.

Gameplay
Quinn is the younger cousin of Noah and Keira. They lived their entire life under a different name- of which we never learn- but now go by Quinn. If it was not obvious, they also now identify as “they.”

The house on Laurel Road has been abandoned for months, but the furniture and belongings are still there. It is also a former crime scene. There is a brief intro before you travel to the house. Once there, you can travel from room to room in search of items. For the gameplay mechanics, you either click anywhere on the screen to move to the next passage or click on links when they are offered.

Gameplay involves reliving memories by examining items in the house. There is the (Spoiler - click to show) sketchbook that Quinn used while hospitalized for self-harm (I thought this scene was well done. It does not tip toe around the subject but also treads lightly on the explicit details). A boardgame that Noah thought was dumb, but Quinn liked to play. The home videos that Quinn’s father smashed out of anger. Oh yes, there is a lot to unpack. Overall, I would not say this is a sad, gloomy game, but there is an undeniable sense of tragedy that emerges as you sift through the near empty house.

Story
As I mentioned at the beginning, 13 Laurel Road is a piece where the story is centered around a defining Event that occurs before the game begins. You just merely pick up the pieces of a shattered past. The big plot twist is that (Spoiler - click to show) Quinn’s father, Glenn, shot and killed his wife, Joyce. You are visiting the house months after the incident.

While this is not a graphic game, there are poignant indicators of the violence that took place, such as bullet holes or suspicious looking stains. The game gives few details about this plot element, and it’s unclear if both Quinn and Joyce were shot, or the fate of Glenn. Did he kill himself? The only certainty is that Joyce is dead, and Quinn is now living on their own.


If anything, this story is about Quinn. Nearly a year ago, when Quinn requested to be called "they," Noah screwed up and said some things that hurt Quinn, and then started an argument with his sister, prompting Quinn to leave. Noah has felt bad about that ever since, and yet has not been proactive in making up for his behavior. Hopefully, this excursion into the past to find Quinn's things will be an opportunity to come to terms with what he did.

Sure enough, you end up being the one who (Spoiler - click to show) meets with Quinn in person to return the items. You have a few choices on how to respond to that encounter.

Characters + Themes
Let’s take a closer look at the character dynamics, particularly Noah’s relationship with Quinn since it is a long relationship filled with instability.

Noah never took Quinn’s transition seriously. Not transphobic, exactly, but indifferent to the challenges and implications brought by this personal growth. Quinn came out to Noah and Keira before ever bringing it up with Quinn’s own parents. Noah and Keira were supposed to be a support system, but Noah made little effort to respect his cousin’s change in identity.

In one of the memories, Noah recalls hearing (Spoiler - click to show) Quinn’s father, Glenn, talk about Quinn in shocking ways. While the game never actually uses transphobic slurs, it's implied that such slurs and statements were said in these past discussions. Even worse, Noah also remembers not trying object to (Spoiler - click to show) his uncle's comments or feeling any need to defend Quinn. (Note: This is a good game if you want to explore these ideas without dousing you with explicit content. Such games are powerful but sometimes you may feel like playing something more subtle.)

At the same time, the game highlights the uncertainty that can come with learning about a person’s, transition in gender and pronouns when one (Noah) is unaccustomed to concepts about transitioning. Noah would retreat to the use of Quinn’s previous name and pronouns as a defense mechanism when he felt insecure about the fact that people’s identity can be fluid. It is a big unknown for Noah. Unfortunately, Noah’s lack of open-mindedness caused harm to Quinn, especially as they struggled back at home. It was not until (Spoiler - click to show) Glenn killed Joyce did Noah realize how little support Quinn had.

How the player chooses to engage with this determines Noah’s willingness to admit- really admit- that he was wrong. That he chose the easy route and ignore when faced with his cousin’s requests to use different pronouns.

Visuals
Though the game features a familiar appearance of white text against a black screen, it seems like the author added the slightest variation to the default stylization. The white text large and easy to read, maybe in a different-from-default font. Paragraphs are neatly organized onscreen. Never is the screen swamped with text. Neglecting paragraph organization and text space is something I see in Twine games from time to time. Finally, the red links offer a nice splash of colour.

Final thoughts
While not particularly advanced in the technical department, 13 Laurel Road is a simple Twine game with a potent story about identity and revisiting a broken relationship. There are a lot of variables to consider. The game shows the impacts, often the more subtle impacts, that come with misgendering someone or not respecting their wishes (hopefully I analyzed the story correctly). Ultimately, it offers redemption but only redemption that is sought out earnestly.

A memorable slice of life game worth checking out.

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Knight of the Living God, by Rudy Johnson

2 of 2 people found the following review helpful:
??!?!?!?!?!?...Not sure, January 24, 2023

This is a tough game to play. And I don't mean the forgiveness rating, which is Merciful, thank you.

This morning I go on IFDB and see that some new games were posted, two of which are made with a development system that I had never heard before, Construct 3. So, I gave this one a try. You play as Tamsyn Snyder, a god-like being (I think) set on a rampage during a pro-choice rally. Right off the bat, this game heaps on the violence. I was not even sure if I should review it, but I also don’t want to shy away from controversial (I have a feeling this will be a controversial game, not that I am trying to make it as such) games either. I am stepping out of my comfort zone, here.

This is probably the most violent interactive fiction game I have ever played in both written content AND visuals. Especially visuals. I’m used to violence in the text, you know, parser, but Knight of the Living God embraces visual elements to tell this story. The game uses animated pixelated artwork that provide an engaging gameplay experience. I liked the bright colours. The result is a visually interesting game. In this regard, I’d say it showcases the technical potential of Construct 3.

It is straightforward to play. You are traveling down a street with a lot of people walking along the sidewalk. You click and select a person to learn more about them and choose to either spare or kill them by swiping the screen. The only way to make progress is to kill. After enough people have died (I did say this game was violent), the game moves to the next stage which only increases the violence. Just when you think it can’t get more violent, it does.

Knight of the Living God is offensive, gory, and shocking. Hateful, even. But also compelling, bold, with lots to think about. I think. I really don't know how to process it. There is no deny that it is unique. I always try to leave a star rating for my reviews, but quite frankly, I don't know how to rate it. Honestly, my impulse was to give it one star because it seems to be violent for the sake of being violent without a strong structure. At the same time, I wonder if I overlooked any smaller, more meaningful details. I just don’t know. After playing it three times, I have more questions than answers. And I don’t feel like playing it anymore.

Is this supposed to be satire? I can't even pinpoint the author's stance on the subject or the intended audience for this piece. If I were to guess, I’d say that the author is promoting (or at least depicting, which seems clear enough) an anti-abortion perspective. I want to be careful because you don’t want to assume that content in a game is an automatic reflection of the author’s perspectives, but this game seems to be heavily skewered towards one side of a debate. The final stretch of gameplay turns into an (Spoiler - click to show) active shooter with violent statements about religion. In fact, religion is probably the dominant topic. Themes about abortion take center stage, but the gameplay is all over the place.

Do I recommend this game? No. But I would not discourage you from playing it either. That is, unless you are sensitive to its subject matter (abortion, gun violence, depictions of blood, etc.) This game could really use a trigger warning at the beginning. It is an intense game where you have to know your own boundaries. That said, it is always good to see authors who are unafraid of making bold choices in their work. Just... proceed with caution, okay?

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Haiku, by Flaminia Grimaldi

1 of 1 people found the following review helpful:
Try your hand at writing some haiku, January 23, 2023
by Kinetic Mouse Car
Related reviews: Twine, Twiny Jam

Haiku was submitted to the Twiny Jam (hosted by Porpentine, yay!) where the rules were simply to make short Twine game with no more than 300 words. This was partly to make the idea of submitting a game to a jam/event less daunting since it can be easy to talk oneself out of participating, you know, just in case everyone submits a longer and better game than your own creation. I'm part joking, but there is truth to it. Submitting a game to anything can be a big unknown. Narrowing down the word limit to 300 reigns in the expectations of scale while also encouraging innovative cleverness though a word limit.

The game's title borrows from a traditional Japanese poetic structure known as a haiku. These are short three lined poems with specific rules on how many syllables can be in each line. Haiku lets you compose a poem by clicking on each line of a haiku provided at the start of the game. I believe the terms a replace macro. It’s a common sight in Twine games. Each line has about five choices to choose from. You swap each line out with another until you are satisfied with your creation. Here is mine:

A pond full of carps
Tells a story to the child
Lies among the grass

The game then ends on a peaceful, reflective note.

I must say, Haiku is rather minimalist, even for the game jam. From a gameplay standpoint the haiku creation process is not particularly advanced. Clicking on a bunch of links several times is not necessarily going to be a hit with players, but offsetting this through other characteristics that engage the player transforms the gameplay experience.

In this case, I’d say that the writing would be the characteristic that keeps the game afloat, and I think it mostly succeeds with this. The first haiku line had some cool options, but the options for lines two and three were not quite as potent. It did not quite feel as satisfying as I expected but I still enjoyed it.

The author plays with some simple but appealing visuals for ambience. The background is off-white colour with green text. The bottom of the screen has simple artwork of riverbank surrounded by grass and cattails. The artwork uses basic brush strokes and is merely meant to be a vague impression.

Haiku captures the idea of less is more, which only enhances the minimal yet potency of haiku poetry. Simple and subtle things can work together to make a finished work more complex than its individual components. Now, I am giving this game three stars instead of four because its premise could have been a little more evolved with how the player interacts with the poetry. That said, it still captures a strong sense of serenity through its haiku concept and visual design that makes it enjoyable to play.

If you are shopping around for anything to do with poetry in interactive fiction, I recommend Haiku.

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