What comes to mind when someone says that a game is "cozy?" There is no single answer to this question, but Marshmallow Nights certainly qualifies. Cozy inside and out.
It’s a short Twine game about spending time with your best friend on a cold, brisk night. It begins outside where you and your friend are sitting on a hill. Your friend pulls out a bag of marshmallows and challenges you to a contest. I can't really discuss the game further without spoiling everything but just know that this is a friendly contest. Regardless of what you choose in the game, it always ends on a soothing, cozy note.
The visuals enhance the overall quality. It features a cream-coloured background with large grey text and light purple links. At the top of the screen is an animated graphic of a moon above a mountain landscape. The graphic’s purple/grey colour scheme harmonizes with the rest of the game's appearance, cementing the cozy effect.
My rating stems from the fact that it could be a little longer, even as "micro" game, but it does make the most of what it has to offer. There is a potency in the writing and how it sets the scene for us. No matter what, Marshmallow Nights will lead to a satisfying outcome.
You are an A.I. of a maternity ward. You’ve calculated that humanity is on the verge of being wiped out by human-driven climate collapse. But today, a child was born. Somehow you just know that this child will be the one to save the human race.
Tabula Rasa is a Twine game that revolves around a single action: inputting numerical values to create the “perfect” family for the child. If the child is going to save the world they need an adequate family, right? It’s all up to you!
Gameplay
The child’s family is defined by four qualities, such as wealth, that you set by typing a number from one to five into a text box. Then you press enter.
(…25 years go by…)
The game then reveals if the child- now an adult- succeeded in saving the planet. The end.
There’s not a lot going on here. It begins and ends in a matter of seconds.
Characters
Despite the child’s status as the “Chosen One,” we don’t know anything about them. As for us… Look, I realize that this game most likely isn’t meant to be taken seriously. Even so, I found the A.I.’s entitlement to be extremely off-putting.
Never mind the child's biological parents.
Wait a minute. There’s no moral consideration to this whatsoever. No acknowledgement of what the parents may think. No follow up, nothing. (But humanity is on the line!) Nope, it still bugs me.
Story
I don’t even know where to start. The game is too short to truly have a story.
By your calculations, this child is the absolute last chance for humanity.
Out of all the A.I.s on the planet, the one that steps up to save the day is some random A.I. in a hospital that (somehow) has the foresight to know that this specific child will be the Chosen One to save humanity? The logistics of it all. Make. No. Sense.
??? You’re an A.I. who took a child from their parents because you thought you knew what was best for everyone. What makes you the expert on what the “right” family would be for this child? Everything in the game is underscored by this outrageous fact.
Perhaps the author intends this to be a silly game. If so, it misses the target. The player is more inclined to fuss over the details than to find it humorous. And if the goal is to share a message about saving the planet, the endings have no basis for discussion.
Your child grew up happy, healthy, and well-adjusted! And also uninclined to do anything about global warming.
What kind of message is this? Being well-adjusted means you won’t do anything about global warming?
Endings
I will say, I was motivated to find all six endings. The column on the left side of the screen keeps track of the endings you’ve reached. For example, if you reach Ending 2, a “2” lights on the column. Something about this really made me want to see all six numbers light up. No gaps between numbers. I had to find all six.
And I did. (Spoiler - click to show)Ending 1 is the “win” ending.
Visuals
I appreciate that Tabula Rasa offers more than Twine’s default appearance. A black and white image of a forest is used as a backdrop. The image does look a bit like something you might find in a horror game. However, it does an excellent job at making the white text stand out. It’s noticeable enough to keep things interesting. And yet, you hardly notice it’s there. The seafoam blue links were also well-chosen.
Final thoughts
Do I give Tabula Rasa one or two stars? The gameplay is non-existent, and the story is pretty much the same way. I really can’t tell what kind of experience the author had in mind for the player. Everything about it seems to fall short.
What gets me (aside from the child-snatching A.I.) is that the central gameplay mechanic is reduced to the player punching in numbers to see what sticks rather than engaging the player in any meaningful way.
On the other hand, it did have enough of a draw for me to want to find every ending. And I must admit that the design choices elevate the overall quality. There are plenty of ways it could be worse…
What the heck. Two stars.
You were only a courier until you agreed to run deliveries for the resistance and even then, you had no further involvement.
And yet, here you are, trapped in a lab with law enforcement closing in…
Masks is a short Twine game about protest and defiance in the face of brute force. You play as a courier in the middle of a delivery gone sideways. It brought you to a university campus lab, but the recipients have vanished. Meanwhile, city-wide protests prevent you from leaving.
Gameplay
Gameplay is linear and involves waiting for the inevitable raid by law enforcement. It begins in the lab where we've been hiding for several days. Equipment in the lab monitors the air quality and sound levels in the room. We soon learn why: law enforcement’s go-to tactic against dissenters is tear gas and loud noise.
Every night the police blast a playlist of weaponized sound through the streets below.
There's not much for us to do than to look out the window and wait. The turning point occurs when (Spoiler - click to show)we decide to open the package we were tasked to deliver. Inside are some masks. The player selects a mask to wear and waits as the door is torn down. Game ends.
I’ve got mixed feelings about this. While it’s a suspenseful way to end the game, it also leaves the player wanting more from their experience.
Story/Themes
While details are kept at a minimum, it portrays a society undergoing a spike in violence against civilian protesters. Most of these protestors appear to be students. Aside from that, all we know is that something is happening. The game was inspired by the Hong Kong 2019 protests but leaves the game’s story open-ended for the player.
The futility of the protagonist’s situation is underscored by the resilience they feel when they discover the masks in the package.
It’s just a mask. But it’ll have to do.
In this case, a single mask is not going to save you from what's coming. But it does allow you to face it on your own terms. The game ends before we see what happens next.
There is only one ending. However, the game always ends with a choice: “Once more or give up?” Choosing “once more” restarts the game. But if you choose to give up, the game does not let you.
You cannot give up.
The game then begins again, reinforcing its point about not giving up.
Design
Overall appearance consists of a basic white screen, large grey text, and blue links. Word-count is kept to a minimum. A creative feature is the use of colour-coded icons on the left side of the screen that depicts air quality and sound levels. This allows us to see when these levels become unbearable for our character.
An acoustic cannon perforates your bones.
It doesn’t take long for the levels to go from green to red.
Masks also demonstrates how timed text can build suspense at key moments. Here, text automatically changes as the situation escalates, emphasizing the inevitable descent of police forces on your hiding spot.
An explosion out in the hallway rocks the lab. They’re here.
The game ends with (Spoiler - click to show)a ten second countdown as the barricaded door- your only exit- is torn down. This is effective in making the player feel just as helpless as the protagonist.
Final thoughts
As an overall concept, Masks is a well-rounded game especially being only 2-3 minutes long. However, the content’s depth is surface-deep. I understand the game limits its exposition to be more open-ended. The downside of this sparseness is loss of the subtly behind the protagonist’s situation, making it difficult to find deeper insights.
Nonetheless, Masks is a game that stands out for both its meaningful subject matter and creative implementation. The author knows how to build a suspenseful scene with a smaller word-count. If you’re looking for an uncomplicated game with themes on protest, try Masks.
If you've played The Sims 2, odds are you have been freaked out by stories of how easy it is for the game to get corrupted, and the crazy things that can happen if it does.
I want to start by saying that I was greatly impressed with The Sims 2 Corruption Creepypasta (aka TS2CC). While it’s more of an essay than a conventional Twine game, it strikes a balance between the two by combining fascinating, in-depth analysis with surprising interactivity. It's also a submission to Bare-Bones Jam 2025.
The Sims is a popular life simulation series. There have been rumors that its second installment, The Sims 2, can be horribly corrupted if the player performs certain actions, with unsettling results. Ultimately, there is no basis for these rumors. A mere myth. TS2CC seeks to understand why this myth flourished so easily…
What is it about these myths that has convinced, and, in some sense, captivated people for so long? Why have they been shared, amplified, built upon, and believed?
…and why it manages to retain its allure even after being discredited. To answer these questions, TS2CC compares The Sims 2 corruption myth to creepypastas about technology-related fears.
PART A: Gameplay/Design
The execution of this game is fantastic. It’s what earns TS2CC its fifth star.
Gameplay
Despite being an essay, TS2CC makes good use of the Twine format to include interactive content, elevating the essay from merely something we read to something that provides an experience. Something playable.
Interactivity is surface-deep and does not affect the gameplay’s linearity. Its potency lies in building atmosphere and providing ways for the player to engage with passages while reading. What’s remarkable is how this interactivity injects a subtle weirdness that pairs well with the essay’s topic. For example, the section that discusses intentional corruption has a link that, when clicked on, causes a passage’s text to shift and distort.
Even the cover art is spooky.
My only complaint is that the game (Spoiler - click to show)simply ends with a link-less passage and no indicator that the game is over. The writing implies that it is, but at the same time, players are left wondering if they’ve landed on a broken passage. A small confirmation would be appreciated.
Design
The Bare-Bones Jam is a perfect fit for this game. Entries are required to stick to their system’s default format. As a Twine game, TS2CC has a black background, white text, and blue links: Twine’s default. Jam or no Jam, this appearance works well for an essay because it’s easy to read and avoids distractions. The simplicity of this also keeps the spotlight on the interactivity.
And yet, the game finds ways to keep things visually interesting. One of my favorite moments is (Spoiler - click to show)when the game explains how glitches alter the familiarity of a game… and a creepy face appears. It’s composed of dozens of periods (“.”) which adds a visual element without breaking the Jam’s rules.
PART B: Content
TS2CC takes an analytic approach to its subject matter. The author clearly did their research- literally. The in-game Reference page will take you to the sources that the author used for writing the essay.
The player is introduced to a range of ideas and concepts, which can initially feel overwhelming. I had to play the game multiple times before I could follow the main arguments. But I loved gaining new insight in the process.
I will now share some things that stood out to me. Consider this part of the review as how I understand the game's concepts. Input welcome.
General ideas
TS2CC contemplates the "game object" which refers to the game itself, not the gaming experience we get from playing it. By responding to the player’s choices, the game object grants that person agency over it. But when a glitch occurs, "it's something the game object does in spite of the player's intentions," resulting in the loss of this agency over something you previously controlled and thought you understood.
This dynamic is showcased in “glitch horror,” a genre of horror that capitalizes on these fears and anxieties about technology. An example of a glitch horror game is "Ben Drowned."
Creepypasta like Ben Drowned dramatize a fear of loss of agency before the machine. Not only that, but loss of agency over something that used to be deeply familiar.
Glitch horror is often used in creepypastas. Creepypasta refers to horror stories/legends that are posted and circulated around the internet, often inspiring new iterations. Slender Man is a popular example. The Sims 2 corruption myth also fits the bill given how it continues to lurk in the minds of players and online forums.
From the sound of it, content that preys on our fears fascinates us in equal measure.
Corruption myth
The author claims that while the magnetic draw of The Sims corruption myth is akin to the fascination around glitch horror creepypastas, the base fear factor- or what makes this corruption particularly frightening to the viewer- is different.
The scariness of corruption in The Sims is "because it speaks to the lack of mastery of the overwhelming majority of people who use computers." Less about losing control and more about finding yourself face-to-face with something too complex to understand.
This is where I start to lose focus.
It sounds like the author is saying that when a Sims game is corrupted, it forces the user to engage with the technical side of the simulation, and that the user’s inability to understand this side is what makes corruption in The Sims so unnerving (I assume the author is referring to the average person). Apparently, the fear of this happening is so strong that some players avoid the game altogether.
Regarding this argument, I don’t entirely see how the technical details of The Sims would trigger a fear of corruption. I could understand being disturbed if this corruption produced horrifying results, as is the case with the corruption myth.
…bizarre effects such as attaching furniture to Sims' heads, turning Mrs. Crumplebottom into a bald and barefoot stalker…
But not so much with being unable to understand the ins and outs of how the simulation works. In this sense, I would just find it frustrating because the game isn’t working and I don’t know how to fix it. Well, I suppose a glitch is the same way: a machine fails to work the way it should. Still, I have a harder time drawing a parallel between the two.
Besides, a quick look online shows people using mods and fooling around with the game’s settings. Your knowledge of how the game works may be limited, but that won’t necessarily stop you from finding ways to tinker with it beyond what the game was intended for.
Or is the fear of corruption in The Sims 2 because of how supposedly easy it is to trigger a corrupted state through basic actions? I’d love to hear more from the author on this!
Further discussion
Reading through the essay’s points on glitch horror, I couldn’t help but think of a Twine classic, the uncle who works for nintendo. Its premise is based on the urban legend that kids could gain early access to video games if they had a family member, often an uncle, employed by Nintendo.
I’m not sure if it can be fully categorized as glitch horror, but there are elements that elicit the nervousness of seeing a computer act in unexpected ways. SPOILERS.
(Spoiler - click to show)Those who’ve played it may remember the endings where your friend’s “uncle” arrives at the house to “eat” you. This scene is conveyed by rapidly filling the screen with red lines of corrupted code.
bad expression: HELLO CHILD
bad expression: $struggle = CEASE
bad expression: $screaming = CEASE
bad expression: I HAVE FRIENDS FOR YOU CHILD
bad expression: F̟R̎I͔E᷆N᷾D̔S̝͙̜ ᷿F̪O̷R͢ ̰Y̬O̾Ṳ
bad expression: I͍̓̓N̠̓̓ ̓̀̓T̓̊̓H̱̓̓Ẹ̺̓̓̓̓͝ ͍̓̓D̓̉̓A̱̓̓R̓᷀̓K̓̇̓
bad expression: Y͈̠͈͈̠͈͈̠͈͈̠͈̿̆̿O͈̠͈͈̠͈̞͈̠͈͈̠͈̿̿U͈̠͈͈̠͈͈̠͈͈̠͈̿ͧ̿ ͈̠͈͈̠͈͔͈̠͈͈̠͈̿̿W͈̠͈͈̠͈͈̠͈͈̠͈̿ͤ̿I͈̠͈͈̠͈͈̠͈͈̠͈͈̠͈͈̠͈͈̠͈͈̠͈̿̊̿͆̿̿͟L͈̠͈͈̠͈͈̠͈͈̠͈̿͆̿L͈̠͈͈̠͈͈̠͈͈̠͈̿̆̿ ͈̠͈͈̠͈̹͈̠͈͈̠͈̿̿P̡͈̠͈͈̠͈͈̠͈͈̠͈̿̿L͈̠͈͈̠͈͈̠͈͈̠͈̿ͩ̿A͈̠͈͈̠͈͕͈̠͈͈̠͈̿̿Y͈̠͈͈̠͈͈̠͈͈̠͈̿̿͢ ͈̠͈͈̠͈͈̠͈͈̠͈̿͛̿F͈̠͈͈̠͈͈̠͈͈̠͈̿ͪ̿O̡͈̠͈͈̠͈͈̠͈͈̠͈̿̿R͈̠͈͈̠͈͈̠͈͈̠͈̿̐̿E͈̠͈͈̠͈͈̠͈͈̠͈̿ͭ̿V͈̠͈͈̠͈͈̠͈͈̠͈̿᷀̿E͈̠͈͈̠͈͈̠͈͈̠͈̿̈́̿R͈̠͈͈̠͈͈̠͈͈̠͈̿ͨ̿
bad expression: I̴̢̬̘̟̬ͭ᷀ͭͭͫ̔ͭ̏̚N̬̬͌ͭ᷁ͫͭ̾́ͭͨ͡͏ͭ̈́ ̡̛̬̪̠᷂̬̱ͭͯͭ᷀ͭͭ͝T̶̟̬͚͉̬̊ͭ̔ͭ̓ͭͫ̐ͭ͏̸̸̸̨̞̬̩̬̬ͭͭ̽ͭͭ͟H̫̬̖͙̬̝ͭͭ᷀́̋ͭͭͩ͞Ě̬ͭͯ͏̦̞̬͍ͭ̆ͭ͆ͭ̉ ͎̬̲̪̬̓ͭͭ͒ͭ᷅̂ͭ͟͟D̴̛̬͕͇̬̼ͭͤͭ͗ͭͭ̂͞A̷̬̪̼̬̼ͣͭ͑ͭ᷆ͭ᷄ͭ͜R̬᷊̗̱̬᷊ͭ̆ͭͩ̒ͭͭ͒͜K̢̠̬̮̰̬ͭͭ̓̽ͭͥ̏ͭ͏
I have always found this deeply unsettling. (I love the game, btw).
However, the scariness stems from the game leaving it to the player’s imagination on what this scene entails for the PC rather than the fear of something actually being corrupted. In this case, corruption is portrayed superficially for storytelling purposes, and yet it makes me just as nervous as anything from the glitch horror genre.
Regardless of genre, the uncle who works for nintendo has plenty of relevant content to unpack. It even has unlockable author’s notes with a section on creepypasta. Playing TS2CC was a great excuse to revisit this!
Final thoughts
The Sims 2 Corruption Creepypasta is a stellar interactive essay made with Twine. It outlines the corruption myth and how it functions as a creepypasta. Fueled by our fear and fascination of corrupted technology, the myth lives on despite the consensus that it has no practical basis. I learned a lot.
Players may be turned off by the fact that it’s an essay, especially if the subject doesn’t interest them. But even if you merely skim the text, you can still appreciate the overall experience of its creepy interactivity.
I hope to see more of the author’s work in the future.
(edit: removed note after receiving clarification)
Founded by Doctor Morben, Morben House was once a state-of-the-art establishment that could cure any mental illness, even insanity. Until patients disappeared and scandal forced the asylum to close its doors in 1930s. It’s been left abandoned- and the source of countless rumors- ever since.
Fast forward to the 21st century.
You’ve got bills to pay. And a theory: If it served wealthy patients who supposedly never left, could their valuable belongings be in there? Looting it is a gamble… but you’re desperate.
Desperate enough to sneak into this reportedly haunted (and surprisingly accessible) asylum and face whatever secrets lie within!
A submission to Ectocomp 2025 in the Le Grand Guignol category.
Gameplay
Our adventure begins outside the asylum’s entrance. The game features what I like to call “free range of movement” which is where the player navigates rooms and interacts with content like they would with a parser, except they click on links instead of type. As a Twine game Doctor Morben's Asylum has one of the largest maps I’ve seen.
You have full roam of the asylum and, for a limited time, the grounds outside it. There’s a lot to explore.
More signs: CONSERVATORY to the left, HALL to the right, and CONSULTING ROOMS pointing yet further down the passage.
>> Enter the greenhouse
>> Enter the hall
>> Follow the passage to the foyer
>> Follow the passage to the back of the house
Initially, the objective is to find valuable items until it becomes clear that (Spoiler - click to show)A, there’s not much worth taking, and B, there are ghosts who need your help (see Story section). The focus is then on finding the right item to appease each ghost and earn their support before facing the ghost of Doctor Morben and freeing the souls trapped in the asylum.
Despite the large map and long gameplay, this is not a puzzle-fest. Puzzles boil down to finding the right items to bypass doors and fulfill encounters with NPCs, but the game keeps things varied to avoid becoming stale. Players are encouraged to carefully examine their surroundings and revisit locations as they learn more secrets.
A central gameplay mechanic is a “Panic” stat that tracks the player’s fear levels. This adds an extra challenge to balance out the simplicity of the puzzles.
Panic: 6/14
You are on edge.
If you max out… (Spoiler - click to show)it’s not a good idea to max out here.
Three modes of difficulty: Gentle, Normal, and Hard, which can be toggled during gameplay. However, the game doesn’t explain what they entail. I tried them and didn’t notice much of a difference. The only thing that comes to mind is that (Spoiler - click to show)Gentle mode allows you to take Han’s photograph from the office and use it to appease his spirit in the secret downstairs area. Otherwise, he continues to be a threat.
Despite the slick interface, flexible gameplay, and spooky story, there are some noticeable snags. Several times I came across red error links (ex. Error: cannot find a closing tag for macro <<first>>), and the feature that keeps track of your endings is a mess.
There is also a bug involving (Spoiler - click to show)Beau Russell’s ghost. When appeased, ghosts disappear from their haunting spot. To do this with him, you hand over the cigar case. He thanks you and disappears. But if you revisit his location, the game acts as if this never happened. You get ambushed by an angry ghost but no longer have the cigar case.
Story
The game’s story is not exactly groundbreaking or innovative, and when it comes to the premise of exploring an abandoned (and often haunted) asylum, it doesn’t bring anything new to the table. Instead, its strength stems from a consistent and streamlined narrative, along with characters that we can care about. Topped off with the writing and suspenseful gameplay, the result is an immersive story that draws the player in.
Doctor Morben's Asylum never had a dull moment.
But what is going on?
(Spoiler - click to show)Doctor Morben’s work revolved around "Geisterextraktion," the theory that insanity can be separated from personality in the same clinical manner as any routine medical procedure. He had much confidence in this theory’s therapeutic potential.
This is the power of my elektrospirituskauterisation technique!
And a flair for the dramatic.
Unfortunately, no one shared his enthusiasm. He sought support from scientific institutions to further his vision, only to be turned away. He sent threats, saying that continued rejection of his ideas would leave him no choice but to demonstrate the legitimacy of his work through any means possible.
And so Morben House was born. Advertised as an exclusive clinic for wealthy clients with psychological conditions, he led with the claim that he could cure insanity. In reality, the asylum was a way of having easy access to test subjects because he hadn’t yet perfected his technique. His experiments involved trapping patients’ souls in a machine that he built, presumably killing them (the game glosses over this detail).
Ultimately, this meant that many patients who checked in never checked out. The public took notice, scandal resulted, and Morben House was shut down before he made his big breakthrough.
…and yet, the soul-containing machine is still running deep inside the asylum. It becomes your job to destroy it. Problem: Morben’s ghost is lurking about. He wants you to be his next test subject.
Subject matter
Despite its subject matter, Doctor Morben's Asylum is not as grim as its premise might suggest. It’s not a graphic game. No gore. It’s not One Eye Open. If anything, the most disturbing part is the mere fact that asylums like Morben House actually existed (even today there’s room for improvement- but that’s another discussion). Content-wise, the game taps into this history without trivializing it.
What we find in Morben house reflects some of the beliefs about mental illness that were present at its time. For example, female "hysteria" equating to mental illness.
(Spoiler - click to show)Name: Lola Stardust. Condition: Hysteria.
Hysteria? Wasn't that what they called any unhappy woman back then?
Or how certain behaviors, like wetting the bed, are viewed a matter of moral failure that requires “correction” (aka: child abuse).
I like that the game chooses to (Spoiler - click to show)humanize the ghosts rather than antagonizing them as “crazy patient” NPCs. Now, the ghosts, who are traumatized, will attack you out of confusion, until you bring an item, or “anchor”, that allows them to reclaim memories that were stripped away. They then reappear to help when you go to destroy the machine.
Endings
There are seven endings. At the end of the game there is a box listing the endings that you reached. Unfortunately, it is a tangled mess of red error links and can even misnumber the endings that are listed. As far as I’m aware, I found all but endings 2 and 3.
Endings I reached: (Spoiler - click to show)“Gave up and ran away, lived another day” (1), “The doctor’s next experiment” (4), “Greed beats charity” (5), “Lost to the device” (6), “An end to this horror” (7). I’ve played the game multiple times to find the others with no success. Does anyone have any ideas?
Characters
I discussed the NPCs. I'm a little curious about the protagonist.
An old aluminium torch. The battery isn't perfect.
You're about to ransack an infamous asylum… and all you bring is a pack of gum and a shoddy battery-powered torch? (I only mean this from a story standpoint.)
Visuals
A few years back, I played another game by the author called The Green, and I remember being impressed with its slick, atmospheric visual design. Doctor Morben's Asylum has the same level of quality.
The screen displays a generic wallpaper pattern as a backdrop; in the center is a dark translucent text box. Text is primarily white with green links, and other colours are used as accents. Readable content*, such as handwritten letters, is displayed in a textbox that mimics paper. Icons are also creatively used. For example, a notification with a green hand briefly appears when you add something to your inventory. The author goes the extra mile to enhance the player’s experience.
*(I appreciate that we can turn off the stylized fonts used for this content. Fancy cursive handwriting has a nice aesthetic but gets tiresome after a few sentences.)
Final thoughts
I was impressed with how much Doctor Morben's Asylum had to offer.
It stood out to me because while the story and gameplay are heavy on content, it is light on puzzles without sacrificing challenge. Overall, gameplay is intuitive and streamlined. I never needed a walkthrough or hints to “win” the game, though I’d still like help for two of the endings. These qualities will appeal to players who are intimidated by large Twine games.
As I mentioned, there are some error messages and a noticeable bug. But this feels minor in comparison to the game as a whole. Some players may hesitate to play the game due to its subject matter. However, it opts for atmosphere over explicit content, relying more on the idea of exploring a spooky building.
The best way to know if this game is for you is to give it a try!
It's another entirely normal day at the office. Time to sort through your emails.
You work at an office that processes print orders and provides services for online content. Everyone has their job. Jeff, for instance, covers printing. As for you, it’s implied that you work in Editing. So why does everyone seem to think that your job revolves around juggling emails?
Oh, and something odd may be happening with your coworkers…
Every day I get emails is a Twine game and an Ectocomp 2025 submission in the La Petite Mort category. (I love the cover art.)
Gameplay is linear and occurs over several days. It consists of forwarding a stack of emails to the right colleague, and these colleagues are spread across multiple departments. Sales. Tech. Accessibility. And so forth. Why do you even have these emails? No idea.
Send to Caroline
Send to Enrique
Send to Jeff
Send to Sushila
The act of forwarding emails to the right colleague is superficial. Forward a tech-related issue to Enrique? He’ll forward it to Sushila for you. Aside from feeling pleased at remembering who works in what department, your choices here don’t affect the gameplay’s trajectory.
Instead, emails are the mechanism through which the plot unfolds. Initially, forwarding emails is followed by the bliss of knowing that they’re no longer your problem.
You forward the email to Jeff. Now you don't have to think about that anymore.
(Spoiler - click to show)Until your coworkers vanish one by one. If you forward an email to them, the system acts as if they never existed. If you bring this up with your boss, he claims that he does not know who you’re talking about. In fact, he claims that these so-called coworkers’ jobs have always been your job ever since you were hired. You must be slacking off.
This kicks off a trend that continues for the rest of the game: Each day, a coworker vanishes without a trace, and each disappearance means more work for you. To top it off, you seem to be the only person who notices.
Now you don't have to think about that anymore.
Such irony.
And while you might consider the possibility that it’s all in the protagonist’s head, there are external signs that suggest otherwise.
…the fluorescent light flickers even more erratically. You wonder if the office chatter is quieter than usual today…
Will you be next?
After every coworker disappears, you visit your boss again. He dismisses you and recommends that you balance your responsibilities with Copilot. Because that’s going to help. And so, all you can do is return to processing emails and wait for your turn to disappear. The game then ends.
The way it ends could have been smoother. It simply ends with “Return to start” which felt abrupt. This clunkiness gives the feeling of, oh, the game’s over? ok then.
I must admit, I thought there was going to be a big twist where it’s revealed that your boss murdered or is behind the disappearance of your coworkers and is pretending not to know who you’re talking about. That said, I think the existentialism of endless office work and the protagonist’s quiet acceptance of their looming demise is just as horrifying.
Appearance-wise, the game uses a basic light blue background similar to the cover art. In fact, its cover art was initially what attracted me to the game in the first place. These multiple shades of blue make my spine tingle. There is also a cream text box with rounded corners, and this looks nice against the blue background.
To conclude, Every day I get emails is a blend of horror and humor set in an office. It has simple design, linear gameplay, and an uncomplicated story, and yet, it has suspense as (Spoiler - click to show)we slowly realize the implications for the protagonist as their coworkers steadily vanish.
However, while I enjoyed it, I didn’t find it to be particularly earthshattering, either. I think the ending could be more fleshed out. Then again, the author only had four hours to make it, and it definitely feels like a finished product. So, take my criticism with a grain of salt.
...except we have no choice...
You are on a road trip to start a new life. The plan is to move in with a friend and see where life takes you! Who knows, maybe you'll stop having those weird dreams. Then your car breaks down.
At night. In the middle of nowhere.
A man appears. A mechanic. He was just passing by. He wants to help.
Sparks Fly embraces a staple of the horror genre: Car breaks down, a stranger offers help. Main character has no other choice but to accept. We find ourselves in that exact position.
No choice left. You have to get out of the car.
The stranger is Andrew. A homely yet muscular man who informs us that he’s a mechanic with a shop at his house. He proposes that we come with him and, given how late it is, spend the night and figure things out in the morning. (Spoiler - click to show)It doesn’t take long for us to realize that this was a really, really, really bad idea.
I’m just going to rip off the band-aid.
(Spoiler - click to show)Andrew takes you to his home where he lives with his grandmother, Lydia. The bedroom they give you is oddly tailored to your personal tastes… but you’re tired and fall asleep. You have one of your recurring dreams.
…and wake up with Andrew laying on your chest. His skin is alarmingly hot, and as he continues to invade your personal space, you cannot help but notice that he has no pulse. He’s some sort of “automaton” of flesh and machinery, as is Lydia.
And their dog, Leo.
And a deer, resurrected after being killed by Andrew’s car.
All of this was accomplished through a twisted surgical procedure. Andrew reveals that he anticipated your road trip and prepared the bedroom because you’re going to be joining the family! Which means you only have a short amount of time left before Andrew puts you under the knife to make you one of them.
Now that you know what you’re in for, I’m going to deviate from how I usually structure my reviews.
Strengths
Opening scene
Sparks Fly makes a strong first impression with its opening scene by capturing our vulnerability and isolation of being stranded from human civilization. We can stall for time, but inevitably we must follow Andrew to his car.
My stranger danger alarm was running at full power. Has anyone experienced the sudden, quiet realization where a voice in the back of your mind says, hey, do you realize that you’re in a stranger’s car, they’re the one driving, and no knows where you are? This scene went and dug all of that up. He also asks to see your license, and this sharing of personal information only makes it more nerve-wracking.
Or maybe we’re assuming the worst because of our less-than-ideal circumstances. Jumping to conclusions, perhaps?
(Spoiler - click to show)However, any consideration that he might be genuine quickly evaporates when his car hits a deer, injuring it. He “consoles” us in manner that indicates his lack of regard for personal boundaries.
"Between you and anything that could pop up on the road," his hand, large and rough from years of work, rests on yours, thumb moving to rest on your inner wrist as gold brown eyes burn into yours, "I'll pick you."
(Is it too late to run?)
And then he runs over the deer to put it out of its misery. He’s oddly nonchalant about it.
You're left to sit with this for the rest of the drive.
Talk about an opening scene. (Spoiler - click to show)No one is fooled by Andrew. And yet, we don’t know what his intentions are. What’s going to happen to us? Nicely done.
Writing
The author has a talent for writing horror. The story’s premise is good, but it’s the writing that pulls it off. I would describe the writing as quiet, dawning horror.
This is because there’s a strong dissonance between your situation and how Andrew and Lydia act. If you lash out, they respond as if you are a child throwing a tantrum. The fact that their plan involves surgically altering you…
"Come on back inside now, dear. You have a long procedure ahead of you." She walks to towards you, unthreatened.
…only makes it worse.
My favorite is this scene:
(Spoiler - click to show)Grabbing a blood covered tool, you call, "fetch," and throw it as far as you can.
With a bark, Leo flies across the grass for it. Realizing it's coated in deer's blood, he sits with it, licking the treat.
"That's nice, it's been a while since he's had deer."
This scene deserves an award. I just burst out laughing. I love its casual morbidity.
Characters
Animals aside, the only NPCs are Andrew and (Spoiler - click to show)Lydia.
Lydia is unsettling, but Andrew? You don’t even want to be in the same room as him. His characterization makes every scene uncomfortable. He’s decided that you’re his soulmate and has no concept of personal space. You’re all his! In fact, the player can get kind of anxious just thinking about it. But for a horror game, this works well.
I think many players will be rattled by the scene where you wake up to find Leo sleeping on top of you. You go to stroke his fur only to realize it’s human hair.
This is hair, not dog fur.
Andrew, not Leo.
The player starts to panic. Are we really going to be trapped here? (Spoiler: There are four endings. Thankfully, one of them involves escaping all of this.)
As for the protagonist, we know little about them. However, their portrayal is heavily rooted in the notion of starting over and forging a life of your own choosing. This is partly what makes (Spoiler - click to show)Andrew and Lydia so infuriating: They want to choose your life for you by making you “part of the family” and surgically altering your body against your will. Ending 2 “Freedom” puts an emphasis on you regaining control over your life.
Visuals
The author also did a nice job with the game’s visual design. Set in the middle of the screen is the game’s text box. It’s stylized with rounded edges, a semi see-through black background, and casts a slight shadow on the screen. Text is white. Behind the box is a backdrop that changes with the scene. Half of the box’s border is light grey while the other half is darker, the latter of which disappears when the backdrop has little contrast, creating an off-kilter look.
This aesthetic reminds me of the earlier horror Twine games I’ve played. It has a similar vibe as the uncle who works for nintendo. Polished, but not too polished. There’s a slight roughness that reminds the player that there is something twisted going on underneath.
Sparks Fly demonstrates how simple design changes can elevate the player’s experience. Consider the scene where (Spoiler - click to show)you wake up to find Andrew pinning you down: black backdrop… until a closer look reveals two eyes staring back! Now, imagine this with Twine’s default appearance of a black screen, white text, and blue links. It wouldn’t be the same.
Weaknesses
Pacing
After the opening scene and the big reveal, the game begins to branch out and becomes less linear. Unfortunately, the gameplay snowballs and ends soon after.
Confident that we can’t escape, Lydia and Andrew allow us some freedom before our surgery. We can choose to go with Andrew or stay with Lydia.
You'll stay here.
Go to the shed.
This serves as a branching point for the gameplay. Between the two, Lydia offers slightly more content and flexibility. Either way, the player will find themselves at the end of the game after a few moves. Up until now, the narrative gradually unfolded. Ending it like this makes it all feel rushed.
Plus, we’re left with some loose ends. Notably, what is Andrew’s connection to our dreams? Is he causing them? Or are the dreams merely warning you?
You've been having that dream for months. How has he been sneaking into your room every night for a year?
“Sneaking into your room every night.” Is this still referring to dreams?
There are also moments where Andrew appears to read your mind. When you notice that your bedroom is suspiciously personalized, Andrew says, "'Really? Hope you feel at home then,'" even though we never said anything out loud. What’s going on?
Further clarification would be helpful.
Implementation
My main criticism. There were at least two instances in the gameplay where I ran into Twine’s red “Error: <<if>>: bad conditional expression in <<elseif>>” messages that spill across the screen. And while the game is generally well-formatted, there are still some spelling and formatting errors.
There is a rough patch that puts a dent into the game’s quality.
(Spoiler - click to show)It occurs when we choose to either wait with Lydia or go with Andrew to the shed. If you choose Lydia, Andrew leaves. The game then says,
The smell of oil and hot metal linger on you as he disappears behind the building.
However, this passage repeats itself anytime you make a dead-end choice while with Lydia. For example, if you immediately walk to the scrap pile, Leo pulls you back, leaving you at square one. And each time, you get the same message of Andrew walking away even though he already left.
Final thoughts
Sparks Fly is an Ectocomp 2025 submission for the Le Grand Guignol category. It was a game that I couldn’t put down before finding every ending. It’s an intriguing work of horror with excellent writing that builds atmosphere and places the player in some seriously terrifying situations. This is further enhanced by the visuals.
However, this is hindered by patchy implementation as well as how quickly the game ends just as it becomes less linear. If the author slowed down after (Spoiler - click to show)the scene where we receive our “welcome gift,” the game would be much stronger. The red error messages certainly don’t help either. All of this was factored into my rating.
Nonetheless, Sparks Fly is a memorable work of horror that is difficult to forget. I don’t know if it is the author’s first work, but if it is, this is a fantastic start.
Begin patient analysis.
The UK is experiencing an epidemic. No one knows what’s causing it.
You work for the Department of Health and have been placed in charge of “quarantine allocation.” Working remotely from the safety of your apartment, your task is to evaluate patients for potential infection so your colleagues can find a way to combat the outbreak.
Gameplay
Overview
Gameplay takes place in your apartment and occurs over several days. At the start of each day, you log into your workstation to read emails and review patients using a NeuroWave device.
user: [email protected]
password: ******
connection established to [email protected]
access e-mail
activate NeuroWare™ client (5 patients waiting)
log off computer
It seems that everyone has a brain implant which can be accessed remotely by health officials. The data received contains snippets of a person’s physical and mental health, as well as traces of memories.
To process this data, the player jacks in with their own implant.
Not again.
Red paper lanterns.
Scout-drone hovers.
RE-SCAN
RELEASE
QUARANTINE
Scanning patients provide three lines of info gleaned from their implant. Multiple scans can be run on the same patient. If said patient does not appear to be infected, they can be released. Otherwise, you can quarantine them, sending them to your colleague’s lab for further testing.
When we’re done with our patients for the day, we go to bed.
Use of haikus
As mentioned in its description, the game incorporates haikus into the gameplay. Haikus are poems that consist of three lines. The first and third lines have 5 syllables, while the second line has 7. Every time you run a scan on a patient, the game generates a haiku.
Commuters clutching newspapers.
Glimpse of the news.
Obsolete technology.
Or rather, the game takes inspiration from the haiku three-line structure because the syllable count is a bit off. But I liked this! It replicates the simplicity of a haiku without restricting itself. I was surprised at how effective they were at giving us a glimpse of the person’s life.
Cheap USBs.
Thrown coughing from the train.
Big group of girls.
It also brings out a cyberpunk vibe.
Thoughts on gameplay
For the first few days, I took my job seriously.
Every patient was extensively scanned. My strategy involved quarantining any mention of physical of illness: “Hacking cough,” “Taste of vomit,” “Eyes burning,” “Headache,” and so on. Following Nadeja’s updates, I added signs of mental distress such as, “Intrusive thoughts,” “Frenzied typing,” and “Distrust.” I wanted to end this epidemic.
Except, your choices don’t seem to affect the game’s trajectory.
(Spoiler - click to show)Early on, choices influence the tone of the emails you receive, but only for the first half of the gameplay. For one playthrough I released every patient. In another, I quarantined them all. In both cases I got two warning emails from my colleagues but then that was that. I wasn’t fired. No one followed up on my continued incompetence. The emails I received in the second half of the game were cut-and-paste.
And I don’t think any of these choices influence the outcome of the game, either.
My complaint, however, is geared towards the gameplay’s repetitive nature. After a few days, the scans start to overwhelm you, forcing you to jack out and take a suppressor pill before resuming your work. Problem is, it doesn’t take much for you to get overwhelmed. Re-scanning a single patient can be enough for the game to urge you to jack out.
RE-SCAN
RELEASE
QUARANTINE
JACK-OUT (this option uses shaking text effects; clever)
You can ignore this… but the game will only bombard you with a large paragraph of frantic text, forcing you to disconnect and take a pill.
Gameplay became a pattern of: Login, boot up NeuroWare, scan 1-2 patients several times, jack out, take pill, log back in, boot up NeuroWare, resume scanning, repeat, etc.
It gets to the point where I would just quarantine or release the patients without re-scanning them. That way, I had enough tolerance to power through them all without having to jack in and jack out. At least my colleagues’ emails were no longer tailored to what choices I made.
Ultimately, your choices don’t matter. And maybe that’s the point, to put the protagonist on a one-way track to succumbing from the same ailment that has infected the patients (more on that next). But that symbolism doesn’t make this gameplay any less tedious.
Story
In a nutshell, We’re All In This Together is about (Spoiler - click to show)being afflicted by the same disease you are trying to observe. It comes with a horror dimension because your isolation in an apartment does not save you from being infected. And I love this concept.
Its description says, “It's your job to scan potential plague-carriers and decide whether to quarantine them,” giving the impression that we’re hunting down your typical virus. (Spoiler - click to show)It’s not. It’s something more abstract.
While the disease is never named or fully described, Nadeja (from the lab) assesses the quarantined patients and shares her findings with you throughout the gameplay.
(Spoiler - click to show)Notably, she observes that patients’ symptoms are potentially psychosomatic and have included hallucinations. This probably wouldn’t be a big deal- after all, we are isolated from any infected individuals- if it weren’t for the fact that we’ve been taking suppressor pills every few scans and dreaming about a girl in grey.
A girl in grey?
If you pay attention, you’ll notice that there is a recurring theme cropping up in the gameplay: a girl wearing a grey dress. She occasionally appears in patients’ scans, but our main interaction with her is in our dreams where she talks to us directly. She is curious about your motives and marvels at your perceptiveness. This is hardly reassuring.
18/11/2023: [email protected]: "urgent"
Then, we get an alarming email.
According to the email, a security officer “kept ranting + raving about some girl; who is she; what does she want," before killing himself. Connect the dots. It is unclear if she is the source of the epidemic or merely an anchor point for us to make sense of it, but either way it begs the question: are we next?
your room
step outside
Guess who’s waiting for us outside? Cue the endgame.
She takes us on a walk through the city, during which the game continues to use its three-sentence pattern of narration. Sometimes, she’ll make comments along the way.
We end up at a huge pyramid with human bodies plastered on the sides. The girl apologizes to us and says something about “fixing things” before raising her hands and shattering the pyramid. Then the screen starts flashing with a non-stop chaotic jumble of words.
…
The player is sitting there thinking, “is that the end? Is it over?” Seems like it. And it appears to be the only ending, too. The way I understand it, the protagonist, having been infected by this mysterious ailment, succumbs to its psychosomatic effects, and the ending represents their demise.
I have mixed feelings about this. It doesn’t quite hit the target. Something’s missing.
It’s an ending that is edgy and cool, but also a bit too disconnected with the previous gameplay for the player to fully appreciate its impact. Confusing. Not confusing in a compelling, make-your-own-interpretation kind of way. Confusing because you’ve been carrying around all these questions and are suddenly rewarded with a gibberish screen.
What exactly is the pyramid? I can’t tell if it’s an actual pyramid or a representation of a broader concept. Are we hallucinating? For all we know, the protagonist could be passed out comatose on their bedroom floor.
It’s just that I was hoping for more updates from Nadeja or additional exposition about the epidemic itself. Or maybe further insight about NeuroWare technology and how it interfaces with our senses. In fact, this would help the gameplay feel less repetitive.
If the protagonist is doomed to follow the girl in grey, so be it. And I do think she’s an intriguing character. But we’re left with so many questions.
Like this eerie email:
13/11/1996: [email protected]: "HA"
I'm not sure what this scene is supposed to represent. We have a dream between days two and three where we receive an email containing random words. It’s probably just another side effect. But why is it dated from 1996? Is there deeper story to be found? I will say, it succeeds at rattling the player.
I really want to know what’s causing the epidemic. I understand the merit of not revealing this bit of information to the player, but I’m still curious.
Characters
Story is prioritized over characterization which means we know little about the characters, including our protagonist. And that suits the game just fine.
Also: I’m not sure if this is intentional but I like how the emails serve as a brief respite from your own deteriorating sanity. A bit of human contact that allows you to stay grounded.
Hey, mysterious psych colleage! :)
Nadeja, in particular.
Visual design
Made with Twine, the game’s appearance opts for simplicity. Black screen, blue links, and white text that often appears in lower caps.
There is delayed text. Aside from the dream sequences which may frustrate impatient players (hi), I think these pauses are used appropriately to build suspense. For example, each day begins with the phrase “your room” appearing on a blank screen, followed by “access your workstation” a second later.
However, there are moments where the pause after “your room” is slightly longer, signaling to the player that something different is about to go down. This tactic is used throughout the game.
Final thoughts
I was quite excited to play We’re All In This Together because its description alone was enough to draw me in. I was impressed with the game’s less-is-more style of writing and found its simple gameplay mechanics of releasing/quarantining patients- and receiving emails on the results- to be fun and immersive. I enjoyed my first playthrough when all of this was new to me.
But multiple playthroughs? Not so much. Replay revealed the gameplay to be frustratingly linear and repetitive. Especially once the game starts (Spoiler - click to show)forcing you to jack out and swallow pills after running extra scans. Overall, the framework is strong. And it does feel like a completed game. I just think that further refinement would make a noticeable difference.
That aside, it’s an intriguing game with a foot in multiple genres: The use of neuro interfaces borders on science fiction without overwhelming. Psychological horror emerges as the (Spoiler - click to show)protagonist’s work affects their sanity (pacing for these parts is excellent). And while I would not outright classify the game as “slice of life,” its premise, setting, and even its title strikes a familiar tone thanks to COVID.
If any of that intrigues you, play the game. I’d recommend it for a general audience.
One more thing…
(Spoiler - click to show)Just for fun, this game was published in 2015 and has a story that takes place in the future: 2023. Except 2023 was two years ago now. Also, the idea of an outbreak forcing employees to work from home is reminiscent of COVID, and yet, this is a pre-COVID game. I wonder what the author has to say about the game now.
Heard it Through the Grapevine is a charming sci-fi game about wine, Australia, conspiracies, aliens, roommates, cats, high-tech glasses, and dealing with anxiety.
Background
The story takes place in South Australia, sometime in the future where Earth has undergone some changes. Climate change, for instance, and vineyards have especially suffered. Fortunately, there are regions in Australia that still produce wine.
Until one day, an alien spacecraft, carrying a species of genderless humanoid amphibians called Scintillons, smashes into Barossa Valley, causing floods and destroying the infrastructure supporting the wine industry. Everyone has been stuck drinking synthetic wine ever since.
20 years later, red wine has been reproduced and will be served at an exclusive party. You are Miranda, an anxious, puff piece-writing journalist for Neo-Tanunda’s only newspaper, The Follower. And you’ve been tasked with covering this event. This could define your career…
…assuming you can bring yourself to step out of the taxi, of course.
Gameplay
The plan is for Miranda to take a water taxi to the party’s venue, Lofty Island. Gameplay is broken into three segments: the ride to the party, time spent on the Island, and the party itself. While the first two segments can be skipped, the game will adjust its parameters for you (ex. did you talk to so-and-so?), so you don’t get locked out of content.
The party is where the action happens. Player choices involve exploring areas, talking to people, and watching performances on the stage.
Check your notes.
Check out the stage.
Go to the bar.
Most interactions take up time, leaving the player with a limited number of choices before the party ends.
(time will pass) Wait.
You also have “smart glasses.” Noise-cancelling, notetaking, wi-fi enabled glasses. This is the future. During the gameplay you can check your notes to keep track of what you know.
Occasionally, I did encounter issues with the gameplay repeating scenes. It’s possible to (Spoiler - click to show)collect a sample of the wine in a bottle twice, and each time the game acts as if you’ve never done it before. In another case, (Spoiler - click to show)I had the same interaction with Newton-John at the bar right after they got up and left for the stage.
Characters
Miranda (and friends)
Miranda’s character has many dimensions, some of these clash with her being sent to a lavish party to report on wine.
We learn that she is autistic and can experience sensory overload, and there are moments in the game with the sights and sounds of the party become too much. She also struggles her with drinking and wants to stay sober… at a wine launch where she’s expected to at least try the wine.
Then Nikki shows up. Nikki is Miranda’s friend and roommate, and Miranda is in love with her. Nikki’s presence therefore makes it difficult for Miranda to stay on task. Especially since Nikki brought someone with her…
TL;DR: Miranda juggles a lot at this party on top of working as a journalist. (Spoiler - click to show)(It’s also possible for us to influence her relationship with Nikki.)
Scintillons
A highlight of the game. Originally a group of five refugees from a war in the Andromeda cluster, the Scintillons accidentally crashed into Earth. (Spoiler - click to show)Turns out, this is totally false, but we only learn that later. While they’ve been publicly accepted by the Australian government, they are not citizens and their future is uncertain.
And they are memorable NPCs.
We can interact with two of them. They are well-written, endearing, but also have hidden depths beneath the surface. Behind any humor is the frustration of being stranded on a foreign planet where you’re expected to smile and play the part of the polite alien- as well as the fact that from their perspective, we’re the aliens. Our chit-chat with Newton-John was one of my favorite scenes.
Their character portraits can give the wrong impression about their size. At first glance, they look like little salamanders in human clothes until the game describes them as “large, humanoid creatures.” Fair enough.
You see them stretch to their full 7-foot height on Lofty Island's manicured lawns.
But seven feet tall? Anyway, I enjoyed learning about this fictional species. And hearing their Australian slang. Gazza is delightful.
Story
I’ve already outlined the story, so I’ll skip to the core of the game, which is also the part that frustrated me: the wine.
The details are a bit vague, but the consensus is that the Scintillons have used the tech salvaged from their ship to help humans replicate the wine from the past. The details are murky, but everyone seems to agree that this collaborative effort symbolizes harmony between the two species.
(Spoiler - click to show)Except, there seems to be something suspicious going on.
The wine ends up tasting disgusting. After Miranda writes her article, her boss informs her that it can’t be published because the wine launch was quietly cancelled and that there’s a “total blackout” on coverage of the event. No mention of the event in the media, either. The game then suggests that there is a hidden truth for the player to discover.
What frustrates me is how anti-climactic this mystery turns out to be.
The “big secret” is that the wine was partially made with Scintillon eggs, which isn’t even that shocking if you went drinking with Newton-John and they gave you a crash course on Scintillon biology. And in the two endings where you share this with the world… no one really cares.
So really, the wine was cancelled because it tasted gross.
I don't know...
It seems like the game often leaves it up to the player to connect the dots while the characters shrug and accept that “no one will ever really know,” and while that might work for some games, the plot twists in Heard it Through the Grapevine feels too disjointed to pull this off. As a result, the game’s big reveals are underwhelming.
Also: The Scintillons are selling their eggs because they need the money, right? Can someone confirm?
So, yes, some parts of the overarching story are a letdown. The wine, specifically. But the game is much more than that. The characters are lots of fun and there are many ways the game can end. An intriguing story, nonetheless. And funny.
You grab the cat and tuck it under your arm like a football.
I love this bit of imagery.
Endings
There are 19 endings, and the “ending” page accessible from the game’s menu provides a hint on how to reach them. I reached nearly every ending, including Ending 7. I felt like such a scumbag. The only ending I have not found is Ending 16, and I really want to find it.
You see, Ending 15 takes a sad turn.
(Spoiler - click to show)Nikki has a severe allergic reaction at the party and gets airlifted to a hospital where she falls into a coma. Her uncaring parents, who originally casted her out for being “sinful”, dismiss you as riffraff and take Nikki with them. You contact them for updates, but they don’t respond. Eventually, you fly down to their address to demand answers, only to be told that she died and that her parents deliberately left you in the dark because they didn’t want “your lot” at the funeral. Yeah.
Now, the hint for Ending 16 is “You'll keep her safe. It's all going to be okay,” which makes me wonder if it involves the same scenario, but with a better outcome.
So, if anyone knows how to reach it, I would appreciate any help.
Themes
Without going too in depth, the game considers the stigma and beliefs around disability while Miranda navigates the party as a person with autism. The bouncer at the door serves as a focal point for the game’s discussion on disability. Due to policy, Miranda’s smart glasses, which she needs for their noise-cancellation properties, must be confiscated.
Keep looking.
Give up and hand over the glasses.
(Gazza can also show up and help us, but that’s beside the point.)
If we have Miranda hunt down her disability documentation so she can keep them, she puts up with the “but you don’t look disabled” commentary and the embarrassment of everyone watching the interaction unfold. If she is pressured into handing them over, the bouncer carelessly throws them into a bin and jokes, “was that so hard?” without any consideration that she might actually need them.
When disability is not visible, there is an assumption that that you are “faking it” or trying to game the system. People are less likely to give you the benefit of the doubt simply because “you don’t look disabled,” and therefore assume that you’re lying about having a disability. This results in individuals like Miranda having to endure skepticism, hostility, and ridicule.
I understand why it’s sometimes necessary to require proof of one’s disability. It’s the attitude and default suspicion towards people with disabilities that I’m criticizing.
The bouncer also- again, policy- confiscates Nikki’s EpiPen (she has a fish allergy) which can have (Spoiler - click to show)devastating consequences later.
Visuals
Overall, everything is polished and evenly formatted. Heard it Through the Grapevine demonstrates how upgrading Twine’s visual appearance (black screen, white text, blue links) through simple design changes can really enhance the quality of your game.
I liked the application of Twine’s visual effects for immersing the player. If the player checks their glasses’ notes, the game changes to a green background with digital-looking text. If our glasses were confiscated? A paper background with scrawling font. This was clever.
What really elevates the game is the artwork. The menu’s background is a green-tinted collage of vintage artwork, and during the gameplay the screen darkens to a black backdrop where you just barely see the artwork underneath. Characters also have their own portraits, and I feel that the game would not be quite as engaging without them. The style is rather antiquated. Frumpy, almost. And yet, it fits the game perfectly.
Final thoughts
Heard it Through the Grapevine is a humorous game, but also one that is more complex than the light-hearted premise that it wears on the surface. Going to the party is no small feat for Miranda, and the writing allows us to sample the story’s world from her perspective.
I’m giving it four stars because it feels like there is a disconnect between the mystery the game claims to have, and what we actually find if we decide to investigate said mystery. Other than that, I think it’s a fantastic game in both quality and content.
If you are interested in a protagonist-centered game with a mashup of science fiction, slice of life, and humor, I highly recommend Heard it Through the Grapevine.
Frolic RPG is a procedurally generated Twine game with emoticon characters and a light-hearted atmosphere.
✿~✿~✿~✿~✿~✿
It begins with a simple menu of actions, stylized with flower icons.
Gameplay primarily involves three activities: Making friends, dancing, and frolicking around a surreal landscape. If you pay attention, a closer look reveals that (Spoiler - click to show)some of the flower icons have content as well.
Everything is randomly generated, and the delight of playing Frolic RPG stems from discovering the range of symbols, words, and emoticons featured in the game.
The “RPG” aspect is rather superficial and limited to NPC descriptions, which may disappoint players eager to play an RPG. On the flip side, its simplicity may also appeal to players.
APPEARANCE: ^(.__✿]~
CLASS: BIRBO
HOME: FUZZY TIDEPOOL
STATS: +1 WOBBLINESS
My favorite is the frolic part, also known as WANDERFROLIC. You spend several turns frolicking through a landscape, watching the text cycle through symbols and verbs, before taking you back to the menu.
GIRL CAVE
☁♫_✽
bounding 2gether
This game has the same surreal introspective qualities found in the author's other works, qualities that showcase a talent for assembling descriptive imagery and complex concepts in the player's mind with only a handful of words. While Frolic RPG is only surface-deep in comparison, it still feels distinctively like a Porpentine game.
GLOSSY COVE
☁_✿☆☁
gliding 2gether
Picturing these landscapes was oddly soothing.
Frolic RPG has no storyline, player objectives, or ending, but there are occasional themes on gender and identity. These aren’t explored in-depth, however. They merely exist as just another component of the game’s carefree world.
GENDER TREE
☆✿
scampering 2gether
Design-wise, game uses a BRIGHT PINK background with large glowing white text, creating a joyful effect… and hurt my eyes until I adjusted the brightness of my screen. I mean that as a compliment, though. Its appearance radiates cheerfulness which boosts your mood.
Final thoughts
A pink game with emoticons may not sound like your thing, but its use of procedural generation in the gameplay is surprisingly effective at drawing you in. You might just end up playing longer than you intend to. The lack of objectives makes it easy to pick it up and set it aside without worrying about playing it to completion.
If you feel like your day is dragging on, Frolic RPG may be the escape you need.