This is what you trained for all your life. This is what your squadron died for. The expeior queen, helpless, at your feet.
Helpless, she is not.
The Selfish Gene is a sci-fi game about dealing the final blow, only for victory to remain out of reach. Perhaps violence isn’t the answer. But what alternative do you have when Earth and the human race is on the line?
It’s a submission to inkJam 2025, though made with Unity instead of Ink.
Overview
Earth has been taken over by the expeior alien race, aka “expys.” Meanwhile, humanity has taken refuge on Earth’s moon. You are Captain Aster on a mission for the Human Resistance. Your task is to infiltrate the alien mothership and slay the expeior Queen, Queen Ismin. By your side is your squadron and Lieutenant Latif, your friend and military engineer.
Gameplay
The gameplay uses a cyclic trial-and-error structure. It kicks off with the characters breaking into the mothership’s hanger. You then choose which of the ship’s six locations to explore. However, locations can only be visited once.
The Queen is camped out somewhere onboard. She’s able to control time locally, allowing her to escape death, as shown in the opening scene. The protagonist kills her, only to find himself outside the ship with his crew, moments before the infiltration begins (they are at least vaguely aware of this).
Same deal with the gameplay. If your showdown with the Queen ends in failure, you are sent back to the beginning.
THE LANDING - AGAIN
Therefore, the objective in the gameplay is to experiment in the order in which you explore the ship’s locations to maximize your chances of success against the Queen. Each failure informs the next “loop.”
Mechanics
Choices are made by selecting a card from a spread shown at the bottom of the screen. Cards determine how you approach a task, and include things like “Violence” and “Smarts.” The cards you receive at the start of each cycle will also change.
Nothing fancy, but streamlined and quite easy to learn.
Story
The human vs. expeior war is an intriguing one that we know little about.
We learn that expeior genetic material can mutate human DNA. The Queen’s plan is for all humans to mutate into expeior subjects. It’s referred to as the “Great Switch” or as Haplo more accurately puts it, the “Great Erasure.”
Speaking of Haplo, the expeiors we meet prior to the Queen are surprisingly reasonable. Rather than hostility, they share a we’re-just-following-orders-but-we’re-also-sorry-that-your-species-is-going-to-be-wiped-out-all-hail-Queen-Ismin attitude that makes you think, you know, maybe we can reason with this alien race…
The Queen, too, proves to be fairly reasonable as well. If you manage to start a conversation, that is.
I do wish there were more backstory. Not only is this a war, it’s an interplanetary one. However, its coverage in the game feels one-sided.
(Spoiler - click to show)It appears that humanity has a valid reason to be angry: Earth has been claimed by aliens who want to mutate every human to eliminate them as a threat. Surely, humanity deserves to reclaim their home world, right? I have a feeling that the truth is more complicated than this, that both sides have done questionable things.
But this still leaves a key question: why do the expeiors have Earth while humanity hides out on the Moon? Is this war solely to liberate Earth from the expeiors, or is it something broader? ‘Cause at this rate, human leadership intends to bombard Earth so no one can have it.
Despite coming off as the default “bad guys,” the more you examine the expeiors, the more complex they seem in their motives. For example, (Spoiler - click to show)Queen Ismin says, "I do want to preserve the Earth," and agrees that its preservation is of greater value than trying to win at all costs. Her concern feels genuine. If the player succeeds in their negotiations, the situation becomes a matter of “I’ll put my weapon down if you put down yours.” So, maybe there’s some hidden depths there.
As for the title, I interpret it as considering the other side rather than merely focusing on what you have to lose or gain. The game has four endings. I found all of them except Ending 2.
Visuals
The visuals are awesome. When I first played The Selfish Gene, I kept thinking, wow, this game looks really professional. The characters look cool, and while we only get a glimpse of expeior biology, it seems that they can come in variety of physical forms. (Spoiler - click to show)Poor Vicky looks like a dehydrated stalk of celery. I would love to see more.
The screen is divided into three columns. The middle one is for text. To the left is Captain Aster and his allies, while everyone else is displayed to the right. If you gain a new ally, they move to the left side of the screen. Cards are colour-coded with neat symbols. Even the clickable map of the ship was impressive!
Final thoughts
The Selfish Gene offers a gameplay experience that felt new and innovative. A good use of Unity’s visual abilities. Arguably, the game is an equal mix of combat and diplomacy, and the character art and card mechanic are notable features. And while it’s not a “time travel game,” it does borrow the looping structure used in games like Vicious Cycles where you repeat the gameplay and learn from failure. If you like choice-based sci-fi games that rely on visuals, definitely give The Selfish Gene a try.
There are parts that could use refinement. I noticed more than a few spelling errors. Additional context on the interplanetary war would also give the story needed perspective and make it less one-sided, but that fortunately (Spoiler - click to show)doesn’t stop successful negotiation from feeling satisfying. As the game puts it: It’s a start.
Described as a "sad divorced man fic," six of cups is a series of six scenes from a man's life that include a rocky marriage, a divorce, and a strained relationship with a daughter, all of which are all linked with the recurring theme of drinking (or is Card #2 supposed to be a pickle jar?). The game is also a choice-based hybridization of Unity and Ink.
The player is presented with a spread of six cards, each adorned with an image of a glass. Clicking on a card brings up a scene from the protagonist’s life, and these can be visited in any order. Instead of the game ending, the player stops once they’ve seen everything.
The writing is brief and concise. I was impressed with the amount of depth it conveys. The composition of scenes varies. One scene may consist of a few short paragraphs. Another may be a haphazard string of text messages. Instead of a detailed story, the game works to establish tone- a tone that says more than enough about the state of the protagonist's marital life without further detail.
"Okay," you say, dismissively. A dead fly floats in your drink.
I found it easy to get invested in the story and characters. There’s a sense of cynicism that persists and drives the narrative forward without feeling heavy-handed. I will say, I am itching to know more about the implications of the final line in the game:
(Spoiler - click to show)Phoebe: We're done here!
Is this a I’m-never-speaking-to-you-again “done here” or…
(Never mind. I won’t overthink it.)
The combination of Unity and Ink works well for the game's purposes because it adds complexity visually and implementation-wise, taking the act of reading about moments in a person’s life and giving it dimension. The visual presentation of the cards on the screen makes a strong first impression, while a range of colours, patterns, and graphical elements tailor to the mood of each scene. The format adds a degree of interactivity. Clicking on the cards, for one thing, but also superficial ways of getting the player to interact with what they read, such as having them tap the screen to “send” the text messages.
The simplicity of the six card spread works so well in allowing players to bounce around a timeline at whim. The tense conversation with the daughter, (Spoiler - click to show)Phoebe, can immediately be countered by going back to the moment in college before such responsibilities existed. And vice versa. In exploring the timeline this way, the player is encouraged to contemplate the protagonist, his choices, and how they intersect with the lives of other people.
Arguably, six of cups is more like an experience than a game, and yet, I found it just as engaging as anything else I’ve played. The concise writing, visual design, and simple but consistent implementation work together to result in a strong slice-of-life game that I have a hard time backing away from.
You play as Ioanna Arcensis, a Recollection Officer for Waste Management, a department that seeks to destroy artifacts from other worlds. The job means has little meaning for you but at least you’re good at it.
Until two new assignments cross your virtual desk.
But first…
…I’d like to ramble about my journey with this game.
In a way, Retrograding has expanded my horizons. I have always been skittish about downloading anything onto my computer. Excessive, sure, but I prefer to interact with content that is available online. Then this game comes along: Retrograding. The title, the description, the cover art. I love its cover art. So, I figured, fine. I must play this.
It was kind of intimidating to see “retrograding_windows.zip” slowly downloading (I used an older computer. Fortunately, that was not a problem) not knowing what to expect and was equally intimated by the cryptic folders listed on my computer. Long story short: I got it working! I kept thinking, wow. I’m finally going to play this!
The consensus? It was not quite what I expected/hoped it to be. And no doubt, my excitement probably skewed my expectations. But I have no regrets.
Gameplay
Retrograding feels like two games in one.
Ioanna is given two potential assignments that involve watching over a high-profile person while conducting her work on another planet. You can only pick one, and whoever you choose forms the basis of the gameplay. This means you must play the game at least twice to get the full experience.
The gameplay is choice-based and driven by dialogue. The dialogue appears on the screen as conversation and waits for the player to press “enter” to move forward. Occasionally we get the chance to choose what Ioanna says in these conversations, but otherwise the player just goes along for the ride.
The choices that do influence the gameplay are which items you salvage for yourself.
You gaze around the room and collect:
ITEM: AN OLD TRANSMITTER
ITEM: A CEREMONIAL KNIFE
ITEM: SCRAP METAL
There are three opportunities in each playthrough to salvage items. These items carry meaning for the characters and allow the player to foster a relationship with the person under their watch. The items you choose also determine the game’s ending.
Retrograding has features to make multiple playthroughs more convenient. There is a “skip” command that zooms through the text until you reach a decision-making point or when you choose to retake control. This was extremely helpful.
Thoughts
Unfortunately, I misread the game’s genre. I realize now that I’m not its target audience. Its genre is listed as “Science Fiction” and “Romance,” and I assumed it would be science fiction (big fan) with romance undertones. Instead, it leans heavily on the romance part.
I had a hard time appreciating Ioanna’s interactions with Raven and Zinnia because the game’s world felt undeveloped. One moment I’m trying to piece together the places/events/people being name-dropped. The next moment, Zinnia and Ioanna are madly in love.
It just didn’t resonate with me. That said, if you like romance games that focus on forging a relationship with a single character (and enjoy sci-fi themes) then I strongly recommend Retrograding.
Story
With two assignments come two separate stories structured around a person of interest and Ioanna’s growing relationship with them. This is teased in the game’s description:
A celebrity bomber? A renegade Corpodarling?
Our celebrity bomber is a death row prisoner named Raven. He was once a high-profile racer until a (Spoiler - click to show)suicide attempt gone wrong killed several bystanders. Now sentenced to death, the protagonist is tasked with escorting him around the planet Estehelix until he can be handed off to authorities.
Meanwhile, Zinnia is a “Corpodarling.” A poster child for a powerful corporation (the same one Ioanna works for, it seems). Top notch employee. Except… she has a tendency to go rogue, forcing the corporation to (Spoiler - click to show)recondition her to ensure compliance. It’s your job to keep her in check as you explore Proxima.
There are multiple endings, though the game seems to give more attention to Raven. According to the walkthrough, Zinnia has three endings while Raven has two routes with Route A having two endings and Route B having three endings. I managed to reach one ending for Raven and all three endings for Zinnia. I didn’t feel inspired to keep playing after that, especially since Raven’s story is kind of intense.
The immediate story would be stronger if the game provided more backstory and worldbuilding for context. It all seems so cool on the surface! A lot of interesting ideas are tossed around without further explanation.
For example, there is vague mention of people being stripped of their identity and reformed into other individuals. When Zinnia says, (Spoiler - click to show)“They try to take the calling out of me, put me on the operating table and dig up my insides. Not one piece of me is ever wasted,” I could not tell if they actually did that to her or if she was simply using surgery as a metaphor.
A nifty feature is a “Records Database” section that catalogs names and objects from the gameplay to provide more information. There are 38 possible entries, and I managed to find all but 5, 16, and 17. But even these are sparse. Most consist of snippets of dialogue when I was looking for something more concrete. I have plenty of questions.
Characters
Ioanna (+Maria)
Ioanna has no passion for her job, but she likes not having to interact with people. In fact, her stellar performance record makes her eligible for a higher-ranking position. She merely chooses to stay in Waste Management.
This latest assignment, however, throws her for a loop because of the involvement of another person. She tells herself that it’s just a job. We see otherwise. Ultimately, the player watches as her interactions with Raven/Zinnia cause her to reconsider what she wants in life.
I would have loved to learn more about Ioanna’s background because I don’t think the game clarifies whether Ioanna is a human, android, or synthetic being. She is described as having synthskin and a metallic spine. And of course, Maria, who lives in her head. Sort of.
Maria hums in-between planes of existence. She leans against your shoulder, caressing the hollow of your cheek with a digital thumb.
Maria is an A.I.-like being who is frequently referred to as a god, though I’m not sure if that’s meant to be taken literally. She has full access to Ioanna’s mind and body, providing commentary throughout the game.
It seems like the author’s intent was for Maria to be the classic snarky A.I. whose snarkiness is merely born out of love for the main character. And that’s cool. However, her conversations with Ioanna get caustic to the point where we start to wonder, do they actually like each other? It can get kind of awkward.
NPCs
While the romance did not click for me, I did find the love interests’ personal stories to be compelling. Zinnia struggles with building an identity outside of being the poster child of a corporation that never lets her leave. Raven is trying to process his reality of his looming execution and how it prevents him from facing death on his own terms. Both characters are experiencing a personal crisis that is always lurking behind their every move.
Castor, Ioanna’s manager, was the most interesting character. Through her we get a sense of the bureaucracy that our protagonist lives in. Apparently, people who try to defect from society are dragged back and punished with being digitized, also known as “total augmentation.” Which is awful since the reason many choose to defect is to seek out the old ways of living without technology. And now they’re forced to work inside a digital world. Castor is quite awfully cheerful though, considering her circumstances.
Visuals
Retrograding is filled with visuals as a game made with Unity. Every scene is depicted with photographs as backgrounds, many of which are stock images from Unsplash and similar sources.
Some photos nail the vibe of the game while others clearly look like they came from, well, Unsplash. This is because they look too much like Earth when we’re supposed to be trapezing across Estehelix and Proxima. They look great, but the city streets, graffiti break, and other land features break the illusion of exploring another world.
Castor, Raven, and Zinnia have their own character art in the form of drawings. I’ll admit, for the latter two, I was not a huge fan of the style which seemed to clash with the photograph imagery. That said, the artwork for both characters displays a range of emotions, making their portrayal more interesting.
There is also an art gallery accessible from the game’s memory. There seems to be a total of three unlockable artworks. I managed to unlock one from Raven’s story.
Conclusion
This is a polished work with graphics and multiple gameplay paths that will resonate with the right audience. As for me, I was seeking a sci-fi game full of worldbuilding and found a romance-intensive game instead. If that interests you, please give Retrograding a try.
Not my kind of game, but still a job well done.
(It was also a neat exercise in trying something new: downloading an interactive fiction game. I’ve got my sights on Silicon and Cells. I might play that next…)