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The Sims 2 Corruption Creepypasta, by Beable
1 of 1 people found the following review helpful:
thought-provoking, substantial, eerie, November 8, 2025*

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)

* This review was last edited on November 10, 2025
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Texture, by Ralf T
The truth is coming for you, November 6, 2025
Related reviews: Quest, Horror

You open your eyes and slowly stand up. Trees surround you. It seems you woke up in a forest. You try to remember. Who are you and what are you doing here?

You wake up in a forest with no memory whatsoever. Not even your name. You have no other option than to get moving...

Gameplay
Following a brief intro in the forest, the gameplay takes place in a house. I can’t say much without spoiling it, but it’s clear that something happened inside this house. Gameplay is spent trying to find the truth.

There are only a handful of puzzles, and they are simple and intuitive. With one exception: (Spoiler - click to show)using the knife to enter the mirror portal. The command is “use knife on mirror.” However, there is nothing to suggest that the knife has any relevance to the mirror. I figured it out thanks to the comment section on the game’s website.

The implementation has room for improvement, particularly with verbs. That is, the game tends not to acknowledge them. Entering the house becomes needlessly frustrating.

> take key
You take the key.

> unlock front door
It is already unlocked.

> open front door
The front door is locked. You need a key to open it.

> unlock front door with key
That doesn't work.

The solution is: "Use key on front door." Because the game is made with Quest, I found it simpler to skip the keyboard and instead rely on the link-menu feature located at the top right corner of the screen.

Story/Characters
I was impressed with how the game builds the story in layers. Games featuring the amnesia trope run the risk of dumping major plot reveals on the player all at once. Texture does not do that. Its build-up is gradual… and then unexpectedly pulls a bait-and-switch that makes us reevaluate what we thought were established facts.

Often, my reviews provide heavy summaries because, A, I like discussing them, and B, it sets the stage for thoughts and analysis. PLEASE PLAY THE GAME FIRST.

(Spoiler - click to show)

When you wake up in the middle of a forest with no memory, it’s usually an indicator that something drastic has happened. The truth lies inside the house. In the bedroom and bathroom, we find a bloody kitchen knife and an alarming amount of blood. Homicide. Could this be the work of a slasher serial killer? The truth is more mundane but just as tragic: domestic violence.

You're in the study of the house. Someone seems to have had a fight with a laptop and a lot of books.

A cursory glance around the house says it all. The interior has been smashed, and we find a discarded packet "that seems to have contained medication to treat chronic aggressive behaviour." We are clearly witnessing an aftermath. But right now, we only have questions.

What does all of this have to do with us? Why is there a bloodied portrait of a woman in the upstairs hallway?

The attic is where we start to find real answers. It contains a mirror and some lit candles. If you examine the mirror the game says, "Strangely enough, you can't see the image of yourself in it.” Players may come to the same conclusion as I did: we’re a ghost… of the person who was murdered, and we’ve returned because have unfinished business.

The mirror is a portal. A door. And the knife is the key. Stepping through the mirror takes us back to a moment after the murder but before the house was ransacked (no blood in the bedroom and bathroom, though). While we cannot leave the house, we can access the formerly smashed laptop. Its screen displays a chilling article: "Woman found dead in forest". That must be us! We are the ghost of the woman in the article and now have learned the awful truth.

…or have we? This is when the game pulls a nimble bait-and-switch: We’re not dead at all. We’re the dead woman’s husband, and we killed her.

This twist is revealed when we return to the present and recognize the woman in the hallway portrait as our dead wife. This jolts the protagonist’s memory of the murder, and the player is sent back to this exact moment: Bedroom. Wife is packing her bags. The game gives us little choice but to use the knife on her.

Cue the present, again. We’re in the bedroom, but we can only access the upstairs hallway because the staircase collapsed and there is rubble blocking the exits. The portrait has vanished, and in its place is a hole in the wall. We find a tree emblem that fits inside the hole. When we do this, we lose consciousness…

…and wake up in the forest with the police closing in to arrest us. Game ends.

Thoughts
What a ride. My speculation is this: (Spoiler - click to show)After the protagonist killed his wife and smashed everything in the house, he left and passed out in the forest. The entire gameplay was the protagonist dreaming/hallucinating about what happened only to be awakened by the arrival of law enforcement. Part of my guess is based on the inconsistencies between the mirror world and the timeline of the murder. If the mirror world takes place after the murder, why is there no blood where the murder happened? It couldn’t have been cleaned up because it’s there when we explore the house in the present.

I really like how the text at the end is reminiscent of the game’s opening.

(Spoiler - click to show)

You open your eyes and slowly stand up. Trees surround you. It seems you woke up in a forest. A policeman shouts: "Police! Put your hands up!"

I am grateful that we got this ending. You see, the player spends most of the game thinking that they’re the ghost of a victim. Or at least I did. So, finding out that no, we’re the monster, elicits feelings of disgust. The murder scene is equally explicit and enraging. As a result, it is a relief to learn that the protagonist will ultimately be held accountable.

I know this is a small detail to complain about, but I don’t understand the (Spoiler - click to show)point of the tree emblem and the hole in the wall. What meaning does it have in the story? I suppose tree = forest, and we both start and end the game in a forest. Still, it felt like a weak attempt at incorporating one last puzzle before the game ended.

While I applaud the overall storytelling, there is space for growth. Room descriptions tend to be bare bones, and this is a missed opportunity to provide context on the story and give it more dimension. The layout of the house feels a bit odd, as if the author decided to only include the rooms that would have a purpose in the story. No living room?

Also, when you examine yourself, the game says, “Who are you and what are you doing here?” and “Your memory is gone.” Problem is, this stays the same after we regain our memories. It doesn’t make sense for the game to (Spoiler - click to show)force us into recreating the murder only to act like we have no memory of what is going on. It even would have been a perfect chance to elaborate on the protagonist and his history with his wife.

One last thing: I’m trying to figure out why the author chose “Texture” as the title. How does it fit into the game?

Visuals
As a Quest game, Texture uses background colours tailored to the player’s location. For example, when we’re in the forest, the background is green. (Spoiler - click to show)The bloodstained bedroom and bathroom? Dark red. And so forth.

Until (Spoiler - click to show)you enter the mirror portal (see Story section) where every location has a pure white background. I liked the storytelling merit of this. The mirror world is described as tidy and unsoiled, and the blankness of its background sharply contrasts with the blood, destruction, and ruin that is found in the house on the “real” side of the mirror portal.

Final thoughts
The amnesia trope is somewhat of a cliché, and you might roll your eyes upon learning that this game begins in the middle of a forest. But Texture really does offer something new. I did not see the ending coming. Right when I thought I had figured everything out, the game went and turned the tables on me. The use of the (Spoiler - click to show)mirror portal was especially memorable.

I would like to give Texture a higher rating, but the implementation needs refinement. Unlocking and opening a door shouldn’t be so confusing. The integration of the story with the gameplay sometimes wears thin. At least update the PC’s description once the amnesia goes away.

And yet, these rough edges did not prevent Texture from leaving me staring at the screen in stunned silence. Content-wise, this is a game with (Spoiler - click to show)explicit portrayals of sexual violence and murder. I was horrified to discover the PC’s identity. But his fate at the end allows us to part ways with the game on a more optimistic note.

If the author ever decides to make another game, I would definitely be interested.

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Doctor Morben's Asylum, by solipsistgames
Loot the place (Just don’t panic…), November 4, 2025

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!

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Every day I get emails, by Emery Joyce
Who keeps sending me these emails?, November 3, 2025

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.

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Sparks Fly, by RatNibbles
1 of 1 people found the following review helpful:
You see, this is why we don't talk to strangers!, November 2, 2025

...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.

(Spoiler - click to show)

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.

(Spoiler - click to show)

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.

(Spoiler - click to show)

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.

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When the TV decides to Murder your Girlfriend - The Game, by Martin Shannon
“The Little Toaster” (but less scary), November 1, 2025

You just wrapped up explaining to your girlfriend Amanda that ever since she plugged her TV into the cable its been plotting to kill her.

Problem is, she thinks you're crazy.

And has now gone back to her apartment...

...where her TV is waiting.

Only you can save her.

Gameplay
When the TV decides to Murder your Girlfriend - The Game is actually an adaptation of a book of the same name. It’s also a submission to Ectocomp 2025.

We begin in our own apartment. (We're Todd, by the way) The first half of the gameplay takes place here, and its puzzles center on the objective of leaving your apartment. The second half is set in Amanda's apartment (Spoiler - click to show)where we prepare to duke it out with her evil TV.

Gameplay primarily consists of interacting with household appliances and enlisting their help. It doesn't take long for us to notice that these appliances are A, sentient, and B, haunted. Possessed, maybe?

"Hey, Todd. Who's your favorite appliance? Just kidding. We all know it's me. So, what can I zap up for you?" Slender gray tentacles, like the finest strands of spaghetti, snake out lovingly from behind the control panel.

It did take me a moment to piece together that we're the only ones who can see this. No wonder Amanda thinks we're crazy.

Puzzles are straightforward and evenly distributed throughout the gameplay. They engage without being too difficult. However, that means if you were hoping for a puzzle-fest, you feel may underwhelmed by what the gameplay has to offer.

Mechanics
Made with Gruescript, this is a choice-based game that behaves like a parser. Instead of imputing commands on a keyboard, the player clicks on buttons to perform an action.

You can also see:
- [Your Television] [talk]
- [Cable Cord] [connect]

Exits and anything with interactable content are listed at the bottom of the screen along with your inventory. If you’re holding something that has an immediate application, the game will list it for you. No guess-the-verb here!

You're holding:
[Your Trusty Philips Head] [drop]

This format felt streamlined and easy to use. I adapted to it quickly.

Story
The game’s strengths are grounded in its writing and characterization because, truth be told, (Spoiler - click to show)you can predict the ending way in advance.

In her apartment, (Spoiler - click to show)we find Amanda hypnotized and held captive by her TV. We appear, fight the TV, and escape with Amanda. No unexpected plot twists or developments. And the game doesn’t need any of that. I was satisfied with this trajectory. I think that’s largely thanks to the witty, household appliance characters. If their characterization were lacking, I’d probably feel otherwise about the story.

I do have one complaint. I wish our interactions with Amanda had more depth. (Spoiler - click to show)She’s been hypnotized, so I understand that she’s not going to be particularly alert or responsive. But something about her portrayal feels overly “damsel-in-distress.” Her character doesn’t extend beyond the role of “the girlfriend.” Who also needs to be rescued.

Then again, the game is an adaptation. Perhaps it’s like that in the book as well.

This game vs. The Little Toaster
The storyline of sentient household appliances immediately reminds me of The Little Toaster. Except, I’ve never liked The Little Toaster. Too disturbing. This game? I can handle.

Characters
Characters are the best part.

The toothbrush's yellow tentacles point at its power button, then your eyes. "I'm watching you, Todd."

Particularly, the sentient appliances.

The writing reveals them to be humorous NPCs (a feral vacuum cleaner?). They are fun to listen to and fun to interact with; Important considering their role in nearly every puzzle.

Asphalt, lines, and cars. *Lots* of cars. You find yours cuddled up next to a sexy red scooter. You get the impression the scooter isn't a huge fan but is too kind to roll away.

Characterization-wise, the appliances offer plenty of attitude. A blend of stubborn snark and an eagerness to assist Todd in saving Amanda. And while some of them view you as Amanda’s oddball boyfriend, they all agree that her TV has gone too far.

Todd’s cool, too. After all, he can communicate with household appliances and see when something is haunted. According to the (Spoiler - click to show)car’s dashboard, he has “mind powers,” but aside from that, we get no further explanation. However, this suits the game’s purposes just fine.

Visuals
The game has a clean appearance with a black screen, white text, and orange links set into dark purple buttons. Reminds me of Halloween!

Final thoughts
I had fun with this!

While I haven’t read the book, the overall premise of saving-your-girlfriend-from-a-bloodthirsty-TV certainly piques one’s curiosity. But when taking a book’s concept and turning it into gameplay, there is risk of that concept losing its essence and feeling contrived. Not the case here.

When the TV decides is a well-rounded adaptation that strikes the right balance between gameplay puzzles and overarching story, and the NPCs’ humorous dialog brings it all to life.

Great option for Halloween.

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We're All In This Together, by Joe Baxter-Webb
A thrilling concept that suffers from its own implementation, October 31, 2025

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.

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SCP Containment Breach, by Userone
This review is to be kept in a locked container at all times., October 21, 2025

I apologize for the cliché title; I couldn't help myself.

Overview
SCP Containment Breach is a fan game about the SCP Foundation, a fictional organization that catalogs anomalies and phenomena, particularly those that pose a threat. It adheres to the motto of Secure, Contain, Protect. Its existence is kept secret from the public.

Fiction aside, the Foundation is a collaborative project that anyone can contribute to. Visit its website. While there is no single canon, it sets a basic framework and lets writers' imaginations take care of the rest.

Technically, SCP Containment Breach is a partial recreation of another Foundation fan game: A video game called SCP – Containment Breach. Nearly identical titles.

In the video game, you play as a "D-Class," a category of personnel consisting of death row prisoners. They are considered disposable and are used to deal with dangerous anomalies, or “SCPs.” While it features multiple SCPs, its main attraction is SCP-173.

Anyway, SCP Containment Breach, an interactive fiction game made with Quest, attempts to recreate the video game's plot, but only focuses on SCP-173.

(SCP-173 is considered the "Original SCP" of the Foundation. When observed, it appears as a statue. When everyone looks away, it can move and will kill you. When working with it, the mantra is “don’t blink.”)

With that out of the way...

My review of the game
Unfortunately, SCP Containment Breach is not even a finished game. I understand that this may be the author's first game. But it is so lacking in detail it feels more like they lost interest and uploaded it just because.

The game begins in a room with no explanations or overhead announcements, only a document about SCP-173. Our prison uniform identifies us as a D-Class while the document suggests that we’re here to investigate SCP-173’s containment. Thing is…

(Spoiler - click to show)

…SCP-173 never shows up in the game!

Look, if the game's incomplete, it's incomplete, but surely you can at least include this central element.

It's a shame because the game made me so excited.

A SCP 173 containment chamber
This is where SCP 173 is suppost to be contained, but he isn't here.

You can go north.

Spelling errors aside, this scene in the containment room ramps up the suspense because the SCP is on the loose. I'm just waiting for it to appear out of nowhere.

Too bad. (Spoiler - click to show)What’s the point of a game about an escaped SCP when there’s no SCP?

There is only one puzzle, and that is (Spoiler - click to show)unlocking the control room door with a keycard. The control room contains a switch that you can turn on and off, but it has no effect. The map is one long hallway with a side room, and it is nearly empty of content.

Also, implementation is rocky. You can repeat putting on the mask ("wear mask" doesn't work, only "put on mask") even though you are already wearing it. Examining yourself only results in "looking good," which would have been a good opportunity to develop the story. I'll leave it at that.

Appearance wise, the game uses a black screen and dark green text that is difficult to read. To be fair, it incorporates three cool pieces of imagery: the document with a photo of SCP-173, an icon for the keycard, and a creepy image of static that you get when you mess with the computer. That's the game's only strength.

In conclusion, I was really disappointed. It gets one star because it's so barebones. But I'll throw in another star because I really like the concept. This game was made in 2013 and is most likely abandoned. If anyone else decides to make an IF fan game of the Foundation, I will happily play it.

As long as the (Spoiler - click to show)SCP actually shows up.

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The Witch Girls, by Amy Stevens
2 of 2 people found the following review helpful:
“We don’t do love magic.”, October 17, 2025

The witch girls are a clique of girls at school who can supposedly perform magic. You and your friend Morag have decided to turn to them for help. You want boyfriends. But they tell you: "We don't do love magic."

As if that's going to stop you.

Taking matters into your own hands, you and Morag recreate this spell to create perfect boyfriends. (Be careful what you wish for.)

Gameplay
The gameplay experience is based on how you cast the boyfriend-creating spell. Failure to do it correctly produces… unexpected results. The spell determines which of the three gameplay paths you take, while the specific ending you reach is determined by decisions made later in the game.

The game keeps track of every possible route/path on a page that is made accessible after your first playthrough. Here, you can skip the intro and start after the spell has been cast, allowing you to dive right into the story. This feature was incredibly helpful for replays.

Story
Generally, the game is about agency, longing for independence, and realizing that the grass is often greener on the other side of the fence. It also serves as a demonstration of the dangers of a 13-year-old girl having unrestricted access to magic.

There was a freedom in it, in asking for what you wanted, without the mediation of parents or schools or big sisters. Magic might not have gotten you results, but it got you something better: power, or the idea of it, at least.

That is, until you do get results.

(Spoiler - click to show)

If you do the spell perfectly, two boys wash up onto the beach and into your life. No one suspects a thing. At school, the boys are popular and only have eyes for you and Morag. But it all feels hollow and superficial. Your “boyfriend” lacks the texture of a human with real human experience. Something must be done.

Unsurprisingly, there is no “happily ever after.” By the end, the boys cease to exist. How this happens depends on your choices. And sure enough, no one notices the boys’ absence.

Creating a perfect boyfriend as planned can be considered as the game’s “generic route.” It leans slightly towards slice-of-life rather than horror because it feels more introspective. I do, however, agree with the game calling it the (Spoiler - click to show)“Zombie Route.”

Ultimately, though, this is a horror game. There are other routes.

Let’s say we do a poor job with casting the spell. What could possibly go wrong?

(Spoiler - click to show)

The creature had been washed ashore by the low tide, and foam and specs of wet sand clung to its translucent, lumpy body.

WHAT.

I was shocked to find, not a fully formed human, but a milky jellyfish-like blob… with eyes. There’s even a (non-graphic but still unsettling) grainy picture.

Of course, Morag is like, “awesome, I’ll take mine home with me,” leaving the player with a decision: reject it or care for it?

The skin-crawling moment in the game is when Morag convinces us to eat it (as the player, you can opt out of this), resulting in us becoming pregnant with something. It’s wild.

She took a set of camping utensils out of her bag and handed them to you.

You took them with trembling hands.

Stop. Stop. Stop. (But I must find every ending…!)

I mean this in a good way. Its gradual buildup does an effective job at making you want to squirm out of your chair. The author strikes the right balance of icky descriptiveness without being excessive. It’s also set into a context.

The jellyfish eating scene is framed as a rite of passage to adulthood. Morag became pregnant after eating hers and insists we do the same. The protagonist is not entirely sure what it means to be an adult, but if eating this gelatinous blob (which has started growing teeth, btw) is a step in the right direction, so be it.

So, there you go. The Witch Girls can take you in some unexpected directions.

Characters
PC
The protagonist is unnamed and has a surface-level backstory which allows the player to step into her shoes without being distracted by characterization. And yet, the whole fiasco of fabricated boyfriends is still an opportunity for character development.

Like everyone, she judges her peers, and these judgments are mixed in with what she knows about her world. A common theme is how she views herself as separate from those girls, only to reevaluate what “those girls” even means, and whether she might actually be one of them. This is usually referring to sex but can overlap with other things.

You weren’t like those chavvy girls who slept with their fourth-year boyfriends and got pregnant. You were better than them.

(Spoiler - click to show)

Ending 1C begs to differ. Sort of. You get pregnant by eating a mutant blob that was supposed to be a human boyfriend.

There’s a tug-of-war between her passing judgement and her also wanting to partake in the exact things she judges. It becomes an on-going journey of self-discovery.

(Spoiler - click to show)

For example, in the “Zombie Route,” Morag sleeps with her boyfriend and reveals the experience to be underwhelming. The protagonist grapples with this letdown and ponders what it implies about her friend.

Her nonchalance was a blow. You refused to believe her. She’d become that kind of girl.

We then have the option to follow suit with our own boyfriend. If we do, the protagonist comes to the same conclusion as Morag: It was unremarkable. There was no transformation. The game ends shortly after, but it’s enough to see some new insight.

NPCs
I was hoping that we would get to learn a little more about the witch girls we first meet, especially since one of them is Morag’s sister. Shortly after they refuse to help us, they give up witchcraft altogether, freeing up the hut they used as a meeting space. I wonder how they learned not to mess with love magic.

(In that regard, I like how there’s an unofficial passing of the mantle with most of the endings. (Spoiler - click to show)The protagonist and Morag like to hang out in the witch girls’ hut, and whenever someone comes to them for assistance they say, “We don’t do love magic.” Clever way of bringing things full circle.)

Visuals
The game’s appearance is both simple and memorable. It uses a light blue background with black text in a basic but fun font. Most scenes have a small black-and-white picture in the upper left-hand corner that adds atmosphere without being distracting. The picture of the pencils with the smiley-face erasers resonated with me.

Final thoughts
The Witch Girls was a lot of fun. The protagonist is giddy with what magic can achieve for her, and this excitement is felt by the player as well. Horror and humor are equally intertwined, and the author captures a sense of nostalgia by name-dropping music, clothing brands, and pop culture.

My only complaint is how the original witch girls are glossed over. What’s their story? Just a little more explanation would have provided dimension instead of them being shoved aside. Are we just mirror reflections of them, if only a bit younger (and cooler, of course)?

That aside, The Witch Girls excels in every department. Play it, and you’ll learn why it’s best to steer clear from love magic.

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Errand Run, by Sophia Zhao
2 of 2 people found the following review helpful:
You don’t appreciate what you have until it’s gone, October 15, 2025

Grocery shopping. Again.

You play as an unnamed protagonist who begrudgingly hauls herself into the local supermarket to complete the weekly errand of buying groceries. You only have $20 in your pocket, so budget wisely.

Gameplay involves going through the store and deciding which groceries to buy. It soon becomes clear that (Spoiler - click to show)buying groceries isn't important. Turns out this mundane errand is the protagonist's desperate grasp for any normalcy because, well... it's the apocalypse.

The strength of Errand Run is how the protagonist knows more about her situation than we do, leaving us in the dark until the end where it pulls a delightful bait-and-switch.

Now, we do know that something's going on. The lights are off, the AC doesn't work, and the store is understocked. But you can be fooled into thinking that the world is simply going through a rough patch. Local food shortages, overdemand of the power grid, etc.

With a sigh, you step through the automatic doors of the local supermarket. No blast of cool air whisks over to greet you; the AC's been acting up for months now.

Oh, no, no, no.

(Spoiler - click to show)

She's not there to buy groceries.

She’s pretending to.

The world has been ransacked by a force of evil, only referred to as “waves of rapture,” that kills people before hauling them away. She saw it take her family members and acquaintances. It’s possible that she’s the only person left.

As if this isn't the 18th time you've deliberated over that bag of rotten onions.

This. Line. Right. Here.

I did not see this coming. The whole time, she's been playing pretend! I seriously thought we were there to purchase groceries with our measly $20.

It’s her way of clinging to sanity, the closest she can get to the life she had before everything fell apart. Ironic since grocery shopping is something she hated.

The reveal adds replay value because it puts the gameplay into context. When it says, "your mom definitely taught you better than to waste money on sugar and fried shit, but IT'S NOT LIKE SHE'S HERE NOW," you assume the protagonist means that her mom is elsewhere.

Nope. She's not here because she died a violent death. Welp.

The game’s writing is frosting on the cake. Its cynical humor provides commentary about the task at hand without being too dire. The author builds on this visually through text effects and colours that convey (Spoiler - click to show)the protagonist’s wobbly mental state.

To conclude, Errand Run is a brief horror game about (Spoiler - click to show)crawling back to the familiar because the entire world has gone to pieces. It doesn’t go deep with its story, but it doesn't need to.

Where it doesn’t have depth, it sure has attitude.

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