This is a deliberately simple romance story between a Chinese and an American student, intended for learners. The branching in this story branches and bottlenecks very quickly - it's a largely linear story. Is it good for learners? Hard to say.
The good: parallel sentence structures might allow readers to infer the meaning of similar sentences. Sentences are kept short and straightforward.
The bad: I saw the brevity and blandness of the writing as a missed opportunity to expand a reader's vocabulary, as well as showing a reader what lively Chinese prose can look like. For example, in the beginning, the reader can choose what impression one character has of the other. If the reader decides that they have a poor impression of each other, the resulting text simply repeats that, without explaining why.
The... questionable, maybe: I spotted at least one grammatical error. There was another which may be regionally idiomatic, translating "asking for his telephone number" as "asking how much his telephone number is" (the original: "她问王朋的妹妹, 王红, 王朋的电话号码是多少"). It's a minor point, but raises an interesting thought as to the extent to which teaching Chinese (presumably non-native) learners strongly idiomatic expressions would be helpful, if those same idioms would be considered grammatically wrong in other regional variants of the language.
There is scant intercommunication between the Chinese IF community and the English, and even putting in on IFDB is already a form of outreach. The intent of this project certainly fills up a void - few IF projects appear to be created for Chinese learners, one of which includes Wordswing (https://wordswing.com) - but the execution is distinctly lacking. With a stronger story and more natural, vivid prose, this could be a notable work indeed.
Porpentine's Twiny Jam has sparked off a multitude of tiny Twines, each using 300 words or less, and it has been a veritable education seeing how people use those 300 words.
In The Tiniest Room, the author opts for a minimalist escape the room game. It provides the bare minimum you need to know, yet has all the usual keys and combination locks that you might expect from an escape game.
What really puts the cream on the cake is the ending, and so, as the Chinese idiom says (no, it actually exists), the sparrow may be small, it's nonetheless complete (麻雀虽小,五脏俱全). A good exercise in what you can do with very little.
Time spent: 30-45 mins
You find yourself in a whale. Survive.
It is not a personal slight to the writers that I was not moved.
The text declares a lot of terror and nightmarish qualities, but fails to describe it, or illustrate any existential threat or urgency to the player character. Even the NPC interactions seem mostly benign. I found little to anchor myself and have an emotional stake in the PC; even less to understand if there was a threat to them at all.
The writing is blatantly transparent about the story’s scope - at every major choice, the player is reminded of the key stat, sanity, and number of passages explored. However, the Sanity stat seems to act as a binary switch rather than, e.g. a way of colouring the PC’s perceptions. (Spoiler - click to show)It was hard to tell which choices reduced it, and there was little to no sense of threat when it reduced to zero. One of the scenes when the PC reaches zero sanity becomes a “get out” clause, which felt reductive - I thought I would have to work through the consequences of my actions.
There were lots of potentially juicy themes that went unexplored. The loss of control, being at the mercy of something impossibly beyond an individual scope, the fragility of companionship… Instead I felt almost detached. The scope presented by the choices at each decision-making point is quite narrow, where one is presented as moving the story forward, as a yes/no decision rather than one between two interesting potential paths.
This game is built on a platform called Plotopolis, where you progress by typing keywords. It behaves like a choice-based game, despite the appearance of a parser, and does not accept what should be synonyms.
I recall similar chat-like software used in choice-based stories in previous years. I presume this is meant to make IF more accessible to people used to chat interfaces. I do wonder how much the IF-naive person interacts with a chat interface expecting prose and narrative, though, compared to how they approach games (a framework and premise; expectations on how the player interacts with the game; a reward for a skill performed correctly or interaction in the “correct” way).
The Whale’s Keeper had potential, but I fear it failed to hit the right notes for me.