[This game contains discussions of self-harm/self-mutilation. Please exercise discretion. Time to completion: 15-25 minutes]
Hana has been acting unlike herself lately. Can you find out why?
We, the player, see Hana's feelings through the eyes of four different people. Each is meant to play a supportive role in her life, but their different personalities means that their support can express itself in very different ways. The catch: the only thing you can control is what other people say to Hana. Some of the NPCs would have been self-centred had we only been able to see from Hana's point of view, but being able to play through their perspectives - and seeing their doubts and awkwardness - made them much more sympathetic, even when they say things which would be frankly hurtful.
Hana's journal entries provide immediate feedback about your conversational choices. I found myself wondering how I could optimise outcomes for Hana - or, indeed, if it was even possible. But there's something to this, isn't there? No matter our intentions, our words of comfort can so easily be interpreted in the exact opposite of what we mean.
Depending on the branch you end up getting, the overall tone of Hana Feels could be either cautiously optimistic or achingly sad. Despite occasionally getting to experience Hana's perspective, she remains distant; we can only ever reach her indirectly, through the filter of other people.
Hana has been nominated for Best NPC in the XYZZY awards, a fact which delights me, even if I'm never really sure what makes an NPC 'good'. The most I can say, though, is that the emotional investment the PCs pay into their interactions with Hana pays off. Each character reacts believably and sensitively to what the other says. A comparable game would be Hannah Powell-Smith's Thanksgiving or Aquarium, in which conversation is fraught and intricate as a dance.
Hana Feels ultimately deals with some weighty stuff - Hana, after all, has to deal with a lot and she doesn't always do this in a healthy way - but there are areas of levity, and perhaps even hope.
[Time to completion: 5-10 minutes]
You have been driving on a nameless road, for more hours than you can remember, for more hours that you should be. It's time to take a break, so good thing there just happens to be a service station coming up. It's deserted. The bathrooms are all boarded up.
The setting and premise has rich pickings for a horror story: one might find anything in an unfamiliar, deserted town - monsters, abysses, pure evil... The wee hours of the morning and tired narrator mean disorientation even in the best of circumstances, mean isolation and loneliness.
This Twine contains an inventory and location-based system, using the PC's need to use the toilet as impetus for exploring the locations. The objects in the inventory make up parts of an implement. The choice format removes the need to fiddle with verbs like one might in a parser IF (e.g. USE X ON Y), but, at the same time, wrenches control of the environment from the reader. This adds to the somnambulant atmosphere, like a malignant muscle memory: your limbs following the orders of something other than your conscious mind.
The cadence of the writing is staccato; terse - in moderate amounts, it underlines the starkness and desolation of the setting.
The LEDs flash pink and green. The buzzing gets louder. The buzzing gets louder. The crying stops.
There is sometimes too much of it, presented in uninterrupted chunks. Pacing is not always the strongest point.
This game strikes some of the same notes as Kinsale Horror: in both, the PCis a traveller stranded in a strange town which just becomes stranger and stranger. This game has much more ambiguous ending - benign, almost, as if you were recounting this as an anecdote in a social gathering - while Kinsale Horror carries through with the threats the setting makes.
As has been mentioned, this game has many parallels with a typical creepypasta - an almost real-world setting, amnesia, mutable settings - though I THINK I'LL STOP OFF ON THE WAY does make use of its format, by giving and removing player agency to drive in the creepiness.
The actual text in this game is scarce, as words would be when oxygen is scarce, yet it begins with a blasé This game embraces deceptively simple text effects, where links wriggle and shift out from your cursor. Fragments of thought flick by under a visibly lengthening bar, with the implicit understanding that when that bar runs out, so does your time. The thoughts that flicker past hint at past regrets, a family less than proud of you: the usual emotional baggage, but even there's no time to pursue those thoughts. The writing, though sparse, has a stoic, matter of fact tone, from the first line: "you are going to die/okay". In one of the endings, you can do nothing but watch the timer count down.
This is a shining example of real-time effects done right, adding as it does to something otherwise quite simple. (This might be easier played with a mouse.)
[Depicts murder/violence, gore. Time to completion: 10-15 minutes]
This short parser game does not make for light reading, but it's so short that to explain more about its premise would spoil it. Suffice to say that the initial setup reminded me of Ecdysis (down to the mental images it conjured) and The Baron.
The PC switches between planes of reality within a few moves, constantly keeping the player off kilter. I found this pacing just right for the size of the game. The writing is tight, too, wasting no time on extraneous details.
The game was built on a small enough scale that I couldn't get lost, and of note is one scene in which the actions you have to do to move the story on is indirectly shown to the player. For its size, though, it still let the player decide on the ultimate interpretation of the PC's actions.
Discretion is recommended for player murder and violence.
[May mention suicide, abusive relationships, self-loathing. Time to completion: 5 minutes]
What to Do describes a Google with sinister intentions - one which sees through the user's seemingly innocuous searches to the doubt and fears behind it. Perhaps it is the intimacy of a search engine that fuels this idea, and the fact that we might address the search engine as we would a friend, and indeed, in the starting screen, the engine introduced itself by saying, "Don't worry about keywords; just talk to us like we're a friend.". It's the ultimate natural language processor, isn't it? These games ask, "What if your ultimate reference, your personal librarian, was thinking, remembering, learning?"
While it may be superficially and mechanically similar to Josh Giesbrecht's Awake, the intent of this game's search engine is unambiguous. Awake's search engine is wide-eyed with wonder. This is actively malicious - this was written for ECTOCOMP, after all.
The text effects are normally much maligned, but are used especially thoughtfully here, making What to Do work well as an interactive vignette of a sinister encounter.
[Time to completion: 5-10 minutes]
This is a game about inertia. Every action you, the player, try to do is met with a refusal to do it: it's too daunting, it's too meaningless, it's too disgusting...
Conceptually, it's similar to Depression Quest, except that this game frames the PC's life in relation to Evie, their - I can't remember if it was explicitly said, but implicitly - the PC's partner, or at least girlfriend. However, it's very short, and it doesn't give a huge amount to judge it by. I can see it being expanded out, though. Even if some readers might tire of inhabiting the body of a PC who's tired all the time, the game as it stands makes me interested about, for instance, Evie.
I particularly liked this line: "You're good at pushing things, mostly because you have to push yourself to do anything, whether it's brushing your hair or getting a drink of water or going swimming with Evie. For that reason you're good at pushing everything back in the closet."
What really redeems it and lightens the tone of the game is how it ends on a hopeful note, which counterbalances the mood so far.
You are looking through the memories of an Agent aboard some kind of space outpost or spaceship. Your job is to figure out what was behind some unnamed disaster.
Characterisation is one of the stronger points of this game. As the PC switches between their own memories and those of the Agent's, the viewpoint characters' affection for their colleagues becomes clear.
I liked the switches between narration styles as well, to distinguish between the two timelines. The banter between the PC and the operator is casual, riddled with jibes at each other; the crew member's narration, in contrast, is stilted, almost, but contributes to a sense of distance - and, if I may say so, alienation. Dimensions are given to the nearest 0.1m; descriptions of dialogue and people are conveyed through lists of adjectives; body parts and bodily functions described as if the narrator wasn't used to them.
It's a slow burn, and I can see where readers might be put off early. The story slips between different timelines. Tenses change, not always consistently. Sometimes there's a wall of text, carrying information that the reader doesn't necessarily need to know. This, at least, is not necessarily bad. It suggests the author has thought about the game universe in depth. But what made me finish playing A Time of Tungsten wasn't the meticulous world building or the thought given to the technology in the world - it was seeing the characters gradually grow and warm to each other.
The Curious Incident is a witch-hunting incident narrated entirely through secondhand accounts. One might draw an obvious parallel between this and Arthur Miller's play The Crucible, but where the play puts the reader (or viewer) right in the action of the moment, here we dip in and out, switching between narration and secondhand research. Historical records are interspersed with academic accounts, and branching points are incorporated similar to how The Domovoi did it. This indirect style works well, especially when one of the branches imply that the nature of the main character is ambiguous.
As another reviewer has commented, it is particularly ironic that the reader gets to choose how the story goes. Who's to say what happened? Who's to say who was truly to blame? In the end, does that really matter, if the outcome remains unchanged?
(Spoiler - click to show)One thing I feel would improve this game is pacing. There was scant buildup to the manifestation of the curse itself (not just the context of it) that the ending felt premature; I would have liked more detail on how the curse started manifesting, but this may be at odds at the matter of fact style of the rest of the game.
Someone - or something - has been stealing your butter and you, dairy farmer extraordinaire, are going to find out who.
Molly and the Butter Thieves is a well-designed, lovely game drawing on fairy mythology: there's the insubstantial but beautiful fairy castle; there's the thieving, mischievous, capricious fairies themselves.
There are some noteworthy design decisions - the first being the FOLLOW command, which allows you to follow NPCs, and a nifty trick which (Spoiler - click to show)allows you to wander around only in places the NPC leads you. This creates the feeling of messiness, of space, without having to implement every single bit of it.
Similar to The Warbler's Nest, content-wise, Molly and the Butter Thieves has relatively small game locations (i.e. number of rooms) and the actions the player needs to do to progress are clearly stated. Where The Warbler's Nest turns dark, though, Molly and the Butter Thieves keeps light, by keeping the stakes relatively low - it's more about protecting what's yours rather than rooting out an unwanted visitor in your home. Despite its brevity, there are still sufficient interactions with NPCs and environmental details to make it feel like a small slice of a vibrant world.