You are a fugitive, running through the woods in search of safety.
A highly branching but short story - I reached an ending in about 15 minutes.
I came up against a number of technical issues: I found the text hard to see against the background, and there were a couple of typos.
An inconsistent tone undermined the game’s mood. This was both in the dialogue and environment descriptions - contrasting with both the internal monologues and the theme. Also, I always expect any customisation options to play an important role in shaping the character, however these had minimal effect on the story.
While the core themes were promising, they felt underdeveloped. Themes of identity and the “us vs them” of humanity vs monsterhood all have great potential - with more focus on the narrator's developing self and how it interacts with other characters, it could definitely form a more focused story.
CWs as given in the starting screen: violence, implied murder, and implied animal cruelty
You are assistant to baker Benoit in this small town, and your first day coincides with the Saving Day Festival. What better chance to get to know your neighbours?
The small town with secrets is a well-worn trope of interactive fiction. Different authors and games handle it differently, and in this case this dark side is given a relatively light touch for most of the game. There is signposting throughout the story where the choices get more explicitly horrifying, which I found was a nice tone adjuster
What Let Them Eat Cake did really well was establishing the discomfiting experience of intruding on a close-knit community. Even with nothing explicit going wrong, there is enough awkwardness in the narrator’s interactions with other townsfolk, reaching a satisfying ending in the conclusion when the core secret is revealed.
The game is a good length to replay to try and get another ending as well, or to uncover more about the neighbours. No flashy implementation or mechanical tricks here, but solid storyline, good handling of the themes and enough detail in key characters to be intriguing.
CW: gore, violence
You, the narrator, are the monster under the bridge. Prowling in the night to catch unwary travellers.
There is gore; the narrator is a man-eating monster, after all, but the prose reads almost a nature documentary - not revelling in the gore, but framing it as a necessity.
Little bells and whistles: simple text effects which some might find distracting; hand-drawn illustrations which I quite enjoyed.
This story had clear branching and multiple endings which encourages replay, some endings more unexpected than others.
You are a psychic for hire at this grungy late night diner, and you have one job: make people buy Schtupmeister beers.
There seems to be a small element of randomisation. The writing nails the “grungy” mood pretty well, and each character whose mind you read has a bit of a twist.
I think it works well on ink, creating an impression of a continuous unbroken narration - or, you know, one’s train of thought when doing some light voyeurism.
An enjoyable snack of a game.
The storyline is a familiar one, of course. The narrator remains generic throughout, without a place on the lab team, and in fact so do the other characters. The explanations for each choice gives the narration a distinctly self-conscious air.
My overall impression was that it could use more polish. The writing feels rushed in places - as if it was trying to sketch out a scene and ran out of time. There are unfinished branches, which is a shame for a competition entry.
Without being emotionally invested in the narrator as a person, I felt no need to ensure their survival - instead finding all the branches felt like a story mapping exercise. There is definitely potential in the storyline to populate it with perhaps fewer but more realised characters to give the choices some emotional weight.
The Chekhov story is framed as something someone is reading on her phone - this results in a whole lot of text, and multiple parallel storylines.
The decision-making points come in the form of free text, but not like a parser in the sense that you input commands (i.e. verbs) and seem to be largely determining mood. As far as I can tell, though, they don’t actually change the following text. Maybe the choices affect the reader more than the story…? Maybe the act of choosing is part of the game; the appearance of having an open choice changes the interaction.
The elements of this story were intriguing separately: the purple prose surrounding a meme site, a la Imgur; the lottery theme in a late capitalism-type setting. But together I didn’t know how they fit together (especially the juxtaposition of those two threads), and perhaps I missed something; I’m afraid it didn’t quite work for me.
An interesting mechanic, and I would be curious to see how it worked with different styles of story. I would have liked to see it used for more than aesthetics, and it would be even better if such an unusual mechanism tied in with the themes of the story.