Magical Makeover is a self-styled parody of over-the-top Flash games 'for girls', namely those whose interactivity consists wholly of choosing outfits. It starts with floridly named makeup products and a rhyming, snarky mirror but delves into a touch of body horror, and into riffs off fairy tales.
This game is generous, in various senses of the word. The writer revels in description, evoking sparkly, colourful images. While the passages got lengthy at times, this was made up for by the wit: the game lampshades tropes from fairy tales and adventure stories. ‘Lampshades’ doesn’t even begin to describe it - much of the game felt more like an exuberant riff.
The level of story branching was certainly generous as well. As the author says, there are seven possible endings, but I was impressed by how distinct and well-developed each of them were, with their own backstories.
Time to completion: 10-15 minutes (your mileage may vary)
Three cycles since fecundation. The pharates can taste our thoughts. Their pupal minds yearn for mothers' milk.
You are sending commands to a parasitic, insectile entity, and there are a number of steps it must complete before it can successfully parasitise the host. Your task, then, is to figure out the correct order for the steps.
The puzzle is aided by informative failure messages, but even then, I took many turns to figure out a vaguely correct sequence. There is no question of error.
The writing in this game is deliberately wielded as well: the language is florid, like that favoured by Lovecraft, but terse; a tally of the casualties (or the pharates you fail to guide to eclosion) reminds you of the consequences of your clumsiness. This is body horror the way I like it.
Time to completion: 15-20 minutes
[This game describes an abusive and violent relationship.]
The key conceit of this game is that the more rooms you escape, the more abilities you gain. This is an interesting play on the idea of restricted actions. Your powers parallel what you know about yourself and the thing that brought you here in the first place.
The rest of the game is thinly implemented. There are some rooms with poorly disambiguated nouns. The choice of verbs and the implementation thereof sometimes feels clunky. There are built-in walkthroughs for individual rooms which make this much less painful, though I found myself relying on them more often than I should have.
The game overall is buoyed by its underlying story and its unreliable narrator. The reveal of the story feels satisfying and the journal tied things together - some might find it contrived, but I felt it worked.
In any case, the changing verb set is thematically appropriate, never mind that the puzzles could be frustrating at times.
In Rough Draft, you’re helping Denise, a writer suffering from writer’s block, decide the course of her story, a fairly generic fantasy-type story. At some points, though, the narrator decides that the story can go no further; you, as invisible editor, can go back and get her to rewrite at a certain decision-making point. It takes the concept of the meta-writing game and really runs with it.
What makes this game unusual is being able to visualise the story structure. I liked how information from one rejected branch unlocked decisions in other branches – a reflection, perhaps, of how brainstorming sparks off ideas, even if the original ideas never do make it into the final product.
Story branches are quickly pruned off, which means that players must do a bit of lawn-mowering (this is not necessarily meant as a harsh critique, goodness knows I’m guilty of that myself) to find the ‘right’ story branch that allows progress. It would have been great to be able to complete the story using a variety of ways – that, after all, is the power of the imagination.
It’s a pity that the meta-story (the fantasy story the player helps to write) is relatively bland. The fantasy story seems to follow stock tropes and template-like encounters; dialogue sometimes feels stilted. Nonetheless, it is evident that the author has spent much effort on this – the screens which show the story in progress are in reality separate images, as is the story map – and its implementation of this idea, which has so often been talked about, is laudable.
Content warning: this game contains sometimes unexpected descriptions of death and gore.
You wake up in a North London flat, unable to remember how you got there (sound familiar?). Tottenham is devoid of people. It's time to go.
The game is initially a lot about exploration. There isn't much of a clear goal, but as you explore, it's clear that something very bad has happened. The game never makes it clear what you're aiming for - perhaps a vague attempt at safety - even to the end.
Howwl is written with a vaguely Twine or Undum-like format, where you click links to progress.The links suggest what would be common actions in a typical parser game - taking inventory, inspecting objects and so on. The layout is attractive and neat, in which links add to a growing transcript which can be scrolled back. Header images mark changes in location. You can create an account to save your place in the story, but given that the scope of the game, as it stands (I played Beta 0.81), isn't too long, you might not need this.
Howwl aims for the gritty urban apocalyptic atmosphere in its abandoned buildings and filthy interiors, and does it quite well. You never get to see the source of ominous (and sometimes uncomfortably human) noises. You stumble over unexpectedly gruesome sights. The writing style is detached - is it resignation on the PC's part? Hopelessness?
I found the PC to be way too generic to give the reader a stake in how the story progressed- not that you get to make many significant choices, anyway; the author's method of removing options if they're not necessary makes it impossible, for example, to escape a certain place or to explore more buildings than the author intended you to.
Because the author removes links deemed unnecessary, it is possible to get impossibly stuck at some point(s?) in the game. So it's not that the game is unforgiving in its puzzles - there aren't really puzzles - it's more... a design fault, kind of. (I'll email them to let them know.)
I had some minor niggles about the writing. Brand names are mentioned, almost to the exclusion of actual description for some items. The PC is horribly generic; we know more about the PC's dressing and clothing than the PC themselves. (Spoiler - click to show)Also, when you start, the PC is somehow aware that you're on the eleventh floor despite not knowing where you are or how you got there.
(Spoiler - click to show)There are occasionally external links to illustrate what, for example, a minotaur or a Molotov cocktail is. Though I can see how they might be useful, I found them distracting.
Some things I liked, though: I liked the interface, though I found the scrollback style made it visually distracting since your gaze must constantly move from the new text to the links. (Spoiler - click to show)I also liked the unusual mix of classical monsters (there are minotaurs, for example) in a modern urban landscape, something I've not seen before.
Howwl is hugely promising, I think - I like the way it looks, the way it does atmosphere and its premise. (Urban fantasy. I dig urban fantasy.)
stone is a love (?) letter to a close friend, who is an aromantic student. Their incapability of infatuation and romantic love is viewed, in this world, as a sign of illness - of a stone heart, so to speak.
This is a work of interactive poetry, and in many respects is highly atypical. The kerning is uneven; the tone, conversational. The relationship between the two main characters is clothed in a magical setting where students build bestiaries and have to pass evoking exams. It is fitting, then, that the NPC's inability to feel romantic love is compared to a pathological calcification of the soul.
stone is affectionate, intimate, reassuring. The world building reminded me of Michael Swanwick's The Iron Dragon's Daughter, with its mix of sci-fi and high fantasy. stone, however, is almost its opposite. While Swanwick's novel heavily features sexual energy as a source of power, stone's magicians need not experience sexual attraction. The Iron Dragon's Daughter features an unforgiving, gritty world; stone depicts a tender, intimate moment between two friends. Recommended.
You've heard that faerie, if you treat them right, will grant you any wish. That's why you've sought out a faerie ring, to step into the other world.
Like Dalmady's other work, BtFFYE is a beautifully designed Twine work, with stylistic (and judicious) use of rhyming. There aren't really outright puzzles, though there's a bit where Dalmady does some rather clever things with the text... 'nuff said.
Each scene plays on the tranquil image of elves and fairies playfully cavorting in the woods, combined with common stories: that cold iron will stave off the fae, that eating or drinking food in the faerie world will change you permanently, and so on. Another common theme in BtFFYE's fae world is the search for home. This is explicit in one of the choices you can make early on, but it's there in the other story branches, I think.
Despite the genre, this is not child's play. Dalmady includes multiple endings in BtFFYE, and none of them are happy endings. Some might say that as long as you meet the queen, you're pretty much set for disappointment, if you were ever expecting anything vaguely optimistic to come out of it. It made sense, though, because it was in line with the idea of faerie being duplicitous, of being all about glamour and trickery. Some of the endings are brutal, visceral; others are bittersweet.
A technical note: the link text jumps around every time I get to a new page when playing on Chrome, but this resolves when I put the browser on 90% view. Or switch browser.