Time to completion: 10-15 minutes or shorter
Fridgetopia has been described by the author as "mechanically utopian", in that it doesn't necessarily sketch out a utopia per se: there is not much world-building here. But this is not a slight against the game. Rather than describe your interactions with a specific space or time, Fridgetopia instead gives you tools with which you can create your own world, to a certain extent.
Fridgetopia is very short, and perhaps not very polished. It reads as much as a coding exercise (albeit an interesting one) as a game, but it does hide at least one secret, which... let's just say it deserves the label of 'fridge horror'. Very clever.
Time to completion: 20-30 minutes
The Shape of Our Container is a peaceful, conversation-led game about lying in the grass with your loved one. Similar to the other tiny utopias, there is a broad sense of forgiveness and peace. Structure-wise, the game has a broadly branching time-cave structure, allowing large variations between play-throughs. This gives the impression of living many parallel lives, of the impression of time passing.
Container is definitely polished and has fairly high replay value. Short, tender and intimate.
Evita Sempai centres around one woman's adoration/love for Eva Perón, who was the first lady of Argentina from 1946 to 1952. It is told in a series of episodes from the narrator's perspective, centred around encounters with Perón.
This game has social relationships at its core, but where other games allow us to manipulate our position in those relationships, the narrator of Evita Sempai already has a predefined position in her social circle. Dropping the player in all these relationships in medias res felt a little disorienting at first, but it also helped to flesh out a fully-formed protagonist who was not only in love with Eva Perón, but also a sister, daughter and breadwinner.
I went into this game without any knowledge of who Eva Perón was, but it's not strictly necessary. Context will certainly explain the later events in this game, and perhaps explain other NPCs' reactions to the titular first lady.
I found the narrator's relationships with NPCs difficult to follow initially, but this is really a minor quibble. Evita Sempai is neatly styled, with changing backgrounds highlighting the transitions between sections.
I am a sucker for local detail and this game does a nicely subtle job of it, even though (to my memory) city and place names are almost never mentioned. Evita Sempai explores a real-life setting not often found in IF, which is definitely something I'd like to see more of.
Time to completion: 15-25 minutes
Tokyo has been hit by a poetry outbreak. You, a robot, have been sent to deal with it.
Kotodama is set in a world in which poetry is akin to a contagious disease, and that shapes much of the world-building. This is evident from the first line, and the game is consciously thematically consistent.
The writing sparkles with wit, and the game's use of metaphor (that is, making it have literal consequences) called to mind Patanoir. Kotodama also gives a welcome depth to the world-building by giving a nod to familiar narratives such as racism or the role of immigrants. This seems to have some link to the title: according to the Oxford Dictionaries blog, which the game quotes, the concept of 'kotodama' applies especially to Japanese in its 'purest' form - that is, the language without any loan words - yet, definitions of what counted as 'pure' varied over the years.
Kotodama is relatively short, but is highly polished (I found the Poetry Dojo to be a stroke of genius) and very cleverly written. Highly recommended.
Time to completion: 30-40 minutes
You are a traveller - whether you be scavenger or dustrunner - and, on your steed, you traverse the hostile lands.
Ruiness is set in what I term 'dystopian wilderness': not quite post-apocalyptic, but barren, harsh, downright caustic environments. The prose is purple and abstract; the story typically abstruse. The florid prose thrums with purpose, though: each place has a distinct climate and role, and the different races or roles you can assume remain thematically consistent.
This game has all the hallmarks of a Porpentine game, but what I found the most interesting was the map/travel system. You travel by typing in your destination in a text field. Whilst in new locations, you discover new names, and the cities you have discovered are mapped out on a chart you carry. This allows for Easter eggs, for openness, for a sense of discovery.
Ruiness is a mid-length confection of a game which affords slightly different perspectives with different characters. The travel system is definitely worth having a look at.
The Role of Music in Your Life is, on first glance, an odd thing: a questionnaire? Seriously? Is this really IF?
The Role of Music in Your Life expands out into a dialogue-driven, minimal story about an anxious mother and her kid. The character development is handled deftly, especially when the kid in question speaks up, forming a good foil to his mother's perspective. Telling this story through just dialogue raised the possibility of an unreliable narrator, which gave a sinister edge to the mother's lines.
I was disappointed to find that, despite the choices, the story doesn't actually branch. It would have been satisfying, or at least fun, to see how different answers to the personality quiz-type questions affected how the mother treated the PC. Nonetheless, this minimal piece of CYOA has some very clever writing and a delicious use of unreliable narrator. I enjoyed it.