play time: 15-20 mins
The reader plays the last remaining priest devoted to an unnamed being, whose worship takes the form of daily ritual.
Loneliness and duty run through the story: this priest houses not-quite-human children, and they too make up part of the priest's daily duties. While there may be loneliness in unanswered prayer, there is, ultimately, solace and a kind of community in this sort of care. And if a religion lives only with belief (deity is an entirely different matter), then the player/character holds existential power.
The overall aesthetic, both in writing and visual design, is appropriately gloomy and formal. There are subtle nods to a deeper backstory, but the focus still lies squarely on the earthly: the priest, the children, the physical setting.
Different levels of choice are made transparent to the reader with the text formatting to indicate its importance in the narrative's progress. The story has shallow branching which converges in a suitably ambiguous ending, as befits a deity which may or may not exist - whose existence may, in fact, depend on the player's choices.
A grieving narrator finds a letter with a secret. Playthrough: 10-15 mins
This short game had the cadence of song lyrics, and I found Texture a good fit for the story: I ended up reading the verb (which, in Texture, you drag to the relevant word in the prose) like a sort of chorus.
The loss is depicted as historic, yet the narrator’s feelings are raw, unaddressed, difficult to disclose to others. That gave the developing story a creeping horror(Spoiler - click to show), one which can be read as literal or metaphysical.
I have only minor gripes related to the aesthetics of the platform itself - I wish Texture would display the text at the same size regardless of the amount of text on screen, and so could be more legible. But this is no fault of the author, and I’m not inclined to attribute it to pacing.
A commendable use of this particular platform to tell a story about an unresolved, malignant grief.
(Warning: This review might contain spoilers. Click to show the full review.)CW: violence - spoiler reveals more specific, but spoilery CWs: (Spoiler - click to show)Abduction, violence against children, abuse
Although the titular character is framed as the bogeymen of children’s stories, to another eye - an adult eye, probably - he is a more quotidian, though no less terrifying variety of criminal. Fairytale elements meld easily with real-life methods of cruelty and control: the strange food and drink; the deserted cabin in the middle of the woods; turning frightened people on each other.
Bogyeman is largely linear, but where there are choices, they are difficult - emotional dilemmas most of them, choices between self-gain and protecting your fellow captives.
In other aspects, it’s simply a good game. Its slick design reminds me of A Good Wick, though much more readable. The layout of choices, especially where they concern exploring a space, are laid out to reflect that space. This has been one of the things that I found difficult when building a map of the story world during choice-based games. The directions I can explore are almost always laid out in lines of text, which I must translate in my head to how they would look on a diagram.
Bogeyman is certainly not an easy-going read, but grim and focused and well worth playing.
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.
Seeking a cure for chronic pain, you meet a dying man in a strange house surrounded by strange creatures.
Foreboding from the start, it uses the “creepy country house” setting to good effect. The landscape echoes the story. The style is what I’ll describe as baroque, partly due to some turns of phrase which suggest the author’s first language is not English.
The branching tends to be lawnmowery, where redundant choices dead-end and lead back to the main path. Some choices are obviously signposted, and I would have liked more consistency in the formatting – especially since some choices that result in a premature ending are not signalled as such. What makes it more frustrating is the sheer speed at which the text is revealed. Mathbrush’s review on IFDB suggests that this is incredibly deliberate, yet something which even the author couldn’t stand on repeated playthroughs…
Another thing that struck me, in the time waiting for text to appear: the player’s main motivation appears to be a mystical curse, but in most aspects is chronic pain – a relatively common experience. Sans an obvious supernatural cause, I had to wonder why it warranted this treatment in the text.
This review is based on the current version, not the IFComp version.
Dull Grey is a coming of age story in a mechanised, stark landscape with the aesthetic of Soviet fiction. The story universe is dominated by the Progress-program, but it seems to have little sway in the towns we venture through. To them, the Progress-program is a distant mandates and forms flashpoints for ideology; the decision-making power does not lie with them.
The game itself is visually gorgeous, with just enough descriptive writing to sketch out a deserted depot here; a village house there.
Handling the choices was simply and very well done. You technically only ever have a binary choice between two professions. Neither seems good. The lack of choice is by design - and to good effect. There is a bit at the end which reveals the true scope of the game(Spoiler - click to show), rather like Caleb Wilson's The Northnorth Passage (I hope this isn't too revealing!). It also divulges the percentages of players who found certain endings, and looking at contemporaneous reviews, I'm starting to wonder how true this is.
This game piqued my curiosity in many ways, and was surprising in the best ways.
Premise: You're one of the last people in the town. Everyone else has fled on the government's orders, on threat of an unknown Enemy (yes, capital E).
Nightfall is technically proficient, featuring several good examples of parser conveniences. The player can use the "GO TO" command to navigate the substantial map, and there is an impressive amount of content to explore.
I found the sheer number of memories available slightly overwhelming, even if most of them appear almost… trivial. Memories sparked by visiting certain places for the first time are indexed for future reference, though not all of the memories turn out to be important for progressing in the story.
The swelling inventory is disambiguated, but in a way that shows off the underlying skeleton of the parser format. Items of the same kind are colour-coded, like one might find in a point-and-click game (does anyone even remember those any more?!), whose artificiality becomes more obvious the more time one spends with non-parser or more modern, naturalistic games.
I found it hard to suspend disbelief starting from the premise. The town in Nightfall has the air of an unimportant town caught in the thrall of international politics, a little like Salisbury was to UK politics in 2018. The game remains infuriatingly vague about specifics, though, and do not offer too much information payoff for following a lead. If anything, the character motivations struck me as being a bit threadbare. The player character appears to be motivated mostly by an obsession with the unnamed female character, whose motivations we never understand - we cannot even infer it from the PC's memories of her - until the ending.
Nightfall is a large and mostly well-constructed game. The espionage setting will be familiar to denizens of the parser format, and despite everything I could still enjoy the game. Recommended.
(This review was based on the IFComp version on IFDB.)
[Briefly mentions a nearly abusive relationship. Time to completion: 15-20 mins]
Relic is a largely linear piece of interactive fiction about a salvage collector who chances upon an incredibly valuable figurine - but there appears to be something wrong with it…
Relic is set in a universe that melds cyberpunk technology - think handsets and novel plastics - and earthy magic, but the technology and even the magic merely forms the backdrop. The world building details are more of a focus and filter for social issues and tensions that also exist in our current world. What matters, then, is the people, and the story.
Sandel’s conception of the lore and traditions around the salvage community will doubtless be familiar to anyone who has even dabbled in such interests as stamp collecting and comic books - those interests commonly relegated to “hobby” status, but which attract lots of gatekeeping. In particular, those who purport to maintain quality within the community disproportionately exclude minorities.
Relic may look plain at first glance, but this would be to overlook a cracking good story.
Winter Storm Draco is a moody traipse through an over-snowed path, but with some strange sights on the way.
Winter Storm Draco is a game that is well-suited to its format. It plays on one of the strengths of the parser format, by allowing the author to wrench control from the player at key moments - first in navigation, when even the compass directions so ubiquitous in parser games mean nothing; later, in the end-scene.
I relied on the walkthrough in several parts but mostly there were textual clues enough to let a reader canny with parser game conventions to proceed without too much difficulty.
It has the signature self-referential, dry wit that came through so markedly in Nautilisia, though Winter Storm Draco is a little more introspective, a little grimmer. Overall, enjoyable and atmospheric.
Yulia’s inherited a ring from her beloved grandmother - one which opens up portals to other worlds.
Inheritance draws on what is now surely a familiar concept of portals to other worlds. These other worlds, however, are never anything more than sketched out, and encounters with NPCs feel like a fever dream… or perhaps just a little transparently like an NPC encounter. They have exactly one message to impart, not that Yulia can actually interact with them, and then she’s off.
Yulia can only agree or disagree with NPCs, and/or move somewhere else. In this game, she is forever running away from something. Yet, without a clear story direction, exploration becomes a thing to do to find an ending instead of being intrinsically motivated. Being able to see portals merely expands the story map, instead of being a tool for achieving some goal.
Inheritance is prettily styled, though one might wonder if this formatting could have been put to more intentional use. One of the many other games which plays with the idea of portals is Invisible Parties by Sam Kabo Ashwell, which brings out the idea of worlds being tangled and messy, with consequences which matter to the PC, a bit more than Inheritance does.
[Mentions abusive relationships. Time to completion: 15-20 minutes]
Being the wife of an august wizard brings its own dangers.
The PC is wife to the wizard who is now her husband. They were, if not colleagues, then teacher and student, yet he dismisses her own “unruly” research, allowing her to continue only because “it seems to please her”. This echoes sexist assumptions of skill common to numerous other fields - from game development to medicine - which often casts women as the amateurs, forever the apprentice to their male counterparts. And, most notably, she plays into this as well, describing herself as an amateur.
The use of the verb ‘consider’ turns an invasion of privacy into something more like observing, but it quickly becomes clear that the PC’s husband is not who he says he is, that the PC is not /safe/, that prying is the only way to survival. Unusually for Texture games, Honeysuckle is strongly location-based.
What I most enjoyed - if one may call it ‘enjoyed’ - was the subversion of the traditional player as the chosen one, the powerful one, the one with the gifts. In Honeysuckle, the PC is, initially, utterly disempowered. She is the apprentice, the junior one, the amateur. She is the humble one - the /humbled/ one - who does not speak up because she knows few will listen.
Honeysuckle stands up as a modern retelling of Blackbeard: a predatory husband; the PC just one in a line of victims. The difference, of course, being the outcome. In the same way, this game has similar themes to Sara Dee’s Tough Beans. Both have female PCs who are babied by their male partners, and both find their salvation in his destruction. But where Tough Beans is unambiguous in its outcome, Honeysuckle is a little more ominous: each of its ending branches is wracked with uncertainty.
Honeysuckle is a game about alchemy and escaping domestic peril, and it is straightforward in that front. Several aspects of the story, however, are far from fantasy for a significant part of the population. Although its ending is ambiguous, Honeysuckle envisions the possibility - with both means and opportunity intact - of escape.
The Imposter uses Windrift’s mutable text to create a rhythm, and the prose flows with an easy rhythm. The distortion of the everyday added to the feeling of disorientation pervasive throughout this piece. The Imposter is dynamic fiction, and of a kind particularly well-suited to Windrift - a pleasure to read.
If you enjoyed this, you might like Patrick, by michael lutz.
This game is split into several vignettes of the player-character talking with several characters. These are often the peripheral roles in your classical fantasy adventure story: the people that make the story possible, but who rarely get any other role in the story. Characters like the mother of a villain, speculating what made him become that way; or a commoner, who’s put his heroic days behind him.
Some might find this game preachy. It’s monologue-heavy and quite topical - some of the topics it mentions have been at the forefront of the public mind in recent months, and appropriate content warnings are provided at the start of each vignette. Given that the player must read through at least five of the initial six vignettes to progress, though, it seems a little contradictory though.
A point of interest - each vignette ends with a binary value judgment, and you must explain yourself. It could either be gimmicky or thought-provoking, depending on how you view it.
Confessions is very linear, with a mixed bag of a setting - there are hexes and monarchies, mechas and chatrooms. Although there are several points which could put off a player looking for polished games, Confessions does still take a slightly unusual approach to fantasy adventure.
[Time to completion: >1 hour]
[Content warnings for mentions of abortion, child death]
In Map, you play a fed-up housewife in a subtly mutating house. Space, here, is used to reveal memories. As the reader learns more about the PC, the more the house expands to accommodate that, and each new room offers a chance at atonement. Just as space moves non-linearly, time creeps strangely. If you know Pratchett’s metaphor of the Trousers of Time, or think of decision-making as creating forks in a timeline - it’s very much like that. Just as the PC can enter new rooms in the house,
The themes in this game reminded me of Sara Dee’s Tough Beans, or, a more recent example, Cat Manning’s Honeysuckle. All of these feature female protagonists who have been dutiful and responsible doing what was expected of them until they were all but forgotten, until some catalytic event drives them to change.
In Map, the protagonist is much less involved, on the micro level. The rooms you discover let the player relive key decision-making moments in the PC’s life, but once you enter a moment, you can simply wait for it to get to the only choice you have: a binary yes/no choice. Without this, though, the game might have swollen to an unmanageable size, so the limited agency is more strategy than anything else, and on a conceptual level, this does work - how many times have you wondered what would have happened if you’d made a different decision?
The scope of this game is narrow and deep, delving into the emotions underpinning life-changing moments and distilling these moments into a fork in a very personal timeline. Some bits went way over my head (the rubber plant, for instance), but overall it was an ambitious, thoughtful piece.
[Time to completion: 10-15 mins]
A New Year's Eve offering from Bruno Dias, set in the same world as Cape and Mere Anarchy.
When I played this for the first time, I had barely played the games referenced here, so why did it appeal so much to me? It's something about being a refuge from chaos, a safe place where those who put things right can rest - for now. The characters are weary, but at peace.
Its size and scope are kept deliberately small: the verb set is pared down to three verbs; the setting, to one room. But that one room suggests an entire world - one the player gets to know through its people rather than its locations. For a New Year’s Eve story, The World Turned Upside Down doesn’t point so much to hope for the year ahead, as it does to the fixing of past wrongs.
Disclaimer: I identify, to a frightening extent, with one of the characters.
You are a pathfinder, responsible for the survival of this ragtag group by determining where they should go next. But this ability, this gift - it threatens to tear you apart as well, because you aren’t quite what people think you are.
In Heretic Dreams, you must challenge your changing nature, and decide whether humanity is a source of strength or a necessary obstacle. Heretic Dreams is not quite survival story, not quite horror, although there are elements of both. It feels like distant footsteps on freshly fallen snow; like dark clouds congealing on the horizon promising thunder.
Do you lure trouble away with yourself or stick together? Is it possible to get out of this unscathed? It’s hard to tell. Nonetheless, the narrator’s position within their community and their proximity to the leader gives your choices a sense of impact.
A well-written, grim story about leading your community to the promise of a better land.
You are a Fabricationist, and you are the last of your kind. And now, you have awoken from your centuries-long slumber… and you have a visitor.
This game looks and sounds beautiful. Its soundscape is vaguely industrial, all hollow metal booms and gratings and the squeal of an untuned radio; the backgrounds are swimming watercolours.
This post-apocalyptic salvation story has an emotional heft that transcends the usual stakes implied by a post-apocalyptic story (the loss of life as we know it), thanks to the interactions - the give and take, really - between the narrator and an unexpected companion. Alone, who would have mourned the Fabricationist’s passing, or celebrate his achievement?
This remains one of my favourite games, for its message of hope in the midst of apocalypse is sorely needed these days.
[Time to completion: 5-10 minutes]
This game uses Google Forms, and why not? It sets up your own website for you, it allows you to make choices in various ways, it even can display text conditionally. It’s a blunt tool, obviously not suited for the task, but it… kinda works?
It is primarily dialogue-focused, taking on the feeling of an interrogation, an interrogation one who has brought on some unnamed catastrophe on the city. There is gentle, devastating rhythm in the prose.
All Your Time-Tossed Selves explores the various ways there are to make choices, with a little surprise at the end.
An Ectocomp game with the name of what is usually a joyous occasion is quite the juxtaposition. In this short game, you are preparing for your wedding day, and everything about the preamble suggests reluctance, hesitance; it is immediately clear that this is no consensual union. The wedding is a matter of practicality, as many are, and this affair was the best you were going to get.
The author’s light touch with world-building is not unlike watching a theatre backdrop: sketched out with just enough details for the reader’s imagination to fill in the gaps. Of course, this treads the line between minimalism and under-implementation, and one might argue for the description of this or that.
Like The Unstoppable Vengeance of Doctor Bonesaw (to compare ECTOCOMP to ECTOCOMP), Wedding Day seems at first to have a single path laid out, waiting for you to walk it. But the parser effectively masks the second ending hinted at in the ABOUT text, which gave it satisfying depth for a game with a carefully limited scope.
“Partial” may be in its title, but its length is pretty much unknowable. Links nest in links, and upon replaying, one is likely to find something completely new, suggesting a cobwebby tangle of links from idea to idea.
A short, easily overlooked interactive, more meditative practice than game.
This is a Twiny Jam game (hence, a short Twine) in which you are a mermaid - think sirens. But instead of luring sailors to their death for seduction’s sake, you’re doing it for your sister and your survival.
This game casts the sirens’ song as performative: born not out of a desire to seduce, but of necessity. Each attempt to lure a ship to its doom is built on the backs of your sisters. No one can win: either they die, or you perish.
Although tiny, little mermaids reveals just enough about the universe to form a thought-provoking retelling of the mythology surrounding sirens.
This game is something like All I Do is Dream by Megan Stevens from last year’s IFComp. The insomniac PC must decide whether to get out of bed, because of a lingering urge to wash themselves - despite having already done so. This game is a bit vague, but it’s an attempt to describe a particular state of mind. It ended, though, before it could get into the meat of the matter.
That said, short, one-topic games like this make up the IF ecosystem, even if most of the IFComp games tend to be more ambitious. I am grateful they exist. I am glad the tools exist to allow people to create games without any expectations of form or substance.
Something is much smaller in scope than the typical IFComp game, and a little forthrightness could have turned it into a sharp, glittering small thing.
The student rushing a big project has been the subject of many a game. Perhaps it’s an extension of the My Grubby Apartment trope. Perhaps it reflects a certain IF-making demographic. It’s not always well-done, but last&final is a creditable contribution to this ‘genre’.
This genre often gives, at most, a vague nod to the actual content of the project, focusing rather on the peripherals, often procrastination. But here, describing the incremental steps required to create a facsimile of real life adds to the creepiness. When machines have a precision far beyond human perception, how do you know you’re imitating real life details? Where does the border between mimicry and wishful thinking stop? Might you spend all your life fiddling with tiny details, only to notice that you were creating something totally alien?
last&final uses deliberate choice placement to create a rhythm in the prose. Combined with the disorientation of being alone in a big building with its own rhythms and seeing a part of its life you never otherwise see, and personal experiences of fatigue-sharpened senses, last&final presented a creepily plausible horror story.
You are a parasite. You manipulate dreams — no, you corrupt them. In this brief game, you have just one target, one dream. But although you bring corruption and fungal decay, your target’s circumstances make the decision to corrupt a bit more complex, both because the consequences of corruption are not initially clear, and you can stop the corruption at any time.
Corrupter of Dreams is succinct, but manages to establish the PC’s motivation and the key dilemma early on. Without this dilemma, this would have already been an interesting game; I enjoy one-verb or limited parser games because of its limitations and the subversion of parser conventions of offering as many synonyms to make it as player-friendly as possible. But introducing a reason not to go down the obvious route made the route that much stronger.
This is a short, simple concept executed well within its contraints.
[Time to completion: 15 minutes. This game mentions violence and harassment.]
You leave the village, defying the wills of the "wise men", in search for the heart of the forest. You have nothing, and danger presses in all around.
Krypteia sounds like an allegory, using both the language of adventures and quests, and the familiar language of the "monsters" and the "wise men" will likely be familiar to femme-presenting folk, who are, for instance, so often told not to dress a certain way, lest they invite trouble ("You can't go out dressed like that, the wise men told you. The monsters will tear you apart.").
The theme of metamorphosis suffuses Krypteia. This game diverts based on a single dichotomy: stealth or fierceness. Do you blend in, or do you confront? I found it striking that despite the approach you choose, the PC still loses her identity.
The language used here blends imagery of the wilderness with that of the night-time city, filled with leering men and streetlights. This is also interpreted literally in the ever-moving graphics. Building on that, symbols usually associated with femininity were, here, weapons.
With its purposeful text styling, graphics and sound effects, it is no surprise that Krypteia was nominated for a XYZZY in Best Multimedia, but it is also allegory, social commentary, kinda-fairy tale and a story of personal growth.
You are standing at a crossroads. Wherever you go, you will end up at a crossroads.
The writing is memorable: evocative language, unsettling imagery. Visit a location twice, and it opens up. Enter. Participate. Maybe, finally, you'll discover where you are. Some locations recall childhood - a playground; a zoo - but all are deserted. There is a semblance of life, but you never get to see it for yourself.
Quiet piano music, links which set the pace and mutable text illustrate a place which changes only when you're not looking, which constantly keeps the ground uneven under your feet.
In the pattern of my father's long, long legs, Crossroads presents itself as an unsettling, low-interactivity twine. As dynamic fiction, one tends to ask, would this work as static fiction?
Perhaps not. Not without a way to set a reader's expectations, and let the reader discover how they might be broken.
You start out trapped in a dungeon - not an unfamiliar scenario - with a long list of possessions. Not all of them are tangible.
The basic idea behind this is simple enough: choose the right belonging, and you'll move on. The right object is not always obvious, however, and the error messages are unhelpful (probably due to the word count). The landscapes that this game traverses are often surreal non-sequiturs, leaving me to suspect that the inventory objects might have come before the story.
Inventory uses the aesthetic of old-school parser - monospace font, green words on black background, even a command prompt - but I think making it choice-based streamlined the actual process of using the objects.
(Spoiler - click to show)The heart of this game is escape, and it is elegantly brought out - yes, even in such a brief game as this. Escape is always in service of a goal, marks the start of a journey. But escape, here, demands a price: every time you escape from something new, you must give something up. (In this aspect it is tangentially reminiscent of Cat Manning's Invasion.) For what end? Is it worth it? For me, this made Inventory feel much more substantial than a 300-word game should be.
The serpent has eaten the sun. You are the last one who can get it back.
Based loosely on Aztec myths, this game presents a prime example of Groover's signature imagination. Down is dark and bloody - set, after all, in the maw of a monster - but unlikely metaphors abound. Gemstones in gullets. A sun in the stomach.
Contrasts abound in this game. You must relinquish control in the beginning to be able to participate, despite being a warrior - a person of action! The serpent is a broken, diseased creature, despite being undeniably powerful - having swallowed the sun and defeated all before you.
Though somewhat more ornate, and definitely more outspoken than some of Groover's other games, Down, the Serpent and the Sun is well worth playing.
Every year, your friends hold a Halloween party, and each guest must complete three dares. The Psychomanteum is new: a mirrored chamber, in which you must stay, in darkness, for an hour. That shouldn't be too bad, right? You're a connoisseur of haunted houses and all things Halloween, after all, so nothing should really surprise you.
This game has all the usual trappings of Halloween - pumpkin spice, haunted houses, darkness. This contrasts with the genuine sense of increasing derangement as the PC spends more and more time in the titular box.
Psychomanteum has a strong concept, aided by the background music and sound effects. There were some disambiguation issues, if memory serves, and I didn't know what to make of (Spoiler - click to show)the slate. Psychomanteum leaves its truth deliberately ambiguous, but presented some deliciously creepy possibilities.
[Time to completion: 15-20 minutes; this game doesn't work in Google Chrome]
Right. Yeah. The whole island was sinking, really. I say island because that's the official term, but if we're being honest it was more like a pretentious sandbar.
[Time to completion: 15-20 minutes; full content warnings given at the start of the game]
You are Adalai Trammels, Skeleton Key, and that means that you can unlock any safe, open any door... even intangible ones. It's a surprisingly nomadic job, and you carry naught but your key and the money you earn in exchange for your gift.
There is a surprising depth and breadth as to what you can do here. Sandel deftly creates a web of conflicts in the town that has no easy conclusion, no single villain. Every decision - including the decision to action or inaction - has consequences on the townsfolk: just because you can open any lock, doesn't mean you have to open all of them.
The Skeleton Key finds strength in its structure, borrowing the cadence of a folk tale or fairy tale. Like many fairy tales, the onus is on the hero to pass moral judgement on the villain, and the power of the interactive format is that we, the player, get to decide who we condemn and who we save.
This is a particularly strong example of Sandel's work, featuring distinctive settings and nuanced, sensitive characters; further examples of her work may be found here http://inurashii.xyz/games/.
Readers interested in the folk tale style but with a taste for horror may also enjoy A Good Wick, in which you play a lamp in a town shrouded in eternal night.
[Mentions violence and mutilation. Full content warnings are given on the first screen. Time to completion: 30-45 minutes]
Pyre on the Water is a doomed town, and you are one of its lamps. You've burned for three years, and that is no mean feat in a town with no more sun, in a town whose lamps must be relit by travelling knights. But it is in one of these knights who holds the town's destruction.
A Good Wick has strong writing, with the cadence of a folk tale. It makes deliberate, thoughtful use of repetition and chapter headings as transition. Characters are defined largely by their roles in the community - and the horror derived from their deviation from these roles.
This game makes heavy use of multimedia and text effects. The background flickers and writhes. Links glow like a lamp in the dark. It works well on mobile.
Sometimes, the effects that make it so visually distinct make it less than reader-friendly. The atmospheric backgrounds were occasionally distracting, and some of the links were hard to find - although that may well have been the intent. There seemed, sometimes, to be so many transition headings that it broke up the flow of the story.
Nonetheless, A Good Wick is a visually rich, haunting folk tale - without the immediacy of games like 1181, but with a song-like cadence.
[Time to completion: 20-25 minutes]
Ash is about watching someone die. The PC, here, is getting to grips with their mother's proximity to death; the prevailing mood is deep weariness. The writing is stark, the descriptions minimal. The links mostly appear in conversation, and their brevity suggests that both the PC and their mother have long since exhausted most conventional conversational topics.
Institutional healthcare looms large in this story. Healthcare professionals appear mostly as faceless, nameless, taciturn individuals, delivering bad news bluntly and awkwardly, referred to in aggregate, making the hospital seem not even like a prison, but a mechanised facility. Ash emphasises how no one knows what is going on, how no one cares enough to look up from the charts and see how patients are doing, how bureaucracy strangles good medicine. The result is claustrophobia, a sense of being trapped.
Ash illuminates an aspect of illness not often touched on in games, and despite everything, despite everything, remains hopeful.
[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.
[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.
You, the PC, are mired in grief for the loss of Celine. Everything in the house, the initial setting, reminds the PC of Celine, down to the most trivial detail.
The setting, here, is both used to elicit the PC's memories and to create a sense of claustrophobia. Despite the social nature of funerals, the PC's grief is so intensely private, that to share it with others would be an invasion, almost. The tone is bleak - actions are sometimes rebuffed with terse messages: "You've been better"; "You can't remember anything important now".
Unusual turns of phrase - the curve like that of a human spine; the baboonish chatter - make everyday settings seem strange, something highlighted with the reality-bending lyre, one of the most obvious elements borrowed from the myth of Orpheus and Eurydice.
The game allows for exploration and is generally forgiving, except for the endgame, in which the player's sequence of actions is crucial.
This is a short, cosy Twine set on the back of a wagon, in which the PC and their partner discuss their future. It's been a while since the apocalypse happened, but you're alive, and the town up ahead is a new opportunity...
The setting borrows elements from Westerns, though it is not unique to them: travellers on the road, never knowing what lies ahead, being separated from human company for prolonged periods at a time.
There is something comforting about discussing what seems so trivial, so individual despite the world crumbling all around you. There is something comforting in planning for the future at the end of the world, and even more so in the NPC, Sam, who responds to even the most cynical of conversational options with good grace. Emphasising that is a gentle soundtrack, partly guitar, partly sounds of nature.
Design-wise, this game features the thoughtful use of colour schemes - with different colours for each speaker - and cycling links to present conversational options.
A peaceful, intimate diversion, not unlike laika's Heretic Pride.
[Time to completion: 20-30 minutes]
The PC is grieving for the loss of their husband, a professor, and they now have to clear his office. This is a short, one-room parser game in which the things you uncover reveal something new in the room.
The tone is weary and cynical: much of the trappings associated with academia elicit remarks on its futility, and the lack of lasting meaning - fitting, considering that the PC is rifling through the trappings of a life in academia.
Implementation is a bit spotty. It's not immediately obvious what triggers the appearance of new items, and some changes are triggered after a seemingly arbitrary number of turns, so it was hard for me to figure out how to finish the game. Some seemingly obvious nouns/actions were unimplemented (Spoiler - click to show)such as >OPEN CARDBOARD giving me "That's not something you can open.".
Boxes is a short meditation on futility and disillusionment, but is unfortunately marred by its less-than-comprehensive implementation.
[Time to completion: ~5 minutes]
This short poem, presented in Twine, is about the experience of walking home as a person of colour, and the fear of being seen as a monster and being attacked.
Links, here, act as punctuation, giving it the rhythm of song. So yes, it's better if it's read aloud, but it needs the player's interaction - of clicking on the link - to drive in the rhythm.
walking home uses the symbology of religion to represent the power of weapons, of always staying more dangerous than other people out there - there are lines such as "pray to the brand on its edge for protection" - but it is, ultimately, born of fear. And despite this, fatalism is everywhere - a fatalism born of weariness, born of helplessness.
It may be "just" dynamic fiction. It may not be technically spectacular. But it's powerful stuff.
[This game describes violence and suicide.]
[Time to completion: 30-45 minutes]
In this noir-esque parser game, you are a private eye trying to find out what happened to Brian Timmons, and it's a case that will bring you through a mental institution to a creepy cabin.
The good: the game is clearly heavily invested in building atmosphere - flavour messages abound at every turn. Story-wise, the game is based on the Call of Cthulhu RPG and has a nice bit of Lovecraftian mystery at its heart, even if it's a bit predictable.
This game also features an efficient way of transporting the PC to various locations, splitting the story into regions a la Pilgrimage.
I'm playing what I assume is the comp version, and, surprisingly enough, it seems to lack in polish. Dialogue was delivered awkwardly; the cogs and gears of the dialogue system sometimes shows. The messages that ASK [character] ABOUT [topic] produces conflicts with dialogue delivered through cutscenes. There were some typos and punctuation errors; exit listings not always listed. State (i.e. changes in variables) was not remembered elegantly. (Spoiler - click to show)I tried to get past the guard without a pass, eliciting a “Hey, sizzle-chest, no one goes up to the patients’ rooms without a doctor’s pass.”, yet could get into the wards without a problem.
Design-wise, the in-universe stakes presented never seem high enough to deliver a sense of true tension, but I realise that this is a tricky design problem, balancing players' ease of use and creating tension.
One last point: the Lovecraftian legacy and noir atmosphere do not help, but this game pretty much demonises mental illness and sketches the flattest of stereotypes. The femme fatale character feels like she was shoved in without context, making the PC's remarks about her figure and appearance all the more jarring.
The Surprising Case of Brian Timmons treads a familiar path, in both the horror and the mystery-solving aspect - sometimes too familiar - so if you like a straightforward mystery story, and you don't mind cutscenes, you might like this.
[Time to completion: 5 minutes]
This was written for the Tiny Utopias jam (https://catacalypto.wordpress.com/2016/04/13/possibilities-in-the-tinyutopias-if-jam), organised by Cat Manning (and is still ongoing!).
Skulls are not usual fare for utopias. Skulls mean death. Death means filth. But here, skulls are just another part of the PC's family trade, and what skull-scraper promises is plenty, abundance, enough for generations to come. Each skull holds a little vignette of experience, a ritual of transformation. Your role as a skull-scraper is not certain; what is certain is that there will be enough (see also Hannah Powell-Smith's take on the tiny utopia, Enough.)
[Time to completion: 5-10 minutes]
Here, you are a husband to a grieving wife, and you have the curious power to rewind time. Each time you do this, it comes with a physical toll. Ever since the accident shattered your small family, you've been making more and more use of this skill.
This game is not always polished - in some places, the prose would have benefited from a rigorous editing. What this game does well, though, is give a sense of weariness as the narrator deals with what is now nothing more than routine - emotionally taxing and unusual it may be, but routine.
The in-game action of rewinding essentially gives a reason for undoing, but makes the reader think hard about the act. Do you want to risk hurting an already-unwell wife, or do you want to spare yourself an act you have been performing thousands of times? There are no happy endings in this game. It is not lighthearted playing.
The stage is prepared. The house is open. Now, you wait.
The author captures the inner landscapes of performance well here. There's the restlessness before the curtain rises. Reflecting this, there's a small number of things you can do in this game, which is randomised in parts. There aren't any obvious goals. You can do things for NPCs - tiny quests, if you will. Regardless of what you do, the curtains will eventually rise, and you will assume your role.
Another aspect of performance: the bleeding over of on-stage roles into how you see the actors themselves. NPCs are referred to by their roles - Chatillon, 1st Executioner - even before they get on stage.
I was attracted to this because I've had my share of performances, with very similar feelings. If you've ever been part of any kind of performance, you'll probably enjoy it.
[Time to completion: 5-10 minutes]
In this game, you are at the beach with your boyfriend, medicinal weed brownies and a lump in your breast. This game is not about the lump, not mainly. This game is about confronting your own mortality and anxieties.
The Ocean is surprisingly similar to Tapes: both have a female protagonist who has some kind of physical ailment; both are in a relationship with a man, but most of all both share the same introspective, melancholic mood.
The Ocean uses a stream-of-consciousness style, coloured with metaphors, to explore the protagonist's emotions. The tone is distant, as if recalling a long-ago event, but unexpectedly snarky in places. The reader, here, is the narrator's confidante and companion. The reader's role, here, is not to perform or do or solve problems: it is to listen. And in the act of listening - of clicking through the words and reading it - the narrator comes to a kind of peace.
[This game features graphic descriptions of violence. Please exercise discretion.]
A short horror IF about something you found in the woods. There is a body. There is blood.
This game uses a branch-and-bottleneck structure, lending it some of the dread-inducing momentum as False Mavis had. The descriptions are visceral; the pace, inexorable. Instead of focusing on verbs - how you interact with your environment - the game instead focuses on nouns - what you interact with, as alluded to in the title. This gave me a sense of the PC focusing on the trivial, filling their senses with the minutiae of one thing, to block out the horror of the whole. Perhaps making the protagonist a child enhanced this: for how can a child make sense of all this?
The ending is ambiguous and addresses the story indirectly, so one might fill the blanks with one's own imagination. wood leaves stream body blood is a bleak and desolate short story, well worth the 10 minutes it took to play.
Time to completion: 15-20 minutes
This game is based on the English murder ballad Long Lankin and Burning Rope by Genesis. You are a servant in the Wearie household, and you need to secure the house, or Long Lankin will get in.
This game was based on and inspired by murder ballads, not just in the plot, but in the tone. It's probably worth listening to it after playing False Mavis. The author paints a decrepit mansion, filled with relics from a better time, filled with subtle dread. The reveal of the PC's true intentions was brilliantly done; the first time I read it, I did a double take. It's not immediately clear what you're supposed to do, but there's a lot in the setting to absorb the reader. This game apparently has multiple endings, but I haven't managed to reach a second.
False Mavis is a grim and brutal horror story about removing the traces of your past misdeeds. It has a great setting with lots of moving parts, and what the player has to do to progress in the story is thematically consistent.
[This game concerns a sadistic kidnapper. Please exercise discretion.]
First Person turns the relationship between the parser and the player on its head, making your interaction with the parser into a dialogue of sorts between a kidnapper and the victim. It's very brief. Details are kept to a minimum, to the point of underimplementation - it sometimes feels more like a proof of concept rather than a full-fledged game that one may be immersed into.
First Person is unsettling once you figure out what's going on, and be warned: there are no happy endings in this one. It's worth playing to figure out what's going on with the parser.
This game takes the form of a continual uprooting and moving. Circumstances - renovation, increasing cost of living, disruptive neighbours - constantly make it impossible for you to live there. Each passage lists what you missed from the last place, a sketch of the place you've moved to, and what eventually forces you to leave. At each turn, the direction from which you came is blocked off: you can never return where you came from.
The mechanics work well to illustrate the concept. It stabs at the insidious force of gentrification and also casts a glance at the impersonal nature of urban living, where it is possible to live months in a place without ever knowing anyone.
It would have been good if I, the reader, could have been more invested in the PC. The reasons why you move out are so varied that it can be hard to tell what the PC is like, and the descriptions are always more about the environment than about the PC. I imagine, though, that each play through shows the player a different set of circumstances which drive the PC out.
This game is otherwise technically sound: each passage appears procedurally generated, making it possible to wander through this city virtually forever.
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.
Light My Way Home is a contemplative Shufflecomp entry set by a hydro corridor, and the landscape is unlikely: metal towers, scrabbly grass, abandoned barns. But in the midst of this comes a simple, lovely story of longing and loss.
Light My Way Home is a lovely sensory experience. The location descriptions are evocative; it features a quiet soundtrack punctuated by the chirping of crickets. This game revolves around a special command, >POWER OBJECT, which allows you to change the environment around you to guide the one NPC and, in so doing, find out more about yourself.
Time to completion: 20-30 minutes
In Tangaroa Deep, you are a marine biologist going down to document creatures of the deep in SS Tangaroa. The deeper you go, the stranger these creatures become. After all, there is so much we don't know about the deep sea.
The PC's only link with the outside world is their connection with Jackie, their research partner, and their banter is a delightful foil to the creatures living down below, which get weirder and weirder. Like parser IF, the world model is location-based, which means story branching is dependent on where you move, meshing wonderfully with the overall story.
Several visual features illustrate atmospheric changes as the PC goes further and further down. The air meter ticks down. The background deepens from aqua to black. The description of creatures gets weirder and weirder. Where Dalmady's writing shines, I think, is in the late game, if you choose to go as deep as you can, and then some.
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.