Reviews by Wynter

Twine puzzles

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Ned Nelson Really Needs a Job, by Eric Crepeau

3 of 3 people found the following review helpful:
A Twine game with many endings, December 28, 2021
by Wynter (London, UK)
Related reviews: Twine puzzles

Twine can be used for storytelling: it can be poignant, sensitive and subtle. Or it can be used for gameplaying, with divergent paths and, if desired, a lot of ways to go wrong.

NNRNAJ is firmly in the second camp. This game's atmosphere is one of slapstick, and its basic premise absurdly pantomime-villainous, outrageous and exaggerated beyond anything remotely realistic. I enjoyed figuring it out, getting to the happy ending, and winning the day against the odious Mr Jett. That said, I agree with a lot of the points raised in other reviews: a few lines could have been toned down a bit, the option to punch Mr Jett in the face comes too soon in the story to be plausible (it could have waited until Ned has legitimate grounds to be annoyed at him), and one critical puzzle doesn't quite make sense.

While not a long game, NNRNAJ was complex enough to take me a while to get to the 'good' ending. Fortunately, it is divided into three acts, with a progressive hint system - particularly important in the second act, which took me a while to figure out. However, the 'bad' endings are many and varied enough to make it worth going on the wrong path a few times.


Eidolon, by A.D. Jansen

2 of 2 people found the following review helpful:
Mysterious and evocative Twine fiction/puzzle, December 28, 2021
by Wynter (London, UK)
Related reviews: Choice-based fiction, Twine puzzles

This is one of the most atmospheric and evocative Twine stories that I have read. The things you see and read on your mysterious journey seem full of meaning, yet I could not say what they mean exactly.

The strangeness and arbitrariness of some of the objects which you interact with allow for some workable puzzles, even in Twine: rather than logically figuring things out, as in a parser game, you need to visit various different locations several times and note when they change and where new links appear. Many of the passages and descriptions do nothing to move the plot onwards, but they serve to develop the atmosphere and act as red herrings as you try to find a way forward. The visuals were absolutely appropriate to the gloomy midnight setting - black background, white serif text with pale grey link text - but I found that I really needed to look closely in order to notice where the links were.



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