This is a fun “how much loot can you take with you” optimization puzzle. The construction is tightly focused on that objective (not a lot of gilding the lily or providing backstory, etc.). I liked the barebones approach--it just sucked me into the puzzle faster.
All of the details are very clearly explained, and everything runs smoothly. There’s also a lot of helpful quality-of-life features. I really enjoyed my attempts to get a better load-out of saleables, and I had one VERY intense eureka moment. A fun time!
A very short, dialogue-heavy retelling of Bluebeard, with the accompanying high stakes and emotional intensity. Overall, successfully gripping but I wish it had given a few more words to flesh out some of the paths, some of which felt very crunched.
A high-stakes, short horror game set in an abandoned church.
The concept requires replays, but it’s written well enough that that’s no chore. I wouldn’t have minded a few more endings, or delving deeper into the religious horror elements (i.e., adding more elements of guilt or culpability).
This game presents the immersive opportunity to explore a simulated semi-derelict computer desktop, including its saved and deleted files, programs, internet browser history, etc.
The GUI is really beautifully done, as is the rest of the polish, and the sound design deserves a special shout-out. Poking through someone else's files delivers a voyeuristic thrill, and the backstory you find is appropriately tormented and dramatic. There are also well-integrated puzzles.
However, the game stops a bit short of really engaging with its themes (i.e., about the suitability of AI to run the justice system), and there’s a few infelicities of phrasing.