The Golden Rose
This was a really interesting one.
There’s been a poll running on r/hostedgames about games with the best prose, best MC, etc. and Golden Rose won for best prose, so I was really hyped coming into this.
You play as a mercenary exploring an underground ruin whose existence is banned by the church. There are occasional flashbacks to a time long ago when Latin was the main language (this is like an AU medieval europe). Unfortunately, the treasure you seek has been stolen, and you have to set off to find the thief, spending a lot of time in a big city with a wide cast of characters.
The main NPCs are Alessa and Hadrian, fellow mercenaries, with Hadrian a former templar and Alessa an ice queen who wields two blades and knows more than the two of you about what’s really going on.
At 1.2 million words, I expected a long game, and having won best prose, I was looking forward to things. Then I started getting a little burnt out. Let me explain.
The author takes small events and amplifies them in a big way, letting you react however you choose to them. For instance, here’s how I feel the author would depict ordering eggs:
I look at the menu. (3 paragraphs of menu description).
Choice of reacting to menu (including grinning at the menu, saying nothing, frowning)
The menu reminds me of the hard times on the roads. (4 paragraphs of remembering journeying, when food wasn’t available.).
Reacting to those road times (including smirking to myself, saying nothing, frowning, praying thanks I’m not starving now)
Saying something to Alessa or Hardian about the road times (3 paragraphs of conversation)
reacting to comment (I can flirt, or my lips can quirk, or I can frown or be silent)
I ponder the menu. As I do, I look about the room. (description of people for a page)
Choice to react to people (I can flirt with them or smirk or grunt or pray)
Someone resembles those who are chasing us. I freeze. memories of being hunted come to mind (for 4 paragraphs)
reaction (I can weep in fear, wear a hard grin, say nothing or pray)
Thinking about those chasing us makes my hand hurt (4 paragraphs of hand hurting).
reaction (wince in pain, grin through the pain, grunt in pain, pray)
end of chapter.
Chapter 7: The Waitress Appears
Now obviously I didn’t receive this as well as many readers have (the game has more ratings on the Hosted Games app than almost every Choice of Games game, so it’s obviously extraordinarily popular). I thought it must just be a hit or miss thing, and went to Steam to see if any negative reviews agreed with me that it could get tedious, but the steam reviews are wildly over the top:
The new standard. Makes every other COYA game look amateurish. The writing was fantastic.
Amazing writing. It pulls you in and just doesn’t let go. The roleplaying opportunities are great, you can really develop your character’s personality, motivations, and skills. There’s so many choices and the game doesn’t make them for you or force you into a choice like some other text based games. It’s funny, emotional, charming, and has a lot of depth
Writing, writing, writing. The prose is lyrical and textured, but never indulgent. It doesn’t waste time describing every rock and tree, but it does make you feel things—from the weight of your sword on your hip to the quiet ache in your chest when someone you care about looks at you a second too long. It’s storytelling through implication. You feel like a real person, not a stats-driven machine.
So what makes good prose? That’s completely subjective. If someone likes the prose, it’s good prose to them. For my own tastes, I like to dabble more in the fantastical and metaphorical. I like a lot of dialogue. I like high-density information.
Let’s look at Golden Rose when it wants to have a dramatic moment. I think this is good:
Before your eyes, the Golden Coast stretches from east to west. The Mediterranean Sea, undulating gently on the surface, seems almost purple in the setting sun. The air smells like salt and fresh summer evenings.
You lower your eyes and see it.
Sitting on the rocky shores of the Iberian coast, its high walls and narrow streets jutting out, rests a sprawling city. From above, you see the soaring towers of the castle and the spiked balustrade of the enormous Cathedral.
A large dock juts out of the cliffs. The wood and black stone merging together to hold countless hulking ships with high sails and golden names on their hulls. Smaller, single-masted vessels fill the rest of the space, clogged together so tightly they seem to form an ocean of their own.
Standing proudly at the center, its masts soaring high above all, a Portuguese galleon sways gently near the pier, its white, triangular sails flapping in the wind. You see the imposing red cross and feel a weight settling on your stomach.
The Holy Cross.
So, they’re here
On the southern end of the city, facing the rolling hills and the endless flatlands beyond, is the main gate. The iron door that bars the outside world from the safety within.
Tarragona.
This is good writing! This is professional writing. 90% of the IF I’ve read is worse than this. Lots of sensory details (smells, colors, sights). We get a lot of info: There is a sea (the meditarranean, with a city with high walls, a big dock with a lot of little ships and one big ship, then a big gate.
We don’t get any real information on how we feel about this (nor do we choose our reaction here, as we do in other scenes). We don’t know what emotions are at play here. The imagery exists but is not, I’d say, vivid.
For my personal tastes, I like writing that more focuses on giving us information we couldn’t otherwise deduce, or that surprises you with it’s words. It’s hard to find comparisons to Golden Rose because these games don’t focus on long, ponderous descriptions, they use quick bites and often intersperse with dialogue. For instance, the game Bogeyman by Elizabeth Smyth gets down to the details quickly:
The window is a pitifully small square of thick, warped glass. You can’t see much through the frost crystals still thawing on its outer face: a foggy morning settling over a rocky incline.
This tells so much in two sentences: it gives a sense of claustrophobia and wrongness. It tells us the season and time of day, gives the general setting. We can imagine the world with so little.
Like I said, other of my favorite authors using a lot of dialogue. BP Hennessy’s games are just scripts:
Birdland
DAN CANOE: …It’s all about respect. You have to respect the paddle. Be one with the paddle. Treat the paddle like a lover. Or, if you prefer, a close friend. Most of all, you’ve got to stay calm and centred. The paddle can sense anxiety and if you bring a nervous energy into the canoe the paddle will betray you.
(The campers stare at him blankly.)
DAN CANOE: Now. (He picks up a paddle.) Today we’re going to be practicing some basic strokes. Remember to grip the handle firmly and make calm, deliberate motions. Any questions?
(You raise your hand.)
DAN CANOE: Bridget.
This conveys so much with just a few words. We immediately get a glimpse of this man’s personality, we get a sense of the social dynamics, how everyone is feeling, our role in the social pecking order. Without any other context you can guess a lot of the game’s structure and setting and feeling from context clues here.
I also like authors that use interesting and fun word choices that take time to read and process, like Chandler Groover in Cragne Manor:
Some instinct called them to the plant, compelled them to fall in this particular arrangement. Their limbs are like letters, their slaughter grammar. Whatever language they might embody, its blasphemy could never be written. Only erased.
Now, it’s really hard to come up with writing text like this, especially to fill out 1.2 millions words, so some kind of redundancy or filler is to be expected. But Paul Wang has similar wordcounts. I like how he describes approaching a major city (much like Terragonna):
From Guns of Infinity
The Antari write poetry about these plains. They have songs, folk tales, great epics, all about the vast expanse that now surrounds you. To read or listen to such things, you would imagine that the place would be a land of unbound wonder, a place to lift the hearts of all who would walk or ride it.
Yet you feel nothing. It is merely grass upon rolling hills, good ground for light cavalry perhaps, but you feel no different surrounded by it now than you did two days before, when you were surrounded by trees.
Your column makes good progress that day, forging forward until it is too dark to do anything except set up camp.
The next morning, you spot a grey haze above the horizon before you, the sort that only comes from smoke rising in vast quantities. By midday, that haze has become a cloud, and you begin to see the low, dark shapes from which the blackest and heaviest of the smoke rises.
By mid-afternoon, the sky grows dark from the smoke, which now begins to blot out the summer sun above you. Finally, you and your men crest the top of one last ridge, and you breathe a most involuntary sigh of relief when you finally have a clear view of what is before you.
Not three or four kilometers ahead of you lies an expanse of canvas tents, staked out and arranged neatly in rows around a large pavilion. Beyond that, there is a hellish expanse of trenches, earthworks, and fighting positions, boiling over with men in the burnt-orange coats of Tierran Line Infantry…
…and not a few hundred paces beyond them, scarred, battered, scorched, but still standing proud and unbreached, are the defiant walls of Kharangia.
Just like the Golden Rose text, there is vivid imagery, but see the difference! Action,movement, suspense, emotion, lore. We can tell right away what kind of genre this is.
Anyway, my goal isn’t to convince people that Golden Rose prose is bad since you can’t objectively prove subjective things and because it’s not, in fact bad; I just don’t think it’s revolutionary or the greatest prose of all time or even of CYOA prose or even just of Hosted Games.
I think a lot of that comes down to plot. I love plot, and this game has very little. Everything is stretched out as far as possible. Exploring the docks (which is 1/4 or 1/5 of Ch. 4 alone) is 120K words, the same as Creatures Such as We, one of my favorite games of all time. We start the game chasing down a thief, at the end we find him, the middle is all looking, but there’s no content besides the looking. 1.2 million words of looking for the thief.
The choices provide a lot of customisation. Basically, choices affect your states but never really test your stats (though some past decisions are tested). In on chapter with 96 choices, only 4 or 5 or so had stat checks.
But, 16 of them allowed me to ‘smirk’ and 25 allowed me to ‘grin’; plastering a smile on your face is one of the most common options (other variants of this personality are to laugh or to ‘quirk your lips’). After having two options in a row where I could smirk at inappropriate moments, I imagined an MC that picks these options all the time just terrorizing Terragonna with their smile. I called him ‘smirky’ and sketched him and then added some other common variants
(we have ‘Pious John’, who utters prayers to the saints. ‘Frownie’ who is unhappy or unpleasant. ‘Blusher’ who does the flirty or shy moves, the OG Smirky, and ‘Grunter’, who grunts and side-eyes or says nothing the whole time).
None of these choices really do anything; the big choices are in branching the story.
So, why is a game with solid but not enrapturing text, very little plot, and choices that don’t really do much of anything so popular? (By the way on IFDB I plan on giving this game a 5/5, and would rank 9/10 in competitions. I’m 100% only pushing back because of the extraordinary claims in the Steam reviews).
My hypothesis is that people like it less as a story and more as an experience to live in, like a Sims game. At every moment, you’re being that character, which can take on some of the tropes I listed above. With thousands of words per scene, you can take your time and spend days or weeks reading and imagining yourself there; this time makes you familiar with the characters like they are your friends. With little plot, you can pick up the book at any time, even after many days, and hop right back in since there aren’t a lot of plot points to forget. The lack of stat checks mean that you can just be yourself and not worry about anything.
So for people who want fiction that can be a reflection of themselves (which is one of the whole points of CYOA) or for people who want a ‘life experience simulator’ or for people that just want a lot of material, I think this is a good game. I’d love a 240K word version that just has the parts about the latin and sculptures and the conversations with friends.
Now that I’ve been grumpy (and I know people won’t like this, I saw how people reacted to my Swamp Castle review so I’m ready for the heat), I’ll say that Beka and Billy were awesome characters. I’ve never really seen a character like Billy (I can’t remember if I named them that, but that’s my horse); he’s genuinely funny. And every scene with Beka was a delight. I also liked the ‘corrupt older man’ depictions; a couple of people in the game (notably Aurelius) felt like Judge Claude Frollo from Hunchback of Notre Dame.
Anyway, that’s my take. As someone who like information-dense genre fiction with lots of choices and some pushback-crunchiness-chance to fail, this game didn’t enchant me, but if I were the author, I wouldn’t change a single thing I complained about here. Every single thing that rubbed me the wrong way is something that other people have liked and has spurred sales. You can’t really make fiction that appeals to everyone at once, and Golden Rose has levels of sales and popularity I will likely never achieve in my lifetime, and I think the author deserves it for finding out what the audience wants and deliver it. Never Change, Ana Ventura. But if I change my viewpoint I’ll come back one day and change my review.
This game is by Adrao, whom I know from Hero or Villain. I associate this author with complex mechanics-focused games that let you try out interesting systems.
This game was both more ambitious but less polished, even unfinished, then the last one I played.
For one, it is the sequel to two unrelated games, one a fantasy game, and one a game set in modern Tokyo. You can import a character from either one of these games. The differences between the two are slight; you end up in an underground cavern with a skeleton protecting you, and you explore your base while dealing with otherworldly creatures. In the Tokyo version, I made a surface cult and there was an alien/elemental attack on Japan, while in the fantasy I didn't see a surface cult option.
There also is a way to make a new character for both, but the stories feel a bit incomplete. The Tokyo one is short but leads into the cave pretty well, while the Fantasy one just jumps from being a weak spellcaster to a very strong one.
The incompleteness isn't just inferred; there are notes throughout the work saying that the game is incomplete, mostly saying that the author might expand one storyline later. The most notable part is the epilogue, which is blank, saying the author might add one at some point to link into another game.
Gameplay itself was hard to get into the rhythm of but improved over time. I played on easy mode, having learned from past games that this author likes to provide real challenge. At first, rats ate all my stuff, so I made ghouls to stop the rats. I had a big army mining and making weapons, when a dwarf came and overwhelmed me. It turns out I needed unassigned monsters to fight random visitors. There is an attack power level based on you, your spells, and your unassigned minions. If it's higher than the enemy you win, otherwise game over.
So I started over and focused on making tons of guys. My health and will were continously depleted because my cult was making ghouls, but that gave me a big army and I found spells to replenish myself. I thought I had a strict time limit, so moved fast (the game kept saying I needed to make a portal whenever there was a lunar occurrence of some kind and I missed 3 or so before I finally made one). But it turned out I had enough time to research 2 mega-spells (Death Knight and Banish) before the end happened.
I made my army big. Too big. By the end I was riding my dracolich, summoning demon allies, fighting alongside 2000 rat zombies with my army of skeletons and zombies led by a fully armed and armored Death Knight against alien invaders. My attack power, due to my careful planning, was over 600. The alien overlord had 30.
So, I won! Using the ring of time and harvesting elementals for my ascension.
Near the end I had ran out of most story-based options and was just in a cycle of learning what I could until I ran out of useful options there, so I just cranked out studying for my big spells.
If someone wants a simulator for manipulating a necromantic army as a lich, this game works well. I just wonder why it was released with gaps in the story?
This is a small Inform game centered around adverbs, the second such game I have encountered (the other being Forever Always).
It's also designed to always look 'nice'. Typically parser transcripts don't read as a full story because the player will wander around and have lots of > symbols everywhere. Some games, like Laid off at the Synesthesia Factory and My Angle, got past that by eliminating the parser prompt symbols and making the game's error messages read like actual story, or just advancing the story no matter what you do.
This game removes the parser prompt and messages. It also writes its responses in verse.
It was a bit hard to figure out what to do at first, but typing different emotional adverbs and watching the reactions helped me get to an ending.
The story is about a woman dancing in the woods at night, weary and wanting to stop but unable to do so. More lore is spooled out as you continue.
Interesting concept, but a bit confusing.
When you think of genres with standout authors, "mouse train" may not be one that immediately comes to mind, but perhaps that's a sign that you should try more solipsistgames.
The Neo-Twiny Jam is a long-running game jam that looks for games using 500 words or less. Sometimes that helps encourage new or busy authors by giving an easier target. Other times, it encourages creativity and fun, seeing how much game you can fit into those constraints. (both can be true of course)
This game takes the 2nd path. It's brief, and has a simple premise: a mouse takes a long train ride, and other creatures join the train, whom you can try to talk to or not.
There is some tension from people's reactions, which feel pretty realistic to me. And there are a couple of different endings.
What I like is the truly lovely art for the game, especially of the creepy critters. The game itself is only a couple of minutes long, so I definitely encourage people to check it out!
This game is the third in the Infinity Saga.
One of the biggest differences between the Choice of Games games and the Hosted Games games I've played is that, due to CoG house style, most official games are pretty well-rounded, being roughly equal in the way they treat stats, narrative, romance, and plot. Sometimes they struggle in all 4, sometimes they are fantastic in all 4, but due to testing and editor help it's generally a complete, relatively uniform package.
Hosted games that I've played tend to be very strong or completely focused on one area while ignoring or struggling with others. Wayhaven and Soul Stone War are hyper-focused on romance. Hero or Villain: Genesis is maximized with respect to stats. The Aegis Saga is all plot. This isn't bad; if I want to play, say, a simulator game, War for the West or the Magincia series can really satisfy that.
To this point, the only games that seemed really well-rounded in the official CoG way were the Fallen Hero games. But now this game, Lords of Infinity, is another one in that category. The first two games in the Infinity Series were very war-focused with little romance and only a few characters.
This game expands that world. I saw that some were dismayed that it's no longer purely a fighting/army game. And that's true; but at 1,600,000 words and with 1/4 of the chapters dealing with fighting, it essentially contains an entire war game.
This game branches very heavily, so I can only offer an insight into what I played. After war ended in book 2, I had the choice to retire to my estate or spend time with political maneuvering in the capital.
I chose the estate option, and promptly found that I had huge debts and fairly bad stats (I've heard the pre-made characters are OP, so I might do that instead next time). But I buckled down, courted a neighboring noblewoman's daughter who was my long-time betrothed, improved my village, dealt with bandits, and struggled against political unrest.
Later, combat and battle occur once more. As the game series progresses, we've moved from a frontline soldier with musket and sabre to a strategic commander. We now deal with some of the highest levels of military strategy.
There are multiple clubs you can join and sides you can take. After a while, I decided to use a guide. I had heard people say this series is stat intensive and hard, but I didn't think the last two games were that bad. This game had me restarting many chapters and referring to guides a lot. I found it fun.
Giant games like this do feel overwhelming at times. While they sell very well and are obviously great, I don't feel too bad about authors releasing multiple smaller games instead. But the market will do what it will do.
Very balanced overall, and now I understand many more memes from the Hosted Games subreddit. I've wondered what a 'Wulframite' was for a long time (I thought it was related to Book 1 Duke of Wulfram, and was so confused when he was written out of the book).
The depth, replayability, and difficulty of this game make it a good choice for people who want to rack up a lot of hours of playtime.
This game takes the structure of the first Open Sorcery and fits into a Christmas theme.
Like the first game, you are a sentient fire spirit that is also part computer program. It follows the 'canon' ending of the first game where you save everyone. In this game you find spirits by identifying their 'matter' and 'motive'. There are a lot more nice spirits in this game (although I did find out that I murdered a potential nice pet in the first game. Oops!)
The biggest new addition is that each dream is its own playable game with a variety of puzzles. They can be pretty hard, but you get multiple attempts. An optimal playthrough of the game is very hard, requiring a guide or lots of attempts. A fun but okay playthrough is pretty easy.
I was a little torn on this game. I love Christmas and it was fun seeing a sincere appreciation of it, especially through a new lens. On the other hand, part of my love for Open Sorcery is for the sense of growth and development and newness, and progression, and this game had less of that. It's like the difference between Season 1 of a show and season 4 or 5 where they're really established.
I did love the gnomes in this, very fun. And the emphasis on us learning how to give gifts. For its small price, I'd definitely say it's worth it; while it's not as fun to me as the original, it is still more fun that most games.
This is another Hosted Game that goes completely off the beaten track with its own mindset. So, another caveat here that while it's not what I was seeking when I started playing Hosted Games, I believe it achieves its goals well of providing a progressive strategic gambling experience.
You enter a casino with 5 floors, and are given some tokens. Each floor becomes progressively more strategic.
Floor 1 is purely random, with games like roulette or lotteries. Higher floors include things from Blackjack to poker all the way to a variant of Risk.
I get easily addicted to things (and so do my family) so I generally do my best not to enjoy gambling, so I was at odds with the game's desire to be entertaining to me. Instead, I tried to maximize my success.
The game is like a reverse casino, because you have an inherent luck trait that gives you an edge over the house. Once I realized that, it was easy to get past the first few floors. The reason casinos work so well is that the law of large numbers says that the longer people play, the closer their winning average is to the theoretical average. And every casino game is designed so that the house, on average, wins. That's why high rollers get so many perks; the longer they stay in the casino, the more likely they are to lose it all.
In this game, you have the edge. So, for instance, I can just go to roulette and pick any bet and blindly play over and over again until it gets high enough, then increase the bet and repeat. The standard deviation isn't 0, so you can run out of money, but there's a bank with infinite loan amounts with no interest, just repaying.
Blackjack was easier since I learned how to deal it for a fake school casino event. Poker became a little harder; it's 7 card poker (2 in your hand, 5 on the table) and you can pick the best hand of 5 cards, so flushes almost always won.
Commander, on 4th floor, is the one that really got me. I wanted to rush through since I had been playing an hour longer than I had planned to, and it has a system where you have to guarantee you know whether a certain hand will win or lose, as well as winning 3 out of 5 hands each round. I eventually realized a way to guarantee I'd know.
Each floor has minimal story, with an option or two to get a little text. I did like the building up of the story over time, and the shape of the plot arc is solid.
There are essentially no advantages to the text format here; seeing the cards would have helped a lot. I realize that the graphical gambling game market is already heavily saturated, but if you take an overly common game format and remove helpful features, it doesn't bring extreme joy. IF often thrives when it does what graphics can't or allows much more content than the artists of a graphical game could be paid to create (and that is achieved here in the narrative portions, just not the rest).
The progression worked well for me, although like I said commander was pretty hard for me. I don't think that the author could have done better with the goal in mind (to make a text-only progressive gambling casino with a focus on games and a de-emphasis on narrative).
This is the series I didn't know I needed. I never was a big 'military' guy outside of a book I read as a kid called "Arms and Armor" that had pictures of English, well, arms and armor throughout history; I used to use it to look up what weapons in D&D manuals and David Eddings books looked like (like Lochaber Axes).
But I always thought things like rank and chain of command were interesting. One of my closer coworkers is a marine veteran and talks about things in the military a lot, and my ex-wife's grandfather was a lieutenant colonel when he died, which I found out is what most officers retire at.
This game really helped explain everything a lot. Now I know that doesn't sound like a resounding endorsement, but one thing I like about really peak media is how it teaches you something about the world or makes you think that it's teaching you about something (a non-real example would be like Mistborn's system; a more realistic example would be Moby Dick, which I enjoy quite a bit). This game made me feel like I really was an officer, climbing up the ranks.
It is a continuation of the last game in the series. You engage in a series of serious battles, and can gain temporary authority even up to lieutenant colonel. There are two main branches, and competent women make a significant appearance (unfortunately, my character, while interested in the spy woman, failed to make a good impression on her, to the point that she hated me).
I was dismayed to import my character from the first game only to be essentially told "Your character will fail. Make a new one." I appreciated the warning though. And it's not wrong; I had made an uncharismatic, boneheaded soldier who mastered individual warfare.
Once again I died at the end; once again I didn't mind due to the save and the realistic circumstances (many battles are lost due to random chance or poor decisions).
I'm looking forward to the next game. I heard the fourth game is on ice, and read the authors's Jan 2025 post about it, which puts a lot of things into more clear context. I definitely wish him the best!
The art for this series has been fun so far as well.
I really liked the writing in this game. You play as a soldier in a time of sabres and muskets in a fantasy world that only has light changes from our own (in this game, the only different was some sensing abilities and magical fire).
I'm posting these reviews on IFDB and the Choice of Games forums simultaneously, and I was really shocked when I came to IFDB and saw the most common rating for this game was 3 stars. I thought it was great! I think the interactivity might have been what turned people off; while there is significant, signalled branching, there are also long chunks of 'next page'. I don't mind that nearly as much when the story is solid, as it is here.
This games serves a specific niche. You are genderlocked male and war, training, and comrades are the main focus. There is no romance that I saw, although the relationship with the two main male NPCs can definitely be coded as yaoi-esque (using that term rather than mlm because it really reminds me of manga ships that my students really like, like Gon/Killua, Hinata/Kageyama or Deku/Bakugo where there's nothing canon but you can infer tension). I interpreted the relationships as friendship, doing my best to be a buddy to the grim and glum illegitimate nobleman I was rooming with.
You choose your overall stats fairly early on, with some chances to adjust them here or there. Time and money are perhaps even more important as stats; I chose to spend money on lodgings for my soldiers.
I died once, but the chapter save helped. I played the entire time as a combat maniac just wanting to bash everything.
My dad growing up used to spend a lot of time on wargames, buying those old tabletop hex wargames that were largely replaced by computer games such as Fantasy General and Panzer general, which he also played. He also liked (he's still alive, just not into this stuff as much) civil war stuff. I'd watch the shows with him and play the games, this really gives me that vibe. Also reminds me of war books like All Quiet on the Western Front. Very excited to read the rest of the series.
This game is one of the smaller Hosted Games. It contains a full story and a systematic scoring system, and if someone I knew personally told me they had made it, I'd be proud of them for finishing an interesting story.
As I've been reviewing all hosted games, it inevitably falls into some comparisons, and I'd have to say it is on the weaker end of the scale for my personal tastes.
It riffs on the Wizard of Oz books, and includes characters like Ozma. You are a young person (a wannabe witch or wizard) and its your quest to ask Glinda to make you a real witch or wizard.
You travel through Oz, running into familiar faces and deciding to either do good (for which you get goodness points) or wickedness (for which you get wicked points).
It looks at first like there's a lot of branching, but in most scenarios that aren't good vs wicked, only one option will be 'real' while the others send you back to the choice until you pick the right one.
The author does seem to have a big love for different parts of the Oz series, including a lot of scenes with the powder that makes things come alive.
There were some noticeable typos every few pages. Overall, while this feels like a labor of love, I didn't have quite as much fun as I could have due to the lack of substantial choices or character arcs (except for gaining wizard merch, that part was fun).