In this twine game, you play as the Administrator at a mining complex (I think) run by a conglomerate. You are the bourgeoisie here, barricaded in your room as you contemplate your sins. Your company is out of contact. The workers are coming to kill you, as far as you know.
There are a variety of apparent paths, though I only took one. You have three or four different people or groups of people you can interact with and you can choose how to do so. No matter what, many choices require you to be an arrogant blowhard, which makes sense.
I ended up becoming a communist and ending the game with an Adam Smith quote.
It was a little one-note, but enjoyable, and had me really thinking about who to believe and how to strategize.
This is a 10K word prologue to a longer planned game, entered into the French IF competition.
It has a compelling story: your uncle whom you've rarely spoken to writes to you, asking you to come quickly. Much of this prologue is occupied with travelling there while simultaneously making choices that define your background (I made myself a poor unemployed person who brought nothing along with the journey).
You soon discover that (through a series of events I won't spoil) you owe a massive debt. You encounter a few interesting people (I thought the neighbor and the ruler of the town were well-written), and then the prologue stops dead in its tracks.
This has a lot of good in it now and could become great one day.
This game is the author's first experience with programming ever, which is pretty impressive given how nice it is.
It's a twine game where your character finds a box of documents on his doorstop dropped off by his mother.
Inside is a blank family tree and envelopes with different names on them. You open yours first, finding a lot of documents about your birth and upbringing.
The family tree can be filled out via a kind of quiz where you select from dropdown boxes, and if you get the information correct you unlock new envelopes.
The author didn't complete their full vision, but there is a lot here. I like epistolary storytelling (is that you you say it? Epistolic? something else) and there is a lot of variety in tone and structure here.
I didn't receive a dramatic ending; I just unlocked the whole tree and didn't see any new links. It felt satisfying though.
This is a choice-based French game that has, I think, 20 or so songs that play in the background (which I didn't realize until afterwards, as I play on a device with quiet speakers).
You are tasked with carrying a cadaver through a dark and twisted land where people live in fear and much destruction has occurred.
Gameplay consists of binary choices, like whether to go north or south or whether to follow fireflies or not.
The writing was great; even as a non-native speaker, I could imagine a lot of the cool scenarios and things that were written about. I had more trouble with the choices, as it was difficult to make any sort of overall strategy, and often (but not always) felt like one had to just guess. There is an undo button which is nice, and other players report there being at least 3 very distinct paths.
This was a fun game with a short playtime but some replay value.
You are in a village in a post-apocalyptic, bucolic life. Unfortunately, looking out the window, you discover that a zombie, a monster of legend, is coming to attack you!
You have to run (or, if you die, your neighbor runs) to the nearby houses to try to recruit more villagers to help you survive against the zombies.
It's a kind of optimization puzzle, where some people only respond if you already have a large group, or if you've talked to the right person, etc.
I played 3 times, and managed to save everyone the third time. Parts of the story felt a bit thin on replay, but the puzzle and seeing the network of relationships was fun.
I thought this game was really neat. You're presented with two choices at first, which you can click on, but the game immediately twists the way its presented into a really cool format.
The game has a French option and an English option and while I love French, I'll definitely pick the English option whenever given one.
The story is that you're visiting a psychiatrist. You can choose how your part of the conversation goes. There's a variety of options, and each one gives a voice over.
The game isn't really that long and may not be everyone's cup of tea, I just liked the self-referential parts. The '2/5' and the game's tagline of 'A pretentious, bland and predictable game, just like its author' refer to in-game comments and reviews left on the author's IF, and you deal with the feelings that that leaves you (which I found really relatable). Very glad the author wrote this!
I saw this game that had recently been released on IFDB outside of any competitions and wanted to try it.
It uses different colors for text, which is neat. It starts with you injured and in the dark outside a creepy building. It builds up to some creepy shenanigans with a computer in an office.
I couldn't finish it, though, due to implementation errors. Most scenery is not implemented, like debris or our wounds. So if you try to examine them or search them, they're not there. Most objects are just listed at the end of the paragraph rather than being incorporated into the text. I needed to get an important item from a cup, but trying to take the item from the cup said that I had to take it out of the cup first, and trying to take the cup said that I had to take the object first.
The design decisions seem punishing for no reason. There is a strict 7 item inventory limit. The game starts you on a timer before you die that barely gives you enough time to reach something to bandage your wounds, but trying to reach that part of the house encourages you to visit other areas (which can't heal you at all) first, so you have to dip in and out in one second. And the game ends the game and closes the whole interpreter if you UNDO because you're not a 'real adventurer'.
So, I was unable to finish it. I think the author has a lot of potential (so one of my 2 stars in the rating is for that potential), but I don't find the game enjoyable in its current incarnation.
This game is a longish twine game with lush but sometimes confusing writing.
In it, you play as a woman who is to be married off to settle her father's debts, but is late to the wedding. You stumble, chased by wolves, into a cathedral that is abandoned and stripped of religious symbology. You then dive deeper into the earth, discovering a series of trees that give sin-related dreams.
This felt pretty long. The writing has me going back and forth. On the one hand, it shows skill in word use and sentence formation. On the other hand, I had great difficulty keeping track of what's going on. Sudden shifts in perspective and topic aren't just common, they're essentially the majority of the game. Here are a few excerpts I had trouble parsing:
(Spoiler - click to show)There’s something happening at the police headquarters. It is an invitation, something thrilling but also dangerous. You had invited him over, for beer, for weed, the usual dissolutions, to assay your desire. This change of scenery could represent an escape procedure; the police headquarters, the inkcloud from a squid’s mouth. Yeah? Shall we drive over?
Clogged up, I imagine. I came by bike. He did not even intend to down his vodka club. You invent an obstacle. Bum tire on mine. Haven’t had a chance. An embarrassing fabrication: your life is nothing but chances. Hop on mine. He finishes the drink in the end, two thrilling gulps, pulls you from the bear trap of a lounge chair, positions you at the rear, to the private torments of discretion. Keep hold."
Another one:
"You keep turning over the question of death as if it were a weekend trip to the zoo. You’d heard about the albino crocodile, of course, the caged mandrills, the rhino whose tusk is slowly curling back into his skull. I’d like to go into town this evening, for an hour or two. Do you feel up to being alone? It’s a matter of practicalities, really, that’s what everything comes down to. Do we have a gun? She is sniffing at an orchid even though it’s plastic. Of course we don’t have a gun. The coffee is undrinkable. She must give you back the machine at least. Not even in your purse? It’s a rough-and-tumble neighborhood.
The storyline is interesting, and every part involving the marriage story was great. I just got bogged down in the middle and very intro and am not sure what was going on or what the themes were.
This game is about you, a vampire, being offered a cure for vampirism. But it's more than that.
It uses a variety of multimedia to enhance the experience: unusual colors and fonts, scrolling tickertape that changes depending on what you mouse over, music, and stock photos in the background.
To me (and possibly the author, although I don't want to attribute intent when I don't know it), the game is mostly about the relationship you have with the vampire who created you. It turns out then when a vampire makes another vampire, they override the personality, emotions, and memories of their victim, making essentially a new person. That new person is completely changed to be the image of the one who made them. And you have a chance to undo them.
It made me think about relationships, like one I witnessed where one person did everything they could to make the other person be like them, including having them stop talking to their family, move away from friends, be rude to people at work, play the same games, watch the same shows, have the same religious beliefs. And, just like the vampire creators in the story, they moved on afterwards (although our personal vampire 'sire' is different in this story).
Overall, I thought it was effective. The game has some variation; I played it 3-4 times to try to understand it and I saw some significantly different content each time.
This game is run on a retro mac emulator running Hypercard. I played a downloadable version, but I believe I read on the itch page after that you can play online.
It is graphics and music heavy. Like I usually do, I loaded up the game on my computer to have ready to play later while I finished chores, but I was surprised to come back to find it had been playing an opening sequence on its own, so I restarted to see what I had missed (quite a lot, it seems).
In it, you play an injured mech pilot who now (in embarrassment, I think) resupplies the other mech pilots. They come in, talk to you about small talk and also needs they have, and you need to deduce from that how many parts to order for them.
Throughout the story, you encounter a woman who always has and inspires tense emotions; this seems to provide the main thrust of feeling and plot in the game. However, the game is unfinished, so we'll find out more later on, and I'll likely revise my review then.