I've been going through the cheapest Hosted Games, which are self-published games hosted on the Choice of Games platform.
This game has you play as a young adult in a war-torn kingdom who bounces between rival factions for the government while escaping a cult and gathering magic items.
The core concept of the game is a good one, and there is some fun in using magic spells and working with your one-eyed friend/romantic option partner to face off against enemies, and there are some mysteries set up with satisfying payoffs.
It needs a lot of work, though. There are numerous typos, including on the first full page of text. The pacing in terms of paragraph breaks, reactions to significant events, page breaks and word choices is really off. In four succeeding paragraphs, the player can have a loved one violently die, train for a week to buy a horse, ride it for a couple of days, then leave it behind, all while cracking jokes. Your partner can randomly offer you sex 'with no strings' despite very little other romance happening in the game. For some reason, the country map is a map of Turkey.
I think the author is capable of making this very solid; typos can be fixed with more beta testing, and the pacing whiplash could be solved by putting each major event on its own screen and fleshing it out with some more reactions by the player or descriptions of the surroundings or events. This definitely seems like the talent is there, but more time could be invested.
At 4900 words, this is the shortest game you can purchase from Choice of Games, and is listed under its Hosted Games label.
It’s a gauntlet-style game with two chapters and no save. At any point, most options will kill you and make you restart the game. I replayed around six to seven times.
You wake up next to a dead body in your bed and need to figure out what happened. I was able to reach an ending where I was alive and powerful but never really discovered the truth.
The writing is terse and characters, plot and themes are underdeveloped. However, it’s not horrible, and can be played for free after an ad. It’s managed to get a 3.9/5 rating on the app (around 20th from the bottom) and hundreds of ratings.
This is the third-least rated game on the Hosted Games app. While some games have tens of thousands of ratings, this one has had 9 ratings in 5 years.
It’s a puzzle game. There are six or seven chapters, and each chapter has a “correct” path and multiple dying paths. Making it through one chapter means that you don’t have to replay it if you die.
The game is surreal, with a forest full of shadows and ghosts and demons.
The writing had some good descriptions but seemed more intent on atmosphere than communicating helpful descriptions. We are constantly becoming disoriented and confused, the trees are always full of shadows, there are strange sounds and growls; all good elements, but it can become kind of repetitive. There are also a lot of typos. I myself have a lot of typos in my own writing, but I try to use spellcheck and get friends to read the game to look for mistakes, and I think that would be helpful here.
It eventually ties into some (Spoiler - click to show)Mayan mythology, which was an interesting twist.
The puzzles include mazes, repeating actions, finding keys, etc. It is difficult to predict the effects of your actions. The main verb in most choices is “Percept”, which I looked up and is a noun (different than precept), but in the game it seems to be used like “perceive”.
Overall, it has a lot of rough edges, but I didn’t regret my playtime and I feel like the author must have learned a lot by writing it.
In this game, you have to move words around with a special SWAP command. The opening move, in fact, can be deduced from the name of the game.
Part of the game is figuring out what to do, so I'll put the rest of the discussion of the game and story in spoilers.
(Spoiler - click to show)
This is a series of increasingly complex sentences where some words have been swapped with each other.
So, you're trying to get words in the right order. This is made a bit easier by the fact that only words of the same size can be swapped, and by capitalization rules.
It honestly must have been hard to ensure that words weren't duplicated (which could have caused some issues with commands being well-defined).
I was spoiled by an online review about the plot, but it's okay, because that's what made me want to play.
The plot is slowly revealed that transposition technology can swap the minds of living things around. This can, however, cause cognitive decline. The messed-up order of words can be seen as both representative of the wand and of the cognitive decline.
Near the end, sentences come faster and less-well-formed.
The final choice was interesting. I found two endings.
I liked the understated creeping dread of this game, great work.
This game has you play as a travelling warrior equipped with a legendary sword.
Everywhere you go, you can talk to people, look at things, wait around, and, most importantly, CUT things.
Most of the puzzles revolve around a combination of talking and cutting the right thing at the right time.
Gameplay-wise, this game reminded me (positively) of the games Gun Mute (a linear sequence of fights with a powerful weapon and limited verbs), Tales of the Travelling Swordsman (a powerful sword-bearing hero defeats one challenge after another with their trusty sword), and a little bit of Forsaken Denizen and Attack of the Killer Yeti Robot Zombies (strategically defeat enemies with a lot of action). This isn't to say the game isn't innovative; its combination of melancholy, conversation, world-building and mechanics is good and new.
I especially like the conversation. Gun Mute and Tale of the Travelling Swordsman both went out of their way to have non-speaking characters as a major plot-point, leaving combat as the focus. In this game, conversation and cutting take up roughly equal roles.
I love the storybuilding here, which manages to give a good sense of progression in scale and understanding despite the (relatively) brief length of the game. It feels weighty, like the story of a much longer commercial game.
The puzzles were fun. I got stuck two or three times. Once, it was a fun fakeout. Another time, I thing the game funneled me into an alternative puzzle, which worked well. The last time I used the in-game THINK command for a hint.
Fun game, fun story.
This game was entered into Spring Thing 2025. In it, you play as someone near a fire in a cave. You are going to sleep, and going to dream. In the dream, you explore a fantastical dreamscape.
A recurring feature is that you continually have a timer and you die if you don't periodically wake up. I don't know what intended play is but I just woke up and stoked the fire after every choice, and used the 'back' button if I ever selected a choice with no new options.
I'm going to look at this with 5 different criteria:
+Polish: I didn't encounter any bugs and the writing was smooth and typo-free.
+Descriptiveness: The world seemed vibrant and interesting (in dreams).
-Interactivity: I didn't really enjoy the frequent waking up mechanic. It did pay off at one point, which was cool, but most of the rest of the game felt like I was just repeatedly scouring the options till something changed.
+Emotional impact: The game was amusing and the dreamscapes made me feel whimsical.
-Would I play again? I did feel kind of frustrated with the waking up thing, and the ending felt like it lacked a little weight.
This game threw me off (intentionally) at first when it didn't allow me to make a new save and had me continue. I thought I must have played a while ago and tried to reset, but it didn't work, so I kept going. It turned out it was (Spoiler - click to show)intentional, as the person I'm playing as was playing the game within a game. Pretty cool!
In this story, we play as a wounded soldier, and I mean really, really wounded: quadruple amputee, difficulty seeing and hearing. But you're able to interface with computers. And you can get therapy through virtual games, where doctors pose as NPCs to ask you questions.
You have a friend in the games, named Ada. While you play, you have flashbacks to your time in war. It seems like a semi-fictionalized version of America's constant wars in the middle east, with an 'endless war' in a desert-y area. The fiction part is about people surviving and being rehabilitated with expensive health care then shipped out to serve again.
I had different ideas for how the story could wrap up in a tidy way but it was left with several things open to interpretation, in a way that worked well for me. I enjoyed the variety of animations and text effects and fonts and the way the game differentiated different speakers and settings. Great work.
In this Twine story, you play as a down-on-their-luck artist who is trying to sell a painting. Unusually, you have the ability to enter your paintings and retrieve things from them, including magical creatures, called Artifexes. You usually keep one 'keepsake' from each of your 'canvases'. You need to sell a painting in order to keep on top of bills but there's a problem with your newest painting (and your newest buyer).
There are three things I liked about this game:
-The real-life parts were convincing. Our character seemed like a lot of artistic-type young people I know, in the way they act, the language they use, their relationship with family. The parts where the dishes just aren't done and that makes them too depressed to do the dishes, and that makes it hard to do anything, is very real. I also suffer from depression, and it changed my life when someone said that I shouldn't feel guilty for using paper plates if it improves the rest of my life. I do that now and it's really cut down on the amount of dishes I have to do. I also make sure not to buy too many dishes so that it can't get overwhelming. Anyway, I related to this a lot.
-The magical parts seemed consistent and well-thought-out. It felt like part of a TV show or series and the kind of thing where people could keep wikis on the info, as opposed to the kind of slapdash 'use your imagination and focus on your feelings' magic I often write.
-The choices felt like there were real consequences and reasons to pick both. Even if there weren't consequences some times, choosing to be angry at your jerky but lovable cat or apologizing to it felt like it mattered.
This game is a tribute to a character (Elaine Marley) from the Monkey Island games, which I admit I've never played (I've always been more into the 'text' part than the 'adventure' part).
It alternates between notes from the author about his feelings on Elaine Marley and Monkey Island (with some especially fascinating commentary on the layers of reality in the games) and actual gameplay.
I liked both parts. The author notes were fun to read and to compare with my own experiences interpreting and understanding games.
The gameplay parts involved escaping after being kidnapped by the ghostly pirate LeChuck. You mostly explore every option until you find all the items you need, then make some whacky contraption or something to escape. To me it felt like I could feel clever guessing what I needed to do early on, but that if I were stuck, the game would let me try every option until I succeeded.
Overall, I loved the heartfelt feeling the game had, it felt the opposite of impersonal or cold.
As I was playing this game, I thought, "This is exactly the kind of game I enjoy most easily: a polished kind-of-puzzly parser game with fun dialogue." It's amazing the reach that Charm Cochran has, from the gritty choice-based game We the Remainder that I first got interested in, to short story-focused games like 1 4 the $, to meditative and poignant games like Sundown and Gestures towards Divinity, to this game.
You play as a spy who has access to word-reversing technology. With it, you can reverse words you can see. Like Counterfeit Monkey, there is some thought put into world-building; people's perception of words (including your own perception) affects whether you can reverse something or not.
I enjoyed the riff on Spider and Web at the beginning with the lockpick, that was genuinely amusing.
The game isn't too long; there's really 3-4 sets of puzzles (the initial rooms, dealing with an NPC, a locked room, and the endgame).
It's an interesting balance of open-endedness and hand-holding. On one hand, conversations can branch a lot--but it often requires you to go through every topic. Puzzles have many potential solutions--but you're often given explicit hints about it and can ask for more in-game. This balance worked really well for me for 90% of the game. It broke down when it came to the puzzle with the (Spoiler - click to show)hammer. There were a ton of items that could potentially serve as a (Spoiler - click to show)handle in my mind: (Spoiler - click to show)the lockpick, a spare part, a branch of the retem shrub, maybe even the yam. But it's probably because I didn't know what a (Spoiler - click to show)spanner is and I dropped it early on as I didn't see a use. The hints didn't get explicit enough for me to know what to do and there was no walkthrough, so I looked for other reviews and saw what to do here as well as the next step which also seemed pretty unintuitive (but for which there is a hint). Now, this doesn't mean it's a bad puzzle; I barely struggled for 10 minutes before getting help. Someone patient and methodical could easily have solved it. It just stuck out when compared to the other puzzles.
Overall this was a good experience. I spent a long time griping above, but that was a minor divot in a good game.