This visual novel is part of the Single Choice Jam. In it, you play as a researcher on an underwater base where everyone has been slaughtered after a humanoid creature was dragged up out of the abyss.
The highlight here is seeing the beautiful artwork, of which there is quite a lot for the brevity of the game. It has a style that is distinct and fits well with underwater horror.
The storyline is gripping and intense. I did find a couple of typos, and some analogies didn't land for me (specifically a part about 'not an oz' when referring to information). Overall, though, I was glad I played and found it interesting.
This is a brief visual novel entered into the Single Choice Jam.
It has some moody background music and background images that set the tone appropriately for a conversation that has undercurrents of tension. You play as someone eating a meal with a person they haven't seen in a long time. There's a flood going on in town, too, which becomes a metaphor for the emotional story.
In the end, you come down to a single choice. Both options had realistic-feeling effects. The writing on the whole thing is solid, and it generally feels polished.
This game paints you as a character who wants to ask out someone in a market who you've seen before, but you have to settle on the right approach.
Unfortunately, our protagonist does not know that they are in a game entered into the Anti-Romance Jam. How unfortunate!
This is also part of the Single Choice Jam, so we only get one shot. But quite a few of them end pretty bad.
One that made me chuckle was (Spoiler - click to show)"Look, I'm just going to lay it out: I've noticed you here before, and I would really like to kiss you. So... what do you say?" and the reaction that followed.
Overall, the game definitely hit home, and having little choices right at the front made the interactivity work well.
This short Twine game is set in a fictional universe where you are a kind of seer having difficulty with your visions.
I feel like this part of a larger work, with some pre-established characters. It was a bit difficult to keep track of at times, especially since it used terms the 'the monster' and 'tyrant' where I thought it might mean a real monster, given that this is a fantasy setting.
The game itself is very polished, and includes some audio and some appropriately-timed text on one passage. It's part of the single choice jam, so there is, of course, only one choice.
Overall, the coding is impressive and I didn't see any typos or bugs, and I thought the choice had some emotional impact to it.
I could have sworn I had played a game just like this before, with similar color scheme and theme (high school reunion to see someone you were once close to), but I couldn't find it anywhere online. Then I remember, I actually read through this once before for the author!
Anyway, this game is about going back to a high school reunion hoping to see a girl you had a huge crush on before.
This is part of the single choice jam, so there's no deep interactivity, just a single moment that can alter your future irrevocably.
The writing is poignant, and feels 'real'. I went to my 20th high school reunion when I happened to be in town and while I didn't have a former crush there it was great to see and connect with friends I had once known.
Very strong story. The background does make it a little hard to see the grey links sometimes, but that's the only real drawback I can see.
This game was part of the single choice jam.
It's generally polished; I found no bugs or typos.
The writing is descriptive. It was a primarily linear narrative, due to the nature of the jam, but it works well as such, with a strong story about a half-Asian kid and their mother's attempts to bridge a generational gap.
It had good emotional impact; I know it's based on real life, but even depictions of real life can become one-dimensional. Both characters seemed complex and thoughtful here.
While the interactivity is severely limited, the game made good use of 'blocked out' options to highlight futility.
This game has a classic setup: you awake, disoriented, from a cryopod, alone on a starship. It’s been used dozens or hundreds of times before, but I always enjoy it.
You meet your ship and have the chance to walk around and exam things. The game isn’t too long, but I liked the writing and the two characters.
There are at least two endings. I liked one of the ones I got. I think one thing the game does well is its focus on sensations, including touch and sight. The descriptions are vivid.
All that said, the game is brief and doesn’t have a lot of time to develop emotional momentum, although it does well with what it has.
This game has you come to your partner’s door only to find that you have been cast out! The relationship has unilaterally been declared to be over.
What can you do? There really aren’t many options, due to the coldheartedness of your partner. Even talking only works once. This ends up being similar to one move games, but you get several chances to figure out what you can do.
This game is polished. I found no bugs and many custom responses, even with obscure commands like “push me” being blocked off to ensure consistent responses. It was fairly descriptive with regards to the people. Interactivity was natural, with many responses being implemented and subtle suggestions pushing you towards new actions.
Emotional impact was dampened a bit. We’re not told why everything happened. Did we cheat? Did our partner get a job in Beirut? Are we 14? I like to suspend disbelief and immerse myself in characters, but I didn’t have much to grab onto here.
The game is short, so I likely wouldn’t play it again. So I’m giving 3 stars. The workmanship is great, and the game seems to accomplish the author’s goals, but every audience member interacts with a work differently, and for me I’m more of a sucker for story and plot than character and personality, and longer or unique interactions over small bites of classic interactions.
In this short game you have to get through a party, passing 4 obstacles. You are rated on your performance by your boss and by your partner (one caring about the impression you made and one caring about the time you come back).
The obstacles are all different people. This is set in a larger world laid out in many games, so you can learn more about those characters there, but knowledge of those other games isn’t necessary.
The concept of replaying this game to get a perfect other is pretty good since it’s short with several paths per character. But there are two things about it that are frustrating: the e sing doesn’t give much feedback on what you did wrong, with just a pass or fail for each of your evaluators, and no gradations in the way they respond. Second, the two goals aren’t independent; you have to pass the first to reach the second. So it feels like there’s some underutilized potential.
This is a great game to code though; I feel like figuring this kind of thing out makes making future puzzles easier.
One of my favorite operas, if not my very favorite, is the Hungarian opera Duke Bluebeard’s Castle, a short two-singer psychological opera that turns the tale of Bluebeard and his wives into a story of almost pure metaphor.
So it’s always nice to see some allegorical Bluebeard content.
Alas, this wondrous tale is both a bit short and not interactive outside of actions. But hey, my favorite opera is short too.
On this you don’t feel a connection to traditional womanhood, but your parents arrange your marriage to Bluebeard anyway. But Bluebeard is certainly not what he seems.
This story has some layers to it; there was one implication I only just now realized besides the more clear ones. Overall, very interesting.