In this twine game, you are transported to another world where you make friends with bizarre creatures.
It's the type of game that's fun and silly and everything works out. It's also pretty short.
The first link available in the game takes you to a youtube video of some music. It was interesting.
This seems like a super small game (like TwinyJam or something) but is in fact quite large; the author claims it has "~29000 words in 723 nodes". It is strongly branching, but also pretty fun; it also has nice background changes, especially in the ocean scenes.
It's a fun game for a diversion. Recommended.
You play a character on a train who assumes different personas or identities over a period of several days. You eXamine different people, and discover new identities, then BE them for different people.
It's a philosophical sort of game. I found it to be a bit lawnmowery (you spend a lot of time just trying each persona on each passenger), but I found it enjoyable. The 'seducing' personas I didn't really like.
The ending was interesting, but like many others, I found it confusing.
This game was shorter than I though it'd be. You select one person out of 9 on a raft, and you have several turns to choose who to talk to and what to do with rations. I don't believe the choice of character influences much.
This seems to be a weighty political allegory, but I found it difficult to see exactly what the messages were meant to be. There were parts against Nike factories, and parts for supporting refugees, but it seemed like there was much more that I was supposed to see that I just couldn't parse.
Overall, it was entertaining.
This game is a humorous story about a fly that notices a human up to no good.
It is surprisingly complex, and I found myself chuckling several times. It really seems to capture the essence of being a fly.
There was at least one link that didn't work (when I tried to SPLASH in the wine bottle), but otherwise it seemed really smooth.
There is some mild profanity.
This is an ambitious but incomplete game. The idea is that you have standard RPG stats, and by switching characters, you can get their stats.
The writing has seen a lot of effort by the author, but the interaction is a bit wobbly. I wanted to be the cat lady and find her cat as her, but I couldn't finish her quest as her. No one could recognize that I was her, either.
Interesting concept, but needs more work.
This is a shortish but heavily replayable game.
You are at a Halloween party in a haunted house. It's your job to watch 5 monitors to look for spooky activity.
There's a death, and the explanation for that death depends on which monitors you were watching.
I found the writing good, the sounds polished, and so on, but the core mechanic just wasn't clicking with me. Sometimes you were supposed to be looking, sometimes listening, sometimes talking; I felt like I would have preferred more segregation between the various activities you can engage in.
This game has the same design philosophy as the authors' last games, but with a very different set of mechanics.
The opening sequence is thrilling, with a strong buildup to... something extremely odd.
This game discourses at great length about advanced mathematics and philosophy while you are engaging in something utterly trivial, but it manages to blend the two together.
It was a trippy and surreal experience. I played until the game said I had no more to learn, but I didn't get a high score. If you get lost, shoot the magnet.
This is the first chapter of a longer game. It is written in free form verses, but they are quite easy to read as normal paragraphs, and the broken up style is quite nice.
The game has a sort of pagan witch style of magic, with archetypes like the crone, the elder, the maiden, and the mother, a shadow world, etc.
The game focuses a lot on mating and dating, but not in any explicit form; the society just has a more free form culture, a lot like the fictional society in Friends where there are few consequences.
Overall, well eone, especially in setting-building.
This game is in the spirit of the Problems Compound and Slicker City. It's a surreal adventure about self reflection and mean people, where everything is written using common phrases turned backwards (which reminds me, Andrew should write a game where every puzzle solution is a palindrome).
The puzzles were more interesting this time around, though I had the hardest time getting initial clues on how to solve them. I enjoyed the postponed mechanic, for instance.
These three games are all of one cloth. If you liked the others, you'll like this one.