This game was entered in Pet Jam. You are on an island where most things are made of felt, including a wide variety of randomly generated dinosaurs.
There's not a lot to do; most of the items consists of 'flavor' items that allow you to have fun, rather than pursuing an overarching goal.
I was on mobile, and it was frustrating dealing with the long dinosaur names (which can be rewritten) and with the red herrings.
This game is a luscious set-piece with nice graphics and infrequently changing links.
You wander around a city called Fahlstaff, absorbing local culture. Occasionally bizarre events will hapoen.
You make a choice at the beginning that determines the bizarre events. My choice led to some truly clever ideas.
The game seemed to have no ending.
In this game, you are hiding to discover if your wife is cheating on you.
It's very short, with just a few options. The idea is that each choice changes the nature of the setting, including altering past events.
It's an intriguing idea, but at such a small level it is hard to see what it could turn out like. In many ways, Choicescript games do this (how did you get here? Etc. As part of their world building).
This twine game is inspired by Pacian's Weird City Interloper. In both games, you use keywords in different locations to advance the story.
In this game, you have a few locations, and an inventory. Both are dynamic. You move to a new area and use a new item. Being porpentine, the inventory includes things like emotions.
Overall, the mechanic was nice, and the vaguely futuristic surrealism worked for me. However the overall gameplay turned into repeatedly cycling through the inventory in every location, hoping for something to pop out. An interesting experiment
This game by Porpentine features excellent writing and good effects. It contains some strong profanity and features some violence towards transgender individuals from a sympathetic point of view.
You decide to sell part of yourself, a mental part, to make money. The process is disorienting and frightening, and it causes you a variety of mixed emotions.
I felt like the disjointed experiences lasted too long; Porpentine's other longish games tend to have larger 'chunks' of texts at a time, which is easier to handle. Other people may not have an issue with this extended disorientation.
In this game, you play as a woman who wakes up in a spaceship, not remembering the events leading up to the spaceship's damage.
You move about the space station, uncovering a variety of unusual circumstances.
The styling is done well, with different colors for different kinds of links, and some nice visual tricks.
Overall, an enjoyable light snack.
This is a short Twine game that was part of a challenge to make short games based on the theme of 'pairs', and was later submitted to Sub-Q magazine.
The game is split into two sides, one dark and one light. One with a villain, one with a heroine.
The story is brief, and only hints at greater things. There is a great deal of world building, but most things are left unexplained.
A fun, light snack.
In this game, you play as a variety of characters who are all tied up together. The story is simple; a pregnant mother is injured, and the baby needs to be delivered. You need to help.
The game starts out in reality and veers into allegory. As others did, I enjoyed the real part more, if only because the symbolism later was hard to puzzle out. The game contains extreme violence.
Overall, the writing was excellent, as was the polishing. An interesting game.
This is a large, spare game where you are sent out to discover who was behind Sadam Hussein and the weapons of mass destruction or the conspiracy.
You wander from embassy to embassy and so on until you discover the truth. The game is frequently under clued, and the writing is often spare. It makes its point, but in an ineffective way.
Tailypo is an old folk tale told around campfires, about a person driven to excesses by hunger and the consequences of their actions.
This game is the quintessential Sub-Q game, with an emphasis on styling, formatting, dense & high quality writing, and short playthrough. There are also sounds.
For me, the text swung back and forth between the frightening and the silly. This is, however, present in the original tale. The writing here was most compelling when describing the hopelessness of the protagonist, and when describing the dogs.