I was skeptical of this game at first, as I am not into games that push a particular viewpoint. But the conversation style, graphics, and options really spoke to me. To try and get the best ending, I put myself in Hana's shoes, thinking, "What would I need to hear right now"? I especially enjoyed trying to think like Ernie.
I got what I assume is the best ending, but I have no desire to try and find the worst ending, because the author really helped me empathize with the character.
For those who know what the topic of the game is: (Spoiler - click to show) I am usually wary of people writing about cutting, as so many people glorify it, saying for instance that all cutters are heros and their scars are from struggling with demons. I was taken aback by this games approach, which emphasizedthat cutters are just ordinary people with an unhealthy habit, just like drinking or gambling. I've overcome some unhealthy habits in my life, and this game was very close to my real-life experience. It really touched me.
This is a pair of hilarious games which claim to be translations of old Russian CYOA games. This leads to some of the funniest writing I have ever seen in an Interactive Fiction game. The game is enormous, with a large number of branches, some of which converge again later.
What really makes this game stand out to me is the option to undo any number of your choices and explore more branches. So many Twine games have interesting options that you cannot explore without redoing large portions of the game. This alone made You Will Select a Decision stand out.
There was strong profanity at one point, but as you are penalized for using it, it wasn't especially disruptive.
This is a short horror game in a biblical setting. Puzzles are interesting with some good variety.
The game is heavy-handed in its writing. The point seems to be that the author thinks that parts of Exodus are ridiculous and/or disturbing, and has written this game to show how horrifying and deeply wrong God's actions are in this book. This heavy-handedness comes out more in the commentary; the author admits that she toned down the actual game's writing in order to increase the frightening atmosphere.
I have very different beliefs from the author, and I believe that the events in Exodus are mostly historical, with some errors introduced in the manuscript over time; and that the God of Exodus was and is filled with justice and mercy. This obviously affected my enjoyment of the game. But as for puzzles and atmosphere, this game is very well designed.
This is a game of mini-games. As the author says, each of the three short games are unrelated except by concept. Each game strives to make a philosophical point by putting constraints on the user.
The games vary in enjoy ability. One of the games was actually quite enjoyable, with dynamic constraints. The other two were not very exciting.
The writing is melodramatic; it really reminded me of what you might expect if you told a university English class to "write something deep". It's hard to tell, though, if the author is doing this purposely or not, which is a point in the game's favor.
There is unnecessary profanity in the first game, a strange departure from the tone of the rest of the game.
For those who have played through all three games and read all of the author's additional notes and material:
(Spoiler - click to show)There is a fourth "endgame" which, I believe, is what the author refers to when he says part of the game is inspired by House of Leaves. At first, I really enjoyed this game, but then I began to realize that the game seems to place the new staircase only when a large percentage of the map has been explored, and then places it in the unexplored spot closest to the entryway. Because of the House of Leaves reference, I do not believe this puzzle is intended to be solved.
This is my first Quest game; as such, it includes a map that you fill out as you explore, and lists all important objects in a room as well as your inventory at all times.
Besides the usual inventory, the game has a great additional mechanic that gives you an additional way to solve puzzles. This was fantastic, and I wanted to keep playing just to explore the mechanic.
The story was fun, but not especially motivating. The parser was terrible; so many obvious synonyms were not implemented that the game became a frustrating guess-the-verb game too frequently. However, the new mechanic was so fun that I kept playing anyway.
This Twine game takes place in a forest as you try to scrounge up enough change to catch a bus. The game takes about 30 minutes to play.
Unlike many Twine games, there are a few actual puzzles here, but each one is not that hard (one was just hard enough to be fun). The writing is choppy at times, but it fits into the game's "hey, let's be goofy and have fun" atmosphere.
This is a Twine game in which you play as the character of young Arthur from the Shakespearean play King John. The game is very short, but provides an interesting take on the character. It is helpful to read the play before or after the game for complete understanding, but not necessary.
This is a very large Twine game that starts out mostly linear, branches a little, and then branches a lot. It includes a large area with a variety of rooms, including a clever means of transportation (Spoiler - click to show)the curious door/button combo. The genre is subtle horror/mystery, and the writing is evocative and sticks with you.
The lack of a save feature is annoying; as a casual gamer, I can't finish the game in one sitting, and it's difficult to juggle tabs to keep the game open throughout the day. This is one game I would like to finish.
Edit: The above is my original review, and I gave it 4 stars at first.
I think at the time that I played this in 2014, I assumed that there were many such Twine games, and found it a curiosity.
However, since then I haven't really found anything like it. Its writing is truly beautiful to me, and I count it among my favorite games (around the 11th or 12th favorite). It has a way of blending the deeply unfamiliar and frightening with the too-familiar and painful and the hidden and suffering. Wonderful imagery.
This is a very well implemented game with an engaging plotline and not-to-hard puzzles. The genre is humor/horror.
This game takes only an hour to play, but every location is well-implemented, and the puzzles mostly make sense (although one, I thought, was vaguely unfair, but it was probably just me not reading descriptions well).
The only drawback is the short game length. Pretty much a perfect game otherwise.
This is a Seltani game. Seltani is a hyperlink-based multiplayer format. While I was not able to try the multiplayer options (due to lack of multiple players), the single player mode was enjoyable to explore.
There are three sources of information: a dynamic room description with hyperlinks, in-game pop-up windows with information and choices, and a sort of running commentary on the bottom.
The game allows the choice of three different steampunk characters with customizable motivations. Each character sees and understands the world differently. As far as I played, the world was a 3x3x3 grid navigated by an airship. Every item was well-implemented.
Characters are in the service of an unusual queen, and are tasked with "taking care of" ancient ruins. I enjoyed the ability to interact with a large number of animals.
Worth checking out, especially if you are interested in multiplayer IF.