This game is fairly straightforward design-wise and writing-wise. You are a kid that witnesses a modern-day Rip van Winkle fall asleep.
Instead of focusing on the dramatic event, the game talks about the repercussions over the years, the effect it has on the community.
It's a little too short to become involved with the characters, but I found the whole idea charming and a good reminder of the effects we can have on each other.
This game is currently broken. I don't think it will always be that way, and I'd be happy to change my review if that changes.
You play as a character who experiences a life-changing event that results in the implantation of an alien presence. You shift back and forth between a real world and an alien, and between linear parts and puzzle parts.
There is some strong language. I'm loving the storyline here and would love to see this fixed.
Edit:
The author has made several improvements, although it's not perfect. I completed all three chapters this time, and I really felt a connection with the author. The feeling of impending doom that cannot be escape is truly a relatable feeling after I faced a difficult job search this year.
I love dark, psychological/surreal settings, and this story called to me. Some small things still need tweaking, however.
This is an interesting game. It has custom art and animations in the Godot engine. You play as three characters (well, four characters, but two are at the same time) as you go through the story.
It is very short, with just a few screens and one choice per screen.
It's a philosophical game. In the beginning (which I now realize presaged the end), you are asked to abandon the characters as soon as the game is over (hence the name).
I realize now as I write this that (in regards to that ending) (Spoiler - click to show)I was surprised and annoyed that the game just stops in the middle. I wanted to know more. But isn't that the whole point? That I had promised to not care?
So it is clever, but it left me feeling frustrated. Also, I feel like it could do better in its choices; for a few options, none of them were things I'd like to do.
In this game, you play as a new user on a poetry forum. You select from 3 usernames of varying respectability (and they all get commented on). You can then join 4 or so different chat workshops.
Each one has different characters, all reminding me of real-life forum members: the rude ones, the funny ones, the cute ones.
I got the Kanojo ending, which I enjoyed. The game's not too long, but it's replayable and its length suits its purpose.
I didn't feel strongly emotionally invested, but it's polished, descriptive, has good interactivity and I would (and did) play it more than once.
This is a game that I like, but which I feel could have been quite a bit longer.
It's got fun illustrations, an enjoyable premise (giant slugs attack everything), and the beginnings of inventory- and location-based puzzles.
But then it's over so quickly. It's 10,000 words, and you don't see most of those because it branches a lot.
In a way, it's kind of like Dungeon Detective 1 last year. I liked that game, too, but it was also too short, and the author made a bigger sequel (Dungeon Detective 2) this year that was much longer, and I loved it.
If anything, I just want more of this. Would love to play more games by this author.
This game reminds me of one I've looked for for years. In 2015, when I started playing IF, I played a parser game where you've just had a fight with your husband, and you eventually find (Spoiler - click to show)a used pregancy test in the trash. It was very short, and it comes to my mind often.
This game is a choice game, but has a similar theme. With only a few links in the game, it manages to be pretty tricky at times to advance the story. The styling has been modified somewhat, most notably by some timed text which is pretty appropriately used here.
It's hard to get emotionally involved in such a small game, though, and there is a tug of war between the puzzly link interaction and the heartfelt story. I feel like the interactivity doesn't pair well with the drama.
In any case, as a person I can identify with this moment and the feelings involved, and it brought back vivid real-life memories. I wish them the best!
The concept of this game is clever. You're having a conversation with a friend, and every emotion of the NPC is expressed by a photo of eyes. It's the same person, same pose, but with anger, happiness, sadness, etc. in the eyes.
It's very effective, kind of how emojis help express emotion in texts.
The one drawback in the interactivity and emotion of it is that it all seems a bit shallow. The story is toothless, a frivolous problem with hints at relationship issues. This same technique with a deeper story (not necessarily longer) would be splendid. As it is, it's presented in a very polished and well-done manner.
Sam Ashwell's games always seem to be from a parallel universe where IF developed in wildly different directions. They don't 'fit in' with usual IF tropes.
In this game which quotes (and reminds me of) T.S. Eliot, you are pursuing a wounded troll across a desert while being pursued by Yellow Dog.
The feel is sort of like a mix between Stephen Kings's Dark Tower and mythology. You encounter a series of obstacles, characters you deal with through menus (reminding me of De Baron. This game reminds me of a lot of things!)
Pure symbolic obscurism can be pretentious or effective. But I'm a sucker for it, so it definitely is 'effective' here for me.
This game was one of the author's first games, and it is small and simple.
However, it matches my ratings system well. It achieves emotional impact in that it makes you think of being a cat very well. It puts you in the mindset of the cat and all the actions are things my cat does.
It's polished in its smallness, and the interactivity work well, as it doesn't feel like lawnmowering to play and the links are placed well, better than many longer works.
It's also descriptive, and that's 4 of my 5 stars right there.
This game only lasts for about 1000 words, so it's a quick read.
It was made for MerMay, so it makes sense it would be about mermaids. But the title has multiple meanings, and the game itself deals with ambiguity and feeling.
This is a slight snack of a game, but it left a good feeling. It reminded me of my time living in Hawaii, in many ways, although I imagine it more as a cold Atlantic ocean than the Pacific.