This is a Ren'py game entered in the single choice jam with some other minimal constraints.
It's go-go-go from the start, with flowery and/or extreme language choices, intense scenario descriptions, harsh music, etc. It tells a lurid tale of someone kidnapped by a jealous rival and tortured over and over.
I only played through one ending, so there were likely chunks of story I missed, but what was there was very descriptive. Aside from the game itself, I'm surprised that ren'py has over 1700 files to unzip when you download a python game.
Overall, a good exercise in writing stressful or tense situations, but the one-note harshness and intensity could have been balanced by contrasting scenes.
This is a game from the Single Choice jam written using Ren'py.
It depicts an annoying situation edging towards disturbing where the main character 'you-chan' meets 'yandere-chan', who is cosplaying as a yandere girlfriend from an anime (here 'yandere' being part of a classification of character personality types, including tsundere and kuuder, with yandere being the personality type that is obsessive and mixes romance with violence and abusive behavior).
There are two endings depending on your single choice. Mine went from a kind of cutish, annoying meeting to a deeply disturbing one, as is appropriate for a yandere situation. I didn't feel super invested in the storyline, but the descent into danger was handled pretty well I think.
Although short, this game satisfies all my criteria for 5 stars:
+Polish: This is a short twine game with custom styling and no typos or errors that I saw.
+Descriptiveness: The three main characters are painted vividly, with distinct and well-defined personalities and motives.
+Interactivity: As part of the single choice jam, there is only one option to choose, but it's an interesting one: which perspective to see the story from. It was fun to contrast the different perspectives and viewpoints.
+Emotional impact: I chuckled after the first story, not so much that I found it amusing but that it managed to pack in so much in a short time.
+Would I play again? I enjoyed playing it three times to see all endings.
This game was written in Narrat, an engine I hadn't heard of before but which worked very smoothly; this was a visually well-done game, with an appropriate stock image, nice styling/layout and smooth scrolling.
This story was entered in the Single Choice Jam, and features exactly one choice in the center of the story, at what felt like a powerful emotional moment.
Content wise, the story revolves around remembrances of Girl's Day, which I assume is the Japanese holiday, as the imagery used reflects that, and I'm not currently aware of other Girl's Days out there. The protagonist is old now, but reflects on the generations of women in their past. There are strong implications of the narrator's changing gender identity, but nothing explicit.
Overall, a thoughtful, reflective, and well-done piece.
This is my fourth TrexandDrago Development game and honestly they're out here doing things no one else is really doing.
All of these games are kind of surreal setups for dinosaur-related mysteries or dramas. None of them seem to lead into each other, so it gives the feel of an anthology.
All of these games are fairly short and unpolished, including this one that has elements of Gravity Falls, dinosaurs, and horror.
I've been giving most of these games 1-2 stars because they generally feel short and rushed, but if they were in one big compilation I'd probably give it 3 stars since it has a whole vibe going for it.
This is a Bitsy game, a kind of game that uses arrow keys to control minimalistic pixel images.
In this game, you pass through the mind of someone who is deeply concerned about the world. Passing through the mind once gives one thought, which can stick in your brain (usually only bad things) or pass through. The background images change depending on the person's reaction.
Topics include things like dating, climate change, police brutality, and others.
Overall, the concept works thematically. There's not really any kind of choices, though since it's in the One Choice Jam it might have made sense to have a decision at the end. Overall, everything that was here was well-made, it just felt a bit light overall.
This game is built around a pretty tight set of constraints, with limited words, graphics, choices, and music. But it manages to do some nice worldbuilding and scene setting in that time.
You play as a character who has been poisoned by their lover, a dashing rogue of a man. You have tracked him down, and have one choice to try to secure the antidote from him.
Due to the constraints, there is only one choice, one background image, one character image, etc. but what it comes up with is pretty memorable. It's not in any way a complete story, feeling more like a vignette from a larger work.
This game is about aliens coming to earth and holding the earth hostage until you, an above-average intelligence human, can solve a bomb defusing problem that comes down to flipping a series of switches in every poissible combination without repeating.
When I was a young man, my father helped local missionaries, and one day he asked me to travel with one to an appointment. That missionary got lost and was confused, so he went back home and we both waited for an hour until the rest of our group came back. It was the most boring time of my life. To entertain myself, I tried to tap out every combination of fingers on my right hand without repeats: 12345, 12354, etc. and it filled up the time.
So I already had the solution 'in hand' when playing this game, but it was interesting to see it sketched out.
The puzzle itself is interesting, and the framing story is good, imo. For my personal tastes, I would have enjoyed some physical characterization to compliment the mental and emotional characterization. For instance, the aliens are described as "They are about as weird as you expected, but all the same, they look weird in some unexpected ways and normal in others. They look weird enough to you that you know you must look pretty weird to them as well." This gives a ton of information about your emotional state and your mental reaction, but little on the aliens themselves. That's not necessarily bad; a lot of the best science fiction and horror rely on indescribable things. I just thought it'd be cool to learn more in this scenario.
Last comment is that while this was entered into the single choice jam, it felt like a lot more than 1 choice to me. There are multiple correct patterns, for instance, and the version I played had at least two areas (the 3 puzzle and the 4 puzzle) that allowed those multiple patterns. So I think it's marginal when it comes to the theme, but overall I enjoy this type of puzzle.
This is the third game I've played by TrexandDrago Development. Like the others, this is a shorter story with a bit wobbly English and an emphasis on cool dinosaurs.
This time the dinosaurs are toys named after characters from The Romance of the Three Kingdoms, but they are only a side part.
The main character is an abused teenager who is covered in bruises and dried blood. The action is all about escaping with the help of a new friend. It's an Adrift game with each action tied to a single letter command, so the game is 'type C to continue' or 'type B to grab the backpack'.
While this is part of the single choice jam, there don't seem to be any choices other than progressing through the story. The game is written in Adrift, but is only available in a downloadable .exe
Overall, as a jam game this was written in a short amount of time so has rough edges; but overall there is a quirkiness and sincerity to the story that I think works well. If there was more time to take these ideas and polish them, I could see it working pretty well!
This game in the Single Choice Jam focuses on a single emotional moment. You are on a space station and are preparing for your mother's delayed funeral/burial ceremony.
You are allowed to bring a single object back with you. Most of the game revolves around looking at objects one at a time and remembering what significance they have to you and to your mother.
My father talked to me before about how sci fi is really about everyday human stories, just placed in an extraordinary setting to bring out different key points. This game is fundamentally about the relationship between a difficult but attentive parent and their adult child. The sci-fi setting serves to strengthen some of the emotions, like isolation and lack of self worth.
The reduction to a single choice makes sense thematically, since you are deliberating on a major decision you can't really go back on. I felt satisfied with my choice and didn't feel a need to play again.