This is a Texture game, where you drag actions onto nouns.
It also seems to be incomplete, or possible part of a series, as it includes ‘TO BE CONTINUED’ at the end.
You play as a famous and talented musician who has had one of the best years of their life. Leading up to their biggest performance yet, a deal they made comes due.
Overall the characters were interesting and the story a timeless one that has been retold in many ways in many ages. It felt a bit slight; there is a complete narrative arc, though. I almost wonder if it would have been stronger without the ‘to be continued’.
This was a pleasant treat to play, although it was often sad.
It’s a looping game where the same events play out over and over but with variations. Many things are the same: a visit to a flower shop, passing by a statue, etc.
Things change visually as well, with the game getting darker over time.
I liked the writing and thought the loop was fun. I liked the note the game ended on.
I didn’t always see a clear progression between the different cycles. At first it seemed like things were getting worse and worse, and the darkening would imply that, but in many ways that didn’t happen. Maybe it was just about change? It’s okay for things not to have clear progression, but the background darkening seemed to indicate there would be. In any case, this was well written and I’d definitely play another game by this author.
This is a Twine game with lovingly crafted visuals, using backgrounds, animations, and various techniques like mouseover links, cycling links, etc.
I did something with it that is likely bad for the experience, like people who use online recipes and complain ‘I substituted ground dates for the chocolate and it tasted terrible!’. In my case, I downloaded the file and changed all of the timed text links to have a 0 second timer. Some of the original timers were 6 seconds and it was just agonizing to play.
So my experience may not be the one intended.
The story imagines a world where a common parasite exists that can puppet a body’s nervous and muscular systems after death, allowing corpses to speak and to remember.
Your brother has been found, and you have been called in to talk to him.
The main content of the game is divided between the top layer (you talking directly with the player) and the bottom layer (your memories and feelings about your brother). This is not a happy relationship whatsoever. It implies that your brother was extremely abusive; at first I thought it was sexual abuse, and may be, but physical abuse seems much more likely.
The game is effective in its communication of both the bitter anger after abuse but also the self-doubt. Where the writing is most effective in my opinion is that it contrasts scenes of deep hatred and unhappiness with scenes of love and affection. The variation in emotion and tone gives a much stronger gravitas to the scenes of pain and violence.
This is a Twine (edit: Ink) game about, well, fixing your mother’s printer. It features some neat UI by Josh Grams in addition to the main story content by Geoffrey Golden.
It’s basically a long troubleshooting call with your mother, trying to fix the printer. In the meantime, she discusses your life and hers.
Mechanically, I felt like I had a lot of options. I could be nice or mean or sad, I could attempt to solve the printer puzzle in various ways, I could bring up topics, etc.
Storywise, the writing was tight, and the characters realistic. But I didn’t connect emotionally much with it. I’ve had fights with my parents before, but I’ve never really doubted their love and care for me, it was always arguments about how that was expressed. I’m not really used to this situation where you’re on speaking terms but there’s constant barbs and negative comments and defensiveness. Even the way my parents were with their parents, there was some negativity and unhappiness (one of my grandfathers was physically abusive), but they just left him alone and were polite when interaction was needed.
So I think that this story would ring true emotionally a lot more to me if I had had a different set of experiences.
It was very satisfying to get the printer to work. I chose the nice options because it was fun, and because that’s almost exactly what I do when I’m tutoring math; you work through things with people patiently and listen because that’s how people learn, and so often the problem turns out to be just the one little thing you wouldn’t even think about.
I don’t know. It was interesting, and I think it was high quality. But gave me a lot to think about and made me want to text my grandma!
Hmm, this game is really intriguing! I had a bad experience at one part and good experiences at the other.
The idea here is that you play as a guy who, together with his best friend, enters a high-stakes two-player video game competition.
Except, things are not as they seem…
The intro is generally a linear story, although there are definitely opportunities to add your own flavor to things. There are extensive images and some background music; it seems like your characters are designed to look like anime high school protagonists.
Once the game starts, you have a lot more freedom. I had fun playing a character playing a character (the ‘Gameception’) and felt like I had real options.
But then…the game changed. And man I got really frustrated!
It becomes a ‘gauntlet’ where you have two choices at a time. One is right, but the other makes you die.
I was worried I’d have to play the whole game over. But it just took me to the start of the gauntlet.
But that’s the only checkpoint! And the gauntlet is really long with some timed text!
I tried 9 times and got so frustrated I had to quit. I ended up opening up the code; I guess I was really close to the end. And also there’s an almost entirely complete other game in the code too, which is pretty wild.
So, mostly fun game, with one super frustrating part. If that part just added some more ‘checkpoints’ I could have done better. Literally everything else was fun though.
This piece was good for me, I think. I’ve encountered different people with stuttering over time, and some of them I was kind too and some not. I had a group when I was younger that was both in church and scouts together. I never hung out with them alone but it was essentially my “friend group”. There was one guy who had a strong stutter. As a whole we often didn’t treat him well, and I regret it looking back.
Now I have a student who stutters a lot, due to having a stroke in his youth. I find it a lot easier to have patience with him and listen to his thoughts. He’s also an incredibly prolific writer (having written over 200 scripts each over 20 pages for a tv show idea he has.)
This game presents the experiences of one person with a stutter. They have a day to go through a list of chores and tasks.
I thought it was effective. It does have timed text but I made it work by playing it on my phone during a very boring work meeting where having it long and drawn out was a benefit. And I imagined the game itself as someone with a stutter and practiced being patient with them. After all, a lot of things that you would never do or like normally are acceptable or good when dealing with disabilities (like someone with IBS having frequent smelly farts).
My ex wife and son both use wheelchairs so it was interesting to see how similar some experiences are across disability, especially with other people under or over estimating the difficult of tasks. (Like “come to my house! It only has one step up, a few inches, that shouldn’t be a problem, right?)
So overall, lots of polish and good work and helped me reflect on life and saved me from a boring meeting.
This is a Texture game, a system that uses a drag and drop of verbs to pull over nouns. The text was small on the buttons, which is a bug I’ve seen before that’s due to the system, not the author, I think.
I really liked this game. I’m into weird short horror/terror and the author has an excellent command of character and setting and is able to effectively spin a tale that drew me in.
The main commands are APPROACH, REFLECT, and TAKE, and I loved how each of these took on different meaning throughout the game. I also felt like I had real agency; there was an interesting object early on I intended to look at but lost the chance as I progressed; yet there were still interesting things to do. It made me feel like the game was replayable.
I found one ending (The Captain, I guess you could call it). It seems like there are more, but I felt satisfied with my playthrough.
I would definitely read more by this author, good work. It suits my particular reading tastes, and I can’t guarantee that others would have the same experience.
Pseudavid has been consistently putting out thought-provoking games that are near-historical or near-real with cool UI for a while, so I looked forward to this.
The engine for this game reminds me a lot of Gruescript, and has clickable buttons but otherwise operates similar to a parser, for a parser-choice hybrid.
The idea is that you are exploring the woods at a time you aren’t really supposed to, taking pictures and looking for things to bring to school to show others.
The game has enough nature to feel like a nice walk through the forest, like the game The Fire Tower. But it’s odd enough to feel unusual. Plastic is seen as something exotic and rare. An abandoned hut contains what seems to be evidence of torture…or dental care.
I liked the overall vibes, and thought the game looked great, especially the background changing over time.
The game implied I missed out on something at the end, or at least my character did. I didn’t see any opportunities to do more than I did (I crossed the bridge and, looking at the walkthrough after, I had done everything in it).
Sometimes it was a bit of a chore to have 4 different things to click on every thing (the original click to look, then photograph, then smell/touch, then collect).
At times I struggled to use items. I can’t tell if there were bugs or just my way of clicking was bad. At times I thought that clicking to use an item and then clicking on a scenery object would bring up an option on that scenery object to use the item. At other times I thought that clicking on the object itself would bring up the option to use it on the scenery item. I suspect the latter was the case most often.
Also, it seemed like the map kept getting bigger (which was awesome) but at some point the X got stuck in the upper right.
Overall, I enjoyed this a lot; the complaints above are minor things, while the core game itself was something good and interesting.
This was a fun little game about an unfun situation.
I think I experienced this game in the best way possible, as I am a fan of the game it is connected to (Ascension of Limbs) and I got the most interesting ending first. If I had experienced it any other way, I’d probably have not liked it as much.
You play as a woman in a house that has been tormented by a thing for a long time. Years, maybe? Maybe not.
Something is in your house, a wretched thing. The game doesn’t really expand on what that is. I imagined something like a mix between a baby, a Slitheen from Dr Who, and a silverfish from Minecraft.
Most of the action in the game is generated on the fly as the wretched thing performs various gross deeds. There are a few keys ways to interact with it, but other than that there’s not much to do.
That’s probably the main thing I didn’t like. Tons of items are in the game, but almost all of them have a message like ‘that’s not important now’ or ‘you don’t need that’. That makes sense from a scoping point of view, but I felt a little sad every time an interesting item turned out not to be usable.
But I liked the writing. And the ‘good’ ending really explained a lot about one of Ascension of Limbs’ main mechanics, so that’s what I liked best about this.
I think I can summarize this game for me by saying that it very effectively told a story that I didn’t like.
It is a long twine game about a sniper fighting in Afghanistan, told in non-linear style through different points in his life. It uses a lot of interesting styling, has music, and uses images generated by OpenAI, according to the end credits. The images look almost like hallucinations, fitting for this grim and unpleasant story.
As the author has stated, this story includes scenes of torture and violence. The author writing this has talent, and has used that talent to effectively show the horror of torture. This is not something I enjoyed or wanted.
With multiple wars going on and massive disinformation campaigns causing me trouble in real life it was interesting to spend some time thinking about the game. It does show (and this is something I believe) that most people at the ‘bottom’ on both sides aren’t there out of hatred or desire to kill but because their government or other leaders have pushed them into it. It’s a terrible job where the better you are at it the more lives you ruin.
On the other hand, it depicts the Afghanistan enemies as being particularly despicable in terms of torture and murder. I’ve always thought that in the past, having grown up during the 20 yr-long war in Afghanistan, so I looked up ‘torture in Afghanistan’. The first thing that came up was the long-term torture and death of two Afghani citizens carried out by the US. The second was the torture of a British officer by the Taliban.
I don’t know, this isn’t the kind of stuff I want to read about or really even think about. I would like to help end war, for sure, and I think there are ways I can do that privately and publicly. But I don’t think even people who were captured and tortured want other people to learn to vicariously suffer for them. And I don’t need more convincing that war atrocities are a very bad thing.
So, the writing on the story was very effective, the use of media and nonlinear narrative was expert, and the math calculations were interesting. But I did not enjoy the game and certainly don’t want to play it again.