This game has a clever meta concept: you have to switch between different versions of the game, installing and uninstalling upgrades to progress.
In early versions of the game, you can see things like objects with can't be interacted with or placeholder text. In later versions, you get more advanced things like NPC conversation.
This idea of being able to switch back and forth between the two modes and explore outside the bounds of the game is brilliant!
It just doesn't last very long, and it can be hard to figure out when you can use these abilities or why. So the concept has great promise, and this version is okay, but I didn't feel that it filled out the measure of its promise.
I had a great time with this game, then a bad time, then a pretty good time.
This is a PunyJam game, written using PunyInform, a variant of Inform designed to fit onto small devices.
It has one of my favorite game tropes, multiple worlds that all play off of each other. You start in one, but the game shifts you every few minutes into another, and you have to solve pieces of each one to figure out what's going on overall.
It uses nice color changes.
Where I had less enjoyment was a puzzle I got very stuck on in the CPU world. I turned out that there was one object I had overlooked in a paragraph, and so I spent over an hour trying over and over again to figure out what was wrong. I decompiled the game, used all in-game hints, got help online but had to ask for multiple hints. I don't know why I got so stuck! Most of it is my fault, but I think having some gentle nudges on what to focus on could help. And there were a few items that didn't have any descriptions.
So, overall started out loving it, got frustrated, but I still like the concept and most of the gameplay. Very fun.
This Twine game is a retrospective from an alternate ending of the original Cinderella story.
In this version, the stepsister won out. By cutting off her heel to fit in the shoe, she married the prince.
But...
She knows she isn't the one he fell in love with.
This is part of the Single Choice Jam and, as such, has one big choice in the middle, which is a nice complex option letting you choose an adjective and a noun. Each one gives a different branch.
The game is not too lengthy, but has several poignant points. At times, it felt a bit repetitive, before the choice, while after the choice each branch seemed unique.
There are text effects adding to the overall appeal of the game, although one passage was all shaking, which was a little distracting.
I enjoyed playing this overall.
This was a fun treat of a game to experience. You are a violent death machine, used as a pawn in an interplanetary war.
And you love slime prince, one of many duplicates of a true prince. The duplicates are made of slime, mere imitations designed as fodder for assassins like yourself.
The game is a limited parser game, and consists of slowly gaining capabilities over a map of around 20 (?) locations. Most capabilities are motion based.
The worldbuilding is both extensive and light; it's clear that a great deal of thought has gone into developing this world, but we mostly get hints and light touches of it, through the window of the slime prince's thoughts.
I did get stuck at one point, but the HINT command is gentle and helpful. I didn't use it at first, and ended up 'lawnmowering' for a long time. I wish I had turned to help sooner!
Overall, the writing is strong, the game is enjoyable. This is something that can be picked up and played relatively quickly, but is long enough to be substantial.
This game was written for the Single Choice jam. As such, it is designed more as a short story, adding interactivity only to punctuate important feelings.
As such, this game relies heavily on the writing quality and the styling of the game. And I felt that this game pulled off both of these very well; having played Fallen London (and finished the Nemesis ambition, although with a different choice than the author), it was clear that this was an author's depiction of her own character and the features/items they possess, but the descriptions were skillfully woven into the story rather than being dumped all at once.
The styling is nice as well, with gentle colors and subtle animations that I thought were just my eyes tricking me at first.
The overall story is a monologue of sorts from an interesting perspective. There are several stories, for decades, of (Spoiler - click to show)'they came back from the dead, but wrong', but this one gives the viewpoint from the other side. Maybe the reason someone else feels (Spoiler - click to show)you came back wrong is because they changed, not you. A lot of food for thought.
It's hard to know how much playing Fallen London affects the feel of playing the game; the ambitions are hard, and it's likely that < 2000 people have completed it. But I think this story has some elements that everyone can appreciate.
This is a parser game entered in the single choice jam, which requires that games only allow a single choice throughout the game.
This takes a clever spin on things by making you only capable of one real action at a time. There are many small things you can do: looking around, taking inventory, etc. But only one action really works.
It took me a bit to find what it was, which was frustrating at first.
Once I did, the game took on new dimensions, basically showing everything that could go wrong with a family party when your values and self-concept don't align with theirs.
Short and constrained, but impactful.
This game always shows up on lists when I'm searching alphabetically, due to its use of parentheses, so I wanted to review it.
It's a Twine game that makes heavy use of 3d isometric perspectives. You play as a little rabbit whose world has suddenly gotten a lot larger.
The game has a kind of mix of cynical and dadaist worldviews. The characters make rape jokes and use strong profanity, drug use is mentioned frequently, and there is a long quest to see the color of the sky, which can break your mind.
The visuals were very nice. The overall philosophy reminded me of late stage Beatles. I think the game is well put together, but it didn't move me emotionally.
This was made for the Single Choice Jam, and it takes that format in a straightforward way. The game has a linear text that spools out until the single choice, upon which the ending spools out.
The styling is done well, with a moody background color and font (as well as well-chosen graphical icons) that add a lot to the flavor of the game.
The story is about Orpheus and Eurydice, told in an engaging and dark style.
Most takes I've seen on this classic story are subversions, so I was expecting the twist in the first ending I saw. But I didn't expect the second, and overall felt this was pretty creative.
The interactivity was the weakest point, but that is severely limited by the jam.
Having played many recent Autumn Chen games in the last year or two, I saw a lot of references to Pageant, and thought, 'I don't really remember that game well'.
Turns out, I never played it! I mixed it up with another game and never even tried it.
Having tried it, it's pretty great. It's clearly influenced by Emily Short's Bee; both use the same system (one from when it was a semi-commercial system and another after it became Dendry). Both are based on quality-based narratives that play out over several weeks, both are about a certain type of rigorous, conservative upbringing, one by fundamentalist Christians and oene by Chinese diaspora parents.
However, this is certainly not just a retread of familiar material. Our main heroine, Karen (whom I recognize from several other games) has a unique and complex approach to life that makes choices not straightforward. Karen is thoughtful and compassionate but also is under enormous stress and has social anxiety at times that makes intended choices (like responding and so on) impossible to actually carry out.
One fundamental aspect is that Karen is extremely competent but does not see herself that way. She does 95% of what a human is capable of doing, but only sees that 5% gap. She works with adult research scientists but only sees her ineptness; she is told frequently she is beautiful but only sees awkwardness; she is loved by others but only fears rejection.
But the key is that she acts in spite of these fears; she just keeps on trucking.
Having played other 'pageantverse' games I immediately narrowed in on interacting with (Spoiler - click to show)Emily as much as possible. This game explores young trans interactions quite a bit: what does a trans relationship look like? Actually, that's not true; this game isn't about 'trans relationships' first; it's just about relationships, and what happens when someone being trans is thrown in the mix. Some of the tensest moments in the game for me were switching between private moments with my friend being able to express herself however she wanted and public moments with her family where the expectation was 'be normal or get punished'.
Overall, I'm glad that this wasn't a 'downer ending' game. I was able to succeed in my goals (being close to someone and doing good in pageant + research while being mediocre in science olympiad and basically ignoring family).
A strong game, and it's clear why it spawned several good followups.
This game takes place in the same universe as Pageant and New Year's Eve, 2019.
This has one of the best mechanics I've seen used in the Single Choice Jam, which requires that players can only make one choice of any important.
What this game does is have many choices in a short-but-not-inconsequential game, but almost all of the options are greyed out (something I've seen in games like Depression Quest, but not recently). So you get lots of 'choices', and can see what you could have tried, but can only make one choice. This is great at giving the illusion of choice in a positive way.
The story is messy, like a lot of real-life relationships are. You have someone you mutually confessed attraction for months ago, but covid has happened and you haven't seen each other. Now you're isolated and it's so lonely. You contact your person and...well, the rest is what the game is about.
Some strong profanity, which seemed to fit the characters and situation. Overall well-written.