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 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.
This is a brief Ink game entered in the Single Choice jam.
You play as a creature newly formed, emerged from a chrysalis. Being exposed to the brave new world, the creature must adapt quickly, especially since a human approaches.
The game is very short, but the writing is solid, from an alien perspective. Despite the single choice, there is real agency, as all of the endings give logical but not straightforward.
Brief but enjoyable.
This game unrolls as you read through the documentation of a certain piece of software, digging into its API, its pipelines, its documented users, and, at the end, its chat logs.
The dry format allows for contrast with the futuristic setting and the drama-filled true story.
It's surprising this game was able to be made in less than 4 hours, but less surprising if the author already had experience in creating such documentation. Either way, it's an amazing feat.
Very well done. The format did keep me at a distance emotionally, but the story was effective.
In this game, you call your son to apologize for not picking him up.
The reason you didn't pick him up? That's...complicated. The actual answer depends on your choices. You have a few 'main' choices and then a chance to add details.
The system is interesting, with realist options on what to do with the voicemail once you run out of time.
I played about 3 or 4 times and liked each of them. An expanded version of this would be fascinating, but a lot of the appeal here is from the wild branching, and that would quickly get out of hand.
I like this game, the kind of inherent symmetry it has.
It starts with introducing you to a young trio who have recently escaped from a cult and want to do what anyone would do in that situation: start making a movie!
You have several options on what to spend the money on, like a better monster or better set.
While one early option will lock you out of victory, others will lead you onward to greater glory. I had one ending I loved and another that was pretty good.
There's not a lot of game here, but it has plenty of character.
This parser game for Ectocomp was written in 4 hours or less.
This game really surprised me. I started it up, liked the writing, and decided to start poking around. I found a lot more things implemented in the first room than is normal for a speed-IF, which intrigued me, but I had trouble doing things.
Once I realized the twist, though, I found it to be clever, reminding me of some enjoyable games from the past. Just when I thought I couldn't do any more, I reached the ending, which was a satisfying conclusion.
So I'm not saying more because of spoilers, but I thought this was a good game and a good choice for the scoping and size issues that usually come with having a time limit for writing, like Ectocomp' Petite Mort division does.
This game is a Bitsi game, a platform which has art with minimal palettes and simple responses to movement keys, as well as text. This specific bitsi game provides a new image for most (but not all) lines of text.
There aren't any choices as such. It's just a narrative essay about writing; what is the gap between characters and their author? How does fan fiction come into play?
The writing is good, the art was inscrutable at times but also well done. There wasn't anything wrong with the story/game, but also it lacked many of the elements I most enjoy about interactive fiction without providing a substantially exceptional experience to make up for it.
Overall, short and well done.
I like short, ritualistic Twine games like this. You progress, in any order, through five different sets of body parts, choosing how you will present yourself to the world.
The choices are both physically meaningful and symbolic. Tree arms, for instance, are bad for physical defense, but all growth through painful pruning.
The styling is nice, with a background that is both visually interesting but non-distracting, and good color choices.
Overall, I found the writing strong. I didn't feel a strong need to revisit it, but my personal experience was positive and I would happily recommend the game to others.