Un Songe sans fin is a relatively short Moiki game where you play as the Mère Michel (from the nursery rhyme), a depressed older woman, who lost her cat, her partner and her job, AND can’t manage to sleep anymore. You were prescribe a strong pill to help, which… worked a bit too well. Will you find a way out of this strange and surreal place? Will you manage to wake up?
Being in a dream, the setting is obviously surreal (you first meet cats playing AIR-PING-PONG!), the objects around you are nonsensical too (the BABELFISH xD)…
and your available actions are not even closer to logical either. In the great French IF tradition, you can lick and taste many objects, like you would… the sun (which you can pick up, at your own risk and peril…). The prose is humorous to boot!
What cracked me up the most, was the Prairie Informe section. This game was originally meant to be a parser in Inform, but, due to time constraint, was transferred to Moiki at the last moment. Still, remnants of the other engine can be found in the page layout, choices available, and responses. It does give extra charm to the game.
Really a fun and cheeky time.
CINERIP is a surreal and horror interactive story made in Moiki. Freshly moved into a new city, you and your parter are invited to a secret free preview of a movie, an adaptation of a book you like quite a bit. So secret that you are given special instructions to get into the screening. Will you tempt the fates to see this much awaited masterpiece?
This was truly a wild and creepy experience. From the start, you are introduced as someone with stressors, unwilling to get yourself out there (maybe because of your past? probably because of who you are), needing to be pushed and pulled to meet people. Doubts often cross your mind at propositions of meeting people and having fun in social situations. Are your worries unfounded here? Maybe, maybe not… I didn’t expect where the story was taking me, not in the way that it did after reading the warnings. But I was engrossed in the whole so quickly that I restarted the game again and again trying to find all 500+ screens (I’m at 363…).
The narration gives just enough to hint at something greater, without revealing the big moment. Tensions slowly rises, from doubts crossing your mind to more anxiety-filled moments heightened by the Quick Time Event mechanic and strident background music. One sequence has a deep voice reading the words on the screen (the author’s?) which was so creepy!
This was a really neat game.
Zigamus : Zombies au Vigamus is a parser game set in a video game museum, where you must fight a horde of zombies to escape (and save the museum, maybe) - zombies that appeared when you tried the museum’s new game. Because the zombies came from a video game, defeating them won’t always be as straight forward as just hitting or shooting them.
I found myself being frustrated with the game, as synonyms are not always implemented (I can “play game” but can’t “play arcade” for example) or actions giving an incorrect reply (hitting a zombie with a game cartridge gave me an error message that I couldn’t hit it with a chainsaw), or just getting a ‘this is not important’ when interacting with a mentioned item. I’m sure there was logic behind some of the actions you have to take, based probably on some mystical game lore, but I’m still confused about the dentures…
I ended up checking the Club Floyd’s transcript of the English version to get passed some of the blocks
Though it is possible to get all 50 points when completing the game, you can also fail miserably by trying to fight the main boss before getting all the items around the museum or fighting all the zombies (and here I thought killing the big baddy would insta-kill everything I might have missed). I don’t thing you can’t win the game without all 50 points anyway.
Not enjoying zombies, I appreciated the version without the images on the side. Also, since part of the puzzle is rescuing NPCs, I did like being able to take my time to get to and save them.
Vesna is a fantasy Twine games about stories and telling stories. Wanting to leave everything behind, especially other people (because l’enfer c’est vraiment les autres…), you stumble upon the empty village of Vesna. Between the dilapidated buildings, and the clear signs of abandonment, you happily settle yourself to enjoy the peace and quiet. Until… you find Liv, the village’s chief, who promise you an easy-going life and fixed up village, if you attract passers-by with your stories. As you do so, breathing new life into the village, you will learn about its past, how it came to end up in this state, and a mysterious secret…
The game revolves around two fun mechanics: telling stories and exploring the village’s surroundings.
. In the first, you are able to craft stories by picking the genre, moving sliders to find the correct balance of emotions, and choose some themes. The first and last options are limited at the start. Recount your story under a tree to passers-by, who will either tell you that you should definitely give up and be ashamed of yourself because you have no skills or ask you if you were blessed by the Gods and oh please take the bard’s spot because your stories are absolutely perfect. You will also gain some reputation (which will attract more people) and some coins.
With the second, you can start mini adventures around the village, meeting people (and <S>recruiting them into your cult</S> inviting them to live in the village), items to decorate your house, and maybe find inspirations for stories (like new genre or themes). The adventures are random but varied (I did about a dozen I think, and it might not even count for half of those), some seemingly inspired from old tales. And this helps avoid the grind-ness of the story telling mechanic.
When you gain enough reputation, you are able to upgrade the village - like adding a market square or old temples. Some of these locations can be visited, with a few having extra interactions and collectibles. While you cannot build everything (which made my completionist heart sad), it is fun to see the description of the village change, as you see more people settling in. I do wish there would be something to do with every unlocked location rather than a few of those, like buy things at the market or pray to other gods, or even talk to the characters you recruted.
I’ve quite enjoyed playing the game, and discovering the secret of the village, getting there bit-by-bit (or page by page) through talking to the different NPCs, and see my reconstructions pay off.
Sur l’inévitable is a short, relatively simple parser, where you find yourself prisoner inside an empty sand castle. Through the window, you see an army on white horses ready to charge. You will have to find a way to escape (or stop them) before it is too late.
With its charming retro interface, this game takes us on a gratifying escape adventure filled with illusions. The puzzles are relatively simple (if you enter every room and use the magic action on everything x.x), and if your path crosses enemies, you’ll be teleported right back in your cell, back to the start… with all your inventory and previous actions still there. It’s pretty handy as a mechanic, you get to explore all the rooms without having to worry to re-unlock a door, or pick up an object again. Not just so, but “dying” even ends up helping unlocking other puzzles !
I also like the allegories of the different armies fighting endlessly, and the dreamy and surreal descriptions of the castle and its specter-like inhabitants. It was magical, in a creepy way. I think I understood the mystery setting before getting to the end, but it felt nice being right xD
Lovely work!
L’Orsimonous is an interactive monologue written in Ink, in which you reflect on the concept and changes of the ‘orsimonous’, when you realise your father’s has disappeared. The piece is fairly linear, with the many choices seemingly affecting only the following paragraph (or so). Here, it is more about the mediation of the words than the inherent interaction that is important. As if the text was pushing you to question yourself, on what ‘orsimonous’ could mean, on families and relationships, on the past and the future, on life and death.
As far as I could tell/find, ‘orsimonous’ is a concept created for this IF (I had to double check, just in case), some sort of veil/halo-like thing on the line between metaphysical and tangible, ever-so changing with the person’s moods, feelings, and understanding. Or at least, this is how I took the concept, influenced by the moody blurry animated background. A reflection, maybe of your soul?
There was something captivating with the prose. Simple, maybe even mundane, talking about life. I can’t put my finger on it, so I kept restarting it, trying all the options to read all the different bits of text, hoping to find why. I still don’t know. It was bewitching.
Panique à Mandonez is a fun little mystery game made in Ink, where you play as Camille, the friend of Comtesse de Peyrian who recently disappeared. Taking the first bus to Mandonez, you will do everything to find your friend, and maybe… uncover a darker plot.
It was fun to investigate the village, talk to the different inhabitants, and solve the different mysteries. You need to interact with different elements to get to the next bit of the game (like make a character leave the room to search through it), and the concise prose gives you just enough hint on what you should be doing next*. And, like every good mystery, it has twist on twist on twist!
*when in doubts: pick the options from bottom to top…
It was short, but I enjoyed myself quite a bit. A neat and polished short game.
Only slightly related, but opening a drawer to see Vous trouvez une demi-douzaine de boîtes de calissons. on the screen was so funny to me. Then it made me a bit sad, because it wasn’t real and calissons are delicious…
Croquemitaine is a short Visual Novel following Érika Wolfenstein*, on a mission to retrieve an artifact from a faraway planet. The mission is rather dangerous, but the protagonist is not so worried, being a highly competent and knowledgeable agent. Though your choices are limited, as the game is incomplete, you are given two main paths of action to reach the artifact, each with its own sets of tribulations being introduced… when the game ends abruptly.
*any relation to the video game?
Still, it is possible to parse what to expect from further updates of the game: you will have an adventure (to find and retrieve the artifact), resolve a mystery (what the heck is actually happening on this planet?), and maybe have a romantic entanglement or twenty (you were tasked to seduce the inhabitants for some reason). With the currently intriguing worldbuilding, diverting character, and pretty design, there is quite a bit of potential with this one!
will we be able to smooch the vampires?
Retrouvailles is a multi-POV sci-fi kinetic story created in Twine, part of a larger multimedia universe Mémoires d’un Veilleur/Veillorz. It took me at least 2h to go through it all.
This release is a recounting of two linked events, which one of the protagonist, Jack, mentions to be one of his fondest memory. Following the disappearance of a group of scientist in some far away site, a special task force, led by Jack, is entrusted to investigate the situation. However, the investigation is sidetracked due to past trauma and unresolved baggage, forming and strengthening new relationships. The second event happens a couple of years later, with part of the team returning to the scene of the crime. Those events are told through three POVs (Alex, Jack, and Solène), which you can read separately or synchronously.
Interactivity-wise, there isn’t much to do but go back and forth in the story, change POV, or language. Which makes sense, considering the author categorised the entry as a book on itch. Though, it would have been nice to have some sort of agency, if not in the story itself, maybe in the investigation part (like looking on the site, or running test, or going through the scientists affairs - each with a different POV).
On the narrative side, I was confused for a while about what was happening. Though the mystery is the framing of the story, it often stays in the background of inter-personal issues between the three protagonist (Jack, Alex, Solène), with the location of the event heightening their emotions. Having the different POVs helps framing some situations, especially the past of the characters through their inner monologues.
A romance between two of the characters ends up taking centre stage, pushing the story forward, by the end. This personally made me uncomfortable, due to the strong age gap and power difference, especially with how Jack refers to Solène when trying to flirt with her. Their rekindling in the second chapter, while in character for both of them, didn’t particularly made me wish to root for them.
A neat thing from the prose: it exclusively uses French inclusive writing.
Radio liberté is a short fairly linear Moiki game, part of a series, set in the future where (I think) France may have conquered the world… or at least space. To the dismay of the government, who tries with great difficulty to shut it down, a pirate radio broadcast less-than-rosy news and support for striking workers. In this setting, you play as Hego, an electronic repariman who hates his job and his “tyrannical” boss*, and dreams of being a radio celebrity. You’d leave everything behind if you had the opportunity.
*lol on his name
In this setting, the prose is fairly light-hearted, with the occasional sarcastic comment in that French humour kind of way. There are many references in the text and options, like Jupiter Inter being the futurist counterpart of France Inter, a radio channel. The main reference of the game (and the series at large) is about freedom of broadcasting, which was a political fight in France in the late 70s-early 80s, with the broadcasting monopole being abolished with President Mitterrand.
Anyway, your world turns upside-down when you either decode the strange message coming from your radio from the start or after meeting your favourite radio celebrity - the first choice affect which path you take, but the branches meet back at one same point. That choice, however, ends up being the only meaningful one of the story. While you have other “choices” down the line, they end up being either false choices (just there for variation/move the story along) or forcing you to re-do the choice again until you pick the correct option.
With the entry being a prologue to a supposedly much larger series, it makes sense that the story with little deviation to the main path, as you will need continuity with the following parts of the series. But it would have been nice to maybe have some alternative paths, maybe towards non-canon endings, or making some actions feel like they have more impact.
I’d be interested to see how Hego gets out of the situation he’s currently in.