Marooned is a short dialogue piece made in Ink between two castaways on an island, waiting to be rescued… though your castaway-partner has other ideas. The story starts around the 6-month mark, and shows snippets of (frustrating/ed) conversations of a handful of days. Through your choices, you can reach different endings - I’ve found two so far.
The writing takes the less is more approach, going right to the absolute bare of dialogues to describe the situation the characters are in, the frustration one feels towards the other, their wants and wish. I quite enjoyed both endings, giving different vibes to the story (though (Spoiler - click to show)the rescuing being a choice removed from the original PC’s actions feels a bit strange).
Honestly, it’s a wonder they were still alive by the time the game started.
How Do You Like Your Pain? is a short grim visual novel made in Ren’Py about a demon looking for death, or at the very least learning what death feels like. Contracting a painful disease, which he inflicted on himself willingly, the demon must now endure a painful operations to remove it, lest the pain would make him wish for actual death. The procedure is done by another demon, who finds amusement in the situation.
While the game is part of the Art Without Blood series, knowledge of the other entries is not required, the game being enjoyable as is. There are 4 endings in this game, through my choices, I found 2.
Formatted only as a dialogue (even the choices), the two characters get into a dance of quips and flirting. The writing circles between dark violence and borderline eroticism in the way it interacts with the flesh. The implication of pain, whether it happens during the game or prior to the story unfolding, looking for it before being forced to endure it as so to reduce it is masochistic but really grasping. The pursuit of knowledge about death backfiring, making you wish for or afraid of death…
It is uncomfortable but drawing to the point you can’t take your eyes away from the screen (ironic considering the procedure).
I don’t want to talk about it. is an emotional short Ink game about grief and connections. Set in a therapy office, you meet with a patient who recently lost someone and is reluctantly going through grief counselling. It is heartbreaking but also beautiful, in the way the story unfolds, as you ask the patient more questions and try to help them talk about the person they lost and what they are struggling with the most.
A beautifully made and executed short entry.
Who Stole My Sausages is a quirky little mystery made in Twine, centred around the theft of a package of sausages in a communal fridge of a student house. With your background in psychology, you are chosen as the mandated detective. With its light-hearted tone, you end up encountering a lot of sausage-related puns (like when you choose your name at the start, PI Porkins).
The mechanic of the game is fairly simple: interview your housemates, find flaws in their rebuttal and confront them about it, and… solve the mystery. You will need quite a bit of back and forth between the different NPCs to unlock the true ending (any wrong reveal will send you back right into the action).
The interface is pretty cool, as it was made to look like a Visual Novel, with sprites of the different NPCs, separate backgrounds for each location, and cool background music to match. While it is getting more common to see Twine games with a custom interface, it is not every day that you see a Visual Novel made in Twine.
The story itself relies on twists and half-truth, with a shocking ending that no one could have predicted (wink wink if you check the suspects list before making up your mind…). It works as intended.
Though, I do have a bit of a quip when it comes to the overused trope of (Spoiler - click to show)the vegetarian who will still eat meat in secret here and there because *shrugging* why have moral convictions…
One last thing that would have been helpful is a way to review the clues found, especially when it comes to counter-argue with the housemate. You get quite a bit of information from each NPC...
Insatiable Jeunesse is a short "storylet"-based interactive story, where you incarnate some sort of creature needing to hunt down people to keep young. You come across potential victims, judge the situation (will you be satiated? is it dangerous), before you get to choose whether to eat or move on. But, watch out, if you're caught or starve, it's game over!
There are (as far as I could tell) three endings: the good one, dying of hunger, and getting caught because you were too suspicious.
The blurb describes itself as an unbalanced prototype, which is pretty on point, as you end up going through the different potential victims pretty quickly and it is *very* easy to die (or I could just be unlucky). Quite a good deal of randomisation, in the situation text (variation in victims, feeding and danger levels) and in the consequences of your action (how suspicious you are before you are stopped). The game requires quite the balancing act to win.
I am sure it is possible to win, but I have still not been able to do so...
On the game page, the author described their plan for a future update with more narration and locations, and a more balanced gameplay. I hope I get to play this update one day!
Meurtres en eau profonde is a relatively short Binksi game (mixing Bitsy and Ink), where you play as a rookie goldfish police officer given their first ever case: finish the case left behind by the former Inspector. Interacting with the different elements and locations, you will find how deep the mystery goes.
Since it was made in Binksi, you need to use the keyboard arrows to navigate the little orange goldfish around the screen, and to interact with the different elements. There are a handful of puzzles (like fixing a computer or cutting down weeds) to progress through the story and unlock further interactions.
As you are an officer on the case, talking to witnesses and perps is also an important task of the job. The game includes conversation trees, with options hidden until you find a certain item or information.
The mystery itself is pretty simple, it is just a matter of whether you interacted with all the relevant items or asked the relevant questions to reach the end.
Thought there wasn't really anything to do in the museum, it was fun to explore it and see "humans" on display. I also, for good measure, got drunk on the job (it's just for fun, and does not impact the game. I laughed out loud having to bypass the computer security in the bar too.
This was a cheeky little game, which I enjoyed quite a bit!
Forward is a short personal interactive piece made in Twine, about life. Worries and hopes, anxiety and assurance, failures and successes... the good and the bad of realities. Set as a meditation exercise, the prose weaves bits of memories of the past together, with sources of tensions and triumphs mirroring each other, showing both states will coexist, moving from one to the other, moving one with the other.
Setting aside the specific samples of situations, this is still an emotional piece hitting on those universal feelings of not being enough, of being lost and hopeless, of struggling with what is around us. And yet it still gives us a glimmer of hope, forcing us to think about the good things around us, of the achievements accomplished, how we grew and moved further than the struggles.
It is a good exercise to do.
Faery: Swapped is a short parser games where the central puzzle revolves around swapping names of things/people in the correct order to reach the end. As the title suggests, you (a non-descript child) believe 100% that the new arrival in the family is not actually your sibling but a changeling (swapped by fairies), though no one seem to care about your convictions. Since no one wants to listen to you (because what else but a changeling cant this wrinkled thing be?), you set yourself to prove it to everyone! Problem is: the baby is kept out of your reach.
The mechanic is pretty unusual (and I would love to check out the code behind it!) and ends up making things quite confusing after a few swaps - you will need to keep track of what is what to get to the end. Or write single detail down and make a plan before getting into the game.
It took me a while to get the hang on the puzzle itself and the order of the swaps. I had to restart a few times because I kept losing track of what I had swapped xD
Luckily, if you get stuck, there are some handy hints (given bit by bit so you don't spoil yourself too fast) to help.
A very neat puzzle!
Preambule: this was a good game that borked my brain a bit and put my thoughts in disorder. There is sense somewhere in this review, I think.
1 4 the $ is a Twine story about despair, the want to belong and feel loved, and manipulation. With a gloomy setting, where you play as a probably mentally ill, unemployed recluse, the game explores dark and confronting subjects: consumption in all its form. Going through the ups and downs of life (but mainly the downs) at the bottom of the barrel, you follow the protagonist's "last" days as they stumble upon a new crypto get-rich-quick scheme all the while dealing with a run-down lodging taken over by (a probably) sentient mould.
I say "last days" because of where the different endings take you.
The depiction of consumption in 1 4 the $ is multifaceted and very intriguing. From the literal aspect of the player consuming to sustain (even if it means eating literal mould), the mould taking over the protagonist's body until it consumes it all, online communities taking advantages of its members for entertainment, crypto shills targetting exploiting the gullible and disadvantaged. Everything is linked in some kind of way, working against/with each other to form the story, helping us (the reader) understand how the protagonist got where they are and the choice they make.
And on a level, it does not seem "bad", as the protagonist yearns for community themself, to feel understood or maybe just recognised and love, to feel like they have some sort of purpose or goal beyond feeling sorry for themself. In one path, they seem content to lose themself just to be a part of a thing. Or because they just can't fight anymore. Which ever depiction of the protagonist you end up with is incredibly bleak.
I quite liked the atmospheric background, with the glowing light animation, whose colour will depict a different part of the house, or the formatting of the text replicating social media platforms like Reddit or Discord, as well as the uneasy screens when you "talk" to the mould/yourself. The simple design added quite a bit to the disturbing vibe of the game.
Just small accessibility thing: the blue links are often not contrasted enough against the background.
If you've heard of D&D, get ready for its unfocused cousin: Dungeons & Distractions!
This game hits all the right spots: it's light-hearted with realistic characters and situations (even if everyone got mixed up with the witching hour), the writing is witty and simply delightful, you get thrown to the wolves without clear winning/losing actions, and it's just a fun time...
... unless you can't managed to keep the distractions down and find yourself failing your players by being a too unfocused DM. For you, an AD&D wolf-person proposed to set up a one-shot with a couple of friends, with the intention of making it a recurrent thing. But that will only happen if you manage to keep your player on track and end the session right on time. And your players are not the easiest ones to deal with, between your TTRPG-experienced girlfriend that tries to be "helpful", the easily bored witch with silver clunky bracelets (and you're a werewolf, remember?), the executive deficient player who can't make up her mind in how to act, ... Many wrenches are thrown in your path, and you will need to keep your head cool enough to get the session right back on track if you want to wrap up before the timer runs out.
I wasn't surprised that on my first run of the game I didn't fail terribly, but just enough not to get the good ending. I reached the bad guy lair, and introduced it before... timer ran out and the party broke apart. Pretty fitting for my I'd say xD
It was the perfect palate cleanser (for when I played it)!