Invited to a fancy party, you are given the opportunity to take part in a strange game. One you would refuse, but which could award you the greatest of prizes… if you are hungry enough for it. A one-of-a-kind watch that can grant you the unimaginable. A watch that, according to your host, chooses its winner.
If I am being coy about what it does, it is because it is essentially the twist of the game. The text hints at the reason for the presence of each guest (leaving yours up in the air), a reason for why they would want the prize. It raises an interesting question about free will and its consequences, the guilt and regret from actions.
Still, something did feel a bit lacking. If you do play the game, and go through the instructions left for you… most of it is just vague. You, the player, could fill in the blanks, but I felt it did somewhat break the immersion. I think it might have worked best if during the phone call, the player could fill in those blanks in a textbox, even if the information is not saved in a variable. It would probably make the ending all the more sweeter… or fulfilling.
This small game is a kinetic visual novel, where, unable to find sleep, you confess your deepest secret to your resting (unconscious) lover. One that would probably freak out a lot of people if they were told - think speculative fiction trope meets romance.
Aside from the promised weather metaphors and alliterations, the game is essentially a monologue, recalling how the MC got to this point. One thing feels pretty murky: the MC might be a very selfish person for prioritising their feelings above the well being of her lover (as she knows what is to come) or this is a tragic groundhogs day tale where no one wins/breaks the cycle at the end.
At the end of it, neither the prose nor the visual* really grabbed me. It is still quite a feat for a first game to write this many words, and put up the visual and code it all though.
*I don’t know if it was intentional, but the sprites were all pixelly during the page loadup.
… that is the ultimate question. A slice of toast in hand, you are faced with this conundrum at the start of the game: will you cast the yeast to the fire or let it be?
A simple decision, right? Who doesn’t want to have a nice golden slice of toast? What’s the worst that could happen?
Either path taken, the game will dive into absurdism - one path kind of reminded me of a Monty Python sketch. It is silly, and it knows it. It is silly and it wants you to have a silly time as well.
Great for a short silly break!
If You Had One Shot is my favourite kind of parser out there: simple, short, and you will always reach the end. So short even, you can be done with it in a few minutes, 10-max for all endings. Simple enough it only has four commands: N/W/S/E. And very much like Aisle, you will reach the end at the end of the action, no matter what.
But IYHOS goes further with that mechanic and its ‘One Shot’ premise: you can truly only choose one thing - the game locking any possibility of restarting the game, even when prompted*. It does hammer on the consequences of your action. Like life, you cannot go back, undo, restart… you can only move forward, with your regrets, your guilt…
* Well, you can, but not while the game is open…
As for the story, it is written by four different authors, each focusing on a different choice and its consequences. Honestly, unless you are familiar with their works, I found that their style blended so well that I couldn’t tell had written what. I think it speaks to the strength of each author, as well as Mathbrush’s choice of having those authors on board.
Kind of like Aisle, each branch will give the player a bit of information about the MC, the characters around them, and their relationship. Though, unlike Aisle, aside from the direct consequences of your action, the provided information is connected with one another. I thought the twist from them was quite funny, but also kind of sad. You kind of feel for the oblivious MC…
A cosplaying fan of a yandere anime strikes up a conversation with you at a con, remarking your resemblance to a major character of that anime - the “girlfriend” of the one she is cosplaying. It doesn’t take long to realise she is a certain kind of crazy… the obsessive kind.
Hoping to get away to find your own girlfriend, you are left with two choices: agree to take a picture with her to calm her down, or try to run away. Only one is the safest thing to do.
Though it is short, and not really my thing (I am not an yandere fan at all), the entry does manage to hit all the trope of the yandere character, making you wish you never have to deal with someone like that in real life. It is somewhat a good reminder not to let yourself be consumed by what you consume…
This short VN starts with a bang… or more accurately, poison. Realising what your lover may have done, you go onto confront him, and maybe get the antidote to avoid your demise.
You have multiple options to confront the man, some with violence, some pleading with his heart, and one asking Why. The truth lies in the lies, and life sometimes lies in death. Your survival is never really into question, but your feelings are another deal…
I wasn’t left completely satisfied with this entry. With the limited amount of words, it is hard to have a concise story pulling punches. In my case, it didn’t. Maybe because the outcome change little, or maybe because most is left unexplained. But maybe you’re not supposed to feel satisfied. Life usually isn’t…
The visuals however were lovely, and so was the addition of sound.
You were kidnapped by a stranger, for a reason unknown to you. And you are currently strapped to a chair, while the stranger essentially tortures you. You are given a choice, to hopefully gain some information about who that stranger is or why you’ve been brought here.
This visual novel is quite short, and lets you skip the part you’ve already read during replay, so it is quite easy to wrap it up in about 10min or so. And while there are hints to how you got there, I don’t believe there are enough pieces to solve the puzzle altogether. The writing focuses more on visceral description of the violence, making it quite gratuitous at the end.
I was honestly left quite repulsed (so the writing did what it aimed to do!)
Setting the stage at the Highchester estate, where a widow, the Lady of the house, trains her only daughter, Chelle, to take on the helms, a change of plans disrupts the life of three women. The arrival of Ara, requested by the Lady, enacts change in the relationship between mother and daughter, as well as subordinate and estate owner. The game lets you explore the perspective of those three women after this change. I recommend you leave The Lady for last.
With very little words, the entry depicts a sad tableau, painting pained faces and hurt feelings, the urge of having affairs in order forced by hidden secrets, and the expectations from one’s stations surpassing love and affections. But it also shares emergent feelings and an hopeful look on the future, as well as hinted breaks of class rules. It is impressive to depict much in such a tight package, and depict in a very touching way.
I was honestly wondering if Chelle and Ara would pull an Eugénie Danglars before the end…
Seeing the news, it sometimes feels like the world is a shitty place, and things keep getting worse. It’s not hard to drown in negative headlines and feel bombarded by tragic events left and right. And no matter what we do or say, things don’t seem to change.
And, even with positive things happening around us, negative thoughts will often linger, sticking for a while, until the sheer size of it all overwhelm us. This is what this entry manages to evoke with the visual of the bitsy engine, with the thought bubbles sticking around, piling onto one another, until it fills up the screen.
While I did somewhat expected it to happen, since the same thing happens to me, it was still distressing to have these feelings visualised before your eyes. The entry is devoid of any meaningless words and descriptions, only leaving the pure unaltered thoughts on the screen. The Good. The Bad. And the Ugly.
This short entries flips through a photo album, with the narrator commenting on the different pictures and how much has changed since the pictures were taken. Until you reach a turning point, looking at a picture from when you were still a sweet little girl - or so your mother like to remind you. What you do with this picture will determine the ending of the game.
The entry is full of nostalgia and melancholy. Sadness is present throughout the recollection of the past, even after your choice - though one is a bit more hopeful. Even with its short format, the story manages to give a snapshot of a distant relationship between a mother and their child, and the gender norms that may have cause that distance.
It is beautiful, in its pain.