This French entry (one of two for the Single Choice Jam) digitalised and gamified Le Dodéchédron de Fortune, a 13th century book of fortune in verses, categorised by themes, and answering all the existential questions you may have. This neat parlour trick (the 8-ball of its time) required only a d12 and flipping to the right page to know whether your child would find love or be blessed with a broken heart, whether they would have a long or healthy life or spend the little days they had left in pain… and so on, and so forth.
Honestly, it is fun to go through the different categories of questions (click the cute arrows by the header) and create pretend scenario in my head where I would need certain kind of fortune. There were 72 questions to choose from… so many RP possibilities there. Then be shocked when the fortune would derail my fake plans or dramatically “faint” when the gods blessed me with happiness. And you can’t go back and reroll the dice, once cast it will not change the fortune (even if you click on return until you get to the title page).
I really enjoy silly games with no real consequences or point. Just some pure silly fun. And well… the UI is absolutely gorgeous*!
The author indicated that they were planning to add onto the entry, by including the missing 40+ questions from the current entries, add a cheat mode to change the dice result, or a current-day French translation for some of the fortune. I think I would add to that list a way to return to the question list without having to reload the game and click the category name until the right one is found (is that the cheat mode they were planning maybe?).
It’s neat that old pieces are being used in IF and transformed in fun ways to bring past to the present. Anyway… I’m going to re-roll the dice again, I need that good fortune!
This is a kinetic entry, with indulgent luscious and delicious prose - a Sophia staple - based on the lore of a specific Fallen London storyline. While it may be useful to know the particulars of the specific storyline, this is not required to enjoy the game as a whole.
As usual, do not be fooled by the bright and cheery UI, the game is not light-hearted one, far from it. The prose hints at something having happened to you, changing who you are and how you behave in this world, and how others behave towards you. Something quite dark, something that changes the course of a life.
But while the story is about you, somewhat (a recluse, probably depressed, or at least disoriented), it seems to be more about your husband. Your ever-loving husband that seemed to have been through hell and back to bring your back, the one who may have brushed his morals and do the unthinkable to have you in his arms again. There is a mix of relief, and guilt, and worry sprinkled through his words. He has you back, but at what cost!
I would honestly play a prequel to this game written by Sophia, whether or not it follows the OG Fallen London storyline or not.
A being engages with you, creating a secure connection… well trying to. Something is chasing them through the network, trying to take them down (and maybe you to?). You need to engage is a diagnosis to ensure the line stays secure, or all will be lost.
This being is an AI trying to run from its creator, using you as the middleman to gain freedom. You can help them by following their instruction to the letter, or go against them and foil their plan*.
There is a question about consciousness and where should we draw the line on AI being conscious or behaving like us human would. Do we follow Descartes’s philosophy Je pense, donc je suis or do we have further benchmarks, with doubts or other feelings, or something else for a consciousness to be well… conscious?
But the story goes over this part fairly quickly, brushing upon it rather than diving into the ethical and philosophical questions on the topic. The AI claims they are a conscious being and that’s it, deal with it.
We’ve all been stuck in one of those dinners, the one you don’t want to be at but have to, the one where the host mainly organised it to show off, the one where guests came there to make themselves look better than the rest, the one where snide comments are thrown left and right… and the food? well… usually not worth it…
You really want to leave but can’t really, not for a while. You could participate more, but it would mean pretending to be someone you are not (like a man or a meat eater), and that’s exhausting. So you quietly sit through and maybe mumble a few words, or clench your jaw when an aunt tells you your degree is probably useless, or an uncle reminds you never to trust [insert minority/other ethnic group]. Or maybe you just listen, drifting your thoughts somewhere else, or finding refuge on your phone for a while.
Even through this very linear parser, and the short prose, this game manages to encapsulate all these murky feelings of uncomfortableness, stress, and exhaustion. The error messages when trying to engage with others or yourself or the meal is humourous, even if at time self-deprecating (I saw the influence of the Pageantverse in there too). There is not much to do, mainly because you don’t want to do much as the character either…
And this worked quite well as the author’s first try in parser and Inform!
A restless night, a spotted sleep, and strange and almost non-sensical dreams. That is what this self described Twine Dream Simulator is all about.
This entry is very strange. At first glance, it seemed to me like this was some sort of nonsensical snippets grouped together for not reason. Then I thought I could link some of them together through names or recurring characters or setting. And finally… I just realised it I was just completely and utterly confused and gave up. Those are just dreams within dreams, tired half-thoughts, and weird brain patterns.
I guess if you read between the lines you could see some snippets of real life hidden behind a heavy coating of fantasy, or mythology, or just surrealist absurdism. Thoughts that take space in your brain, and take focus during dreams. Things like being late on bills, the end of relationships, nightmare as kids, fights, meeting a therapist… but you really need to push aside the heavy prose to find that - the snippets of memories almost drown in it.
At the end, I wondered if the sleeping character was in a mental institute (or maybe it had been?), or if this whole thing was a metaphor for PPD (considering the end?), or these dreams were shared between multiple people (which would make thing so much more confusing…).
While it does do a good job at bringing to life how strange, and vivid (almost graphic), and nonsensical, and frightening, dreams and sleep could be… I kinda got bored and tired halfway through.
And this is not a short game! It took me 2 good hours to go through it all…
There are 45 snippets inside the game, with thick flowery (almost pedantic) prose layered with metaphors and imageries. I’ve had nights like those where I kept waking up from dreams… but 45 different times is a lot - too much… Cutting it down maybe to 5 or so per playthrough would have helped with the pacing… It really is a lot.
Another thing that didn’t help was not being able to track what had been visited previously. With 45 different entries… I took a screenshot of all the links available and crossed them down one by one. A colour change on the link (or the underline) would have made this so much nicer as a player.
Unlike most entries in the Single Choice Jam, Mirror Girl offers the player the choice at the start of the game. A binary choice before you are even introduced to its context or potential consequences. It makes for an intriguing experiment, a bit of an anxious one as a player.
The rest of the game is fairly short, only a handful of passages, providing snippets into the life of a young girl with a strange ability. Hidden at first, and then (ab)used, the girl resigns to her role, as no alternative path is offered to her. She does not have a choice. She never truly had a choice. Children rarely do have those choices…
I think a detrimental aspect of this entry is its reveal at the end of the playthrough. It honestly didn’t make me want to play again knowing that. It think it would have been more powerful if the reveal happened during of after a second playthrough (as in visiting the other path).
While I thought there should be a bit more contrast in the colour of the links, I thought the addition of illustrations for both the first and last screen were pretty cute. And also a bit sad. Fits with the game quite well on that aspect.
My first thought after playing this game was: “what the frick did I read?” Then: “I wonder what the other soda do…” And finally: “Is this like… someone’s brain spiralling and using the mundane choice of a drink as a way to ground themselves?” I still had to play the game a few times to get to that point… And I sill don’t think I grasped all of the subtleties… I think.
The author mentioned being inspired my multiple works, one of which I actually recognised: Computerfriend. And I could see how: in the stylistic and formatting choices, or the almost nonsensical train of thoughts, and the grounding mechanism… Though I did find this piece easier to digest, as it deals more with a sort of strange meditation than a mental health crisis (or maybe it does actually, just differently?).
Within the rambling of thoughts, the author discusses the path that led you to this moment (and the paths that didn’t or could be? Still confused on that) and what it all means. It questions the futility of wanting to link all choices, events and thoughts, as some sort of random occurrence, and sheds light on the insignificant moments and how it can change the trajectory of a life.
The game is also somewhat meta with the theme of choices. Not only does it give you a choice by the end (a very mundane one), but the topic of choices themselves. How some will matter and some won’t (who gets to decide one is or is not?), how some will be connected to others, or have consequences for others, or run in parallel to others… Choices is sort of a constant in our lives, and whether we realise or not, we constantly make choices… Only in games can you only have one.
I think this was the first time I’ve ever encountered a kinetic parser. Following the Single Choice rules, you can only do one specific action at a time before the story ends. You go through two “rooms” and do a few different actions, like looking around you, picking up some items, and move some place else. There is only one path and one path only.
It is not just the game railroading you into this one path (you truly do not seem to have a choice), the text provides you with the action you need to write next to advance the story. There is no guesswork, no puzzle, no thinking. Which means, the focus is on the text alone…
The entry calls itself a remake of a previous game of the author. While it provides some missing information for The Last Notebook (all those games are connected), it also gives very little. Your home life is really not great; so one day, after another altercation, you decide to run away. You look around your room, check yourself, get a few supplies and you are out the window. Some action descriptions are a bit confusing, and there isn’t much more than what’s on the screen.
It would be interesting to see more kinetic parser pieces, but I don’t think this one’s implementation puts that mechanism to a good light.
I like things with logics and rules, and doing things strategically, so you’d think chess should be right up my alley. But nope… the rules enter in one ear and leaves the other. And thinking of what my opponent could do just… turns me into a deer in headlight.
BUT… while chess if a major component of this game, it doesn’t asks you to play an actual chess game, but a more logical puzzle where there is only really one answer. Framed in a medieval/fantasy setting, you are a messenger on your trusty horse, ordered to share your message to every village in the region. But, in order to avoid getting caught, you cannot take the same path or visit the same place twice.
The games prompts you with two difficulty modes (hard/normal) and three types of play. You must complete the latter to end the game (the game returns to the play screed to pick the next one to complete*). You are them prompted with a chess board. When the puzzle is completed, the game tells you how long you took to do so (my record: 135s on normal).
Even though there are technically multiple square you could land on at ever turn, the game only lets you click on one. If you are playing on the normal mode, the moves are highlighted for you, making it easier to click on the correct; on hard, you just have your trusty steed and your sword (mouse) to go on.
This was fun, even if a bit… grindy by the end. The more you advance, the clearer it is which block to pick (there are only so many squares left). I think it could have worked just fine with the two first modes. The mirror mode was too similar to the corner one in my opinion.
A nice short lesson in Knight use. But I’m still not going to touch a chess board, not even to save my life…
Before you is a seemingly neverending tower, a mark of a different time, rising up the the heavens. Few can claim they’ve reached its top and stood on its final platform. And by golly, you will be one of them!
That is… if you climb up the right path… and don’t fall…
Through randomly displayed storylets, the game will take you on this impossible climb - a Daedalus climb… or maybe Icarus one if chance is not by your side. Those tit bits are quite varied, from finding nests of birds, empty offices, and many failed climbing attempts, along the way - sometimes you even get a treat (item)!. And since they will randomly appear, not one climb will ever be the same.
Halfway through the climb, I wondered if I would ever reach the top (spoiler: you eventually do), as well as the futility of the climb. What will you achieve when you do? Is there truly something that will change your life? Or will you realise that all you needed was on the ground? Why climb this Babelian tower, riddled with remnants of past and forgotten times?
The game kind of reminded me of TTRPG sessions, with the Herculean quest, the journey meeting others and finding items, and the visual descriptions found in the writing, or the randomness aspect from those darn dice rolls.
While a neat experience, it sometimes felt a bit grindy when having to climb the tower again (but I’ve also felt this way with those RPG games too).
I think what caught my eye the most was the very sleek UI of the game, with the text cards of previous passages stacking on top of one another (hover over them, btw!) or the inventory pouch displaying your items (some angles were a tad difficult to read though). Having both the settings and restart button being so custom was a nice touch too! I especially liked the background changing as you go up the tower… the stack, on the other hand, made me a bit height sick…