While quite short, this entry was very effective in conveying feelings of sadness, griefs, and longing, as well as joy and hope, even if fleeting. With little lords, the writing is quite powerful in its descriptions and depictions, leaving a lot of unsaid between the lines. The player is left feeling the holes and connecting the dots, to see the full picture (or at least a clearer one). It is quite tragic, and beautiful.
Silly games are my favourite kind, especially the ones that know that the premise is silly and continue to go full speed ahead towards MOAR silliness. And this one knocks the silliness out the park.
Three friends have 20 bucks in their pockets* and a dream to make a horror movie called GUT (like their band name) in hopes to cash out. Each bandmate has an idea on where to spend the money (actor, scenery, costumes), or they could follow their manager and just get some chips. If the former option is chosen, the movie is film and shown around. But the movie is not yet perfect. So you go back to the drawing board and invest a bit more money. More shenanigans ensue! Very chaotic, much laughs.
While playing through it is fun, I felt the game shined even more after a replay or two, trying the other paths or different combinations of choices, as you'll get some very special flavours of chaos. It's very fun!
This is a short parser letting the players use only one command: examine (X / L), where the point is to examine the abandoned house, and its different element, as if you were exploring it. Examining an element gives you a description, which focuses on other smaller elements, which if you examine those will describe further details, and... so on and so forth until the details are simply too small to see, or until you examined all elements to reach the end.
The gameplay reminded me of Nested, where checking an element gives you details you can look out, each if checked will give out subsequent details, and... Except, unlike Nested, TLH doesn't loop back to repeat ad infinitum if you take one specific path.
As for the whole, it felt a bit voyeuristic, especially in the descriptions of each details of the house, as, even if it is abandoned, you sort of see yourself opening the door or looking out the scenery from the window. You wish you could be inside the house, but you can't. You're on the other side of the fency, gazing with envy at the house. It's pretty eerie...
Also: +1 for including a walkthough! -1 for not being able to pet the dog (/jk)
This kinetic bitsi is more of a meta/philosophical musing about creative writing (or creating in general) and an author/creator's relationship with its creations - the positives and negatives, the blank and the whites, and the muddled greys in between. For some, it might be dreadfully existential, others will find themselves in the sentiments conveyed.
Linearity aside, I found the interface quite fitting, with the high-contrast monochrome backgrounds following the points of the text, as if adding another visual representation to the words on the screen.
It's an interesting piece, more so for the message than the interactivity.
This game might be short and concise, but it is quite well-written, impactful and heartbreaking. From the start, there is something not quite right with your son's interruption of your sleep, even if it is a yearly occurrence. Things just don't quite fit all to well, especially when your daughter appears or when the mother is mentioned (in hindsight... 🥴). But is is not clear until the end what is truly going on here. What seems at first like a slice-of-life with some spooky halloween aspect, turns downright terrifying. The reveal is not only depressing to internalise, but the implications are frankly hitting much harder than what you'd expect from the blurb and warnings. The final choice is, again, heartbreaking, whichever way you choose...
This was an incredible game. Using the framing of a game within a game, it taps into the creepypasta vibes and lost content, by adding voiced commentary (amazing voice!~) and an interface of an old glitchy computer. In the game, you play bits of games and demos, created in binksi, from an author who had previously found success, but struggles to put out his next game.
Throughout the game (the one you play), commentaries from the narrator can be heard (in French, subtitled in English) at specific moments (especially the starts and ends of the games-in-game), explaining the state of mind of the author, his motivations for creating certain demos, or links between his games (often in symbolisms and writing on the wall). Most games-in-game are unfinished, explained by the narrator as to why.
The interactivity might not be traditional IF, as you are playing binksi (requiring more movement than choice), and is sometimes obtuse (especially the hidden mazes and paths, though they are not hard), but it reflects the commentary of the narrator on the subject. There are clear reasons as to why a level is built the way it is, why you can't reach certain element until much later down the line, why some demos look polished and some are messed up version. The mirror between what you see in the games-in-game and you hear/read with the commentaries is fascinating, as well as very creepy.
Throughout the game, tension builds up, with all the strange and creepy bits adding onto the pile, culminating to a climax that twisted my stomach. Every bit is linked, right up until the end.
And impressive game, taking you on a choke hold.
Utilisant le motif de jeu dans un jeu, avec des commentaires d’un narrateur (génial, la voix~!) et une interface de vieil ordi qui glitch un peu, on joue à des extraits de jeux/démos en binksi. Les commentaires du narrateur sont activés à des moments clés (souvent début et fin), expliquant l’état d’esprit de l’auteur ou ses motivations lors de la création du projet. L’interactivité du jeu (très binksi) est parfois un peu obtuse (surtout le labyrinthe caché), mais elle reflète le commentaire du narrateur. Ce miroir est fascinant et un peu flippant.
Le suspense monte tout au long du jeu, culminant dans un rebondissement choquant (j’en tremble encore, évidement la clé!!).
This game is downright absurd and really anchored in surrealism. I first played it when the Italian version was only available, relying on my little knowledge of the language and French-ism to get by (and was completely lost), then replayed it in English (and was slightly less lost).
The gist is that you're appearing in a TV show called the Good Day Show (a bit of a joke on those Good Day morning program), but you don't know how you got there, why you are here, and how you'd be able to get home. The host is not at all helpful and will not sooth your anxiety. Oh, and there's a cooking portion (have not beaten it).
The visuals are honestly insane (in a good way), with some bizarre abstract collage of bits to make sprites. It kind of reminded me of those weird modern pieces you'd find in museums.
This was a very short game to show off the mechanic rather than a story. Words flash on the screen one by one, testing your reading ability (though there is a speed setting) and reflexes when a choice is given (using arrows to choose an option). Some options are timed, others are not.
There are a handful of endings, which can all be found in 5min since the "story" is so short. However, this also make the novelty of the gameplay running out quickly. I do wonder if the novelty would still grow old quickly had the story been longer...
The game describes itself as a 'lo-fi game to relax to', and it does not lie! From the interface and its calming palette, the background music chosen, or the vibes of it all, the game is reminiscent of those lo-fi playlist you'd find on Youtube. It is a very cozy game, with low stake and a chill storylet structure with a slow progress.
As always: + 1 for the cat, and being able to play with it!