Do not get fooled by the pastel pink palette, and the child-like font. This game is much darker than it looks, and it is not afraid to show it. And it does it good.
If the title wasn’t enough of a hint, the game is a retelling of one of the darker versions of Cinderella, but with a twist. It is one of her step-sister who bagged the Prince, living the not-so-fairytale life. The step-mother’s trick, of sawing her daughter’s heels off was not discovered, and fooled the desperate romantic man. And through the step-daughter eyes, the story starts.
The game depicts this less than perfect life, with a woman who doesn’t feel like she belongs, in pain as a consequence of her mother’s action; and a husband who does not love her. Yet, she is forced to pull through, and perform the duties of her title, no matter the pain. The descriptions are gruesome and explicit, the feelings are raw and quite depressing. And it is done good.
I quite liked the author’s take on the single choice for the entry: with two cycling macros, giving 12 different options, each diving further into the Step-sister’s mind, her relationship and the titles that come with them, her regrets and shame, and her wishes. It is pretty grim all throughout.
I really, really appreciated the way the author coded the return to the choice, without having to read through the whole start of the game or remembering the last option seen. It made it so much easier to play all endings!
Waking up in a strange land can be perturbing. Realising your body does not look right, feels all kind of wrong. Finding yourself in the presence of a stranger by your bedside, terrifying. So what do you do? What can you do?
This short game gives you three choices, branching the story towards three different ends. Funnily, these choice kind of represent the Freeze, Fight, Flight behaviour we have when faced with a stressful situation.
The writing balanced quite well the more horrory/odd elements of the character, especially compared to the human they are facing. There was an interesting focus on how bodies should look like, the transformation of bodies, and how the character’s body felt wrong - adding to the uneasiness of the situation.
Visual wise, the game uses the basic UI of Ink, putting focus on the text. Still, it made some interesting styling choices, with the honeycomb link.
This entry is a retelling of a popular European folk story, where a card game is being played at a pub, when a stranger comes in and asks to join. Promising all your heart could desire if you beat him, but if you lose… he would take something from you too. Will you take on the challenge or fold?
The entry is very short, only a few passages before the eventual choice, and its visual is bare, putting the focus on the text. I really liked the depiction of the group of friend playing cards at the pub before the stranger’s entrance, giving a false sense of normalcy - a sticking opposition with the description of the stranger.
The choice itself feels both quite consequential and not very surprising, considering the heavy hints the game provides ahead of time. Both option will give quite different and expected endings. I think I preferred the “playing” option more than the other one - mainly because I’m still not sure what price will be paid…
It was a neat piece of folklore.
Glimmer is about a person spiraling in helplessness, having a hard time to function around the bleakness of their situation. It is also about hope, and the importance of having caring people around.
The game is simplistic in both style and visual. A few lines of text, one choice, maybe some extra interactive links to add description. It is straight to the point. The world is bleak, so you turn your back to it. You face some hardship, so you avoid them. Little by little, you close yourself to everything around you. But, at your lowest point, a hand reaches out to you to pull you out of your funk (forcibly if you resist), reminding you that there are still good things out there to enjoy.
I thought the game started out strong, with tackling themes of drifting and avoidance turning into depression and isolation (though it felt at time a tad too surface-level in its representation), when faced with a bleak world and difficulties in your life. The whole losing your joie de vivre and vicious cycle of negativity.
However, I found the whole second act... dissonant almost? In your darkest moment, an unnamed friend* barges (back?) into your life, gives you a cup of tea and a biscuit, and like that, you snap out of it, awkwardly and timidly claiming you tried to get better all this time. When the first part of the game implied quite some time had passed between the first event of the spiral and current time, it feels like a whiplash to have a "recovery" happening so suddenly. This feeling was aggravated when choosing to resist the friend's pleas does little to change the outcome. As if by magic, you get better by the last page. After just a cup of tea.
*I really didn't like that you would not even acknowledge their personhood, I think that's also a reason why it felt weird.
I still haven't made my mind about the (lack of) choices and what it means for the player agency. I've come to appreciate more the kinetic approach of storytelling in IF, and considering how debilitating depression can be, making you think you do not have a choice, it is thematically in line with the story. However, the few available choices lack in consequence or are essentially disregarded by the story, which makes the little agency the player has essentially useless. It felt a bit frustrating and unsatisfying.
I did appreciate the message the game was trying to convey, but I don't think the game quite manage to get the point across.
Set in a psych ward, this very short dating-sim will let you explore the building, meet different Edits and Nikis. Some of them even invite you on a date after some extremely short small talk. There are four possible endings.
I appreciate shortness in games, the ones that go to the point and don't waste time with meandering or going around the bush. Being able to tell a complete story concisely is an impressive skill. But not every story can be or should be told concisely. Some need a bit more fluff to tie parts together. This is one of the issue with this game.
4E2N is actually a remake of The 4 Edith, a Twiny Jam entry of less than 300 words. This game ditched the pictures, changed the Edith into Edit (or was it a typo?), added Nikis, and fluffed up the small talk between the characters and the descriptions of the environment. Even adding an extra choice at the start.
Going into the psych yard, you are given a choice between entering the building or stay outside a bit longer. This can be repeated until a resident come bother you about a topic you don't seem to care about. Inside the building, you can visit multiple locations, each populated by one of the Edith or the Niki. Small talk ensue (or not), before you move on to another location. Once you feel it is time to go home, you are presented with four locations, each where you meet again an Edith, prompting the ending of the game.
Aside from getting extra locations, you are able to go back and forth in the history to see other endings without having to reload the game.
Still, the remake feels off. The pages have many typos and formatting issues (especially when it comes to naming the Ediths - Even the title of the game is unclear on whether it is Edit or Edith) and lack of consistence (the characters pronouns or POV). Meeting the different characters feel incredibly shallow (is that the point the game is trying to make? I mean who goes dating in a psych ward), and neither endings feel satisfying, or much fun. One major issue I have with the remake is the addition of the Nikis, only to be told in the final choice The Niki are not yet/no longer available…
In terms of the gameplay, aside from the game not even registering whether you've met the different Edit(h?)s or the Nikis, there is not much to it. Your choices feel quite inconsequential and hollow. It could have been nice to see you accept or refuse a date, bringing your date to a different place, or learn of what happened to the other dates if you didn't meet with them.
The game feels quite unfinished and incomplete, the story even in its shortness is both straightforward and confusing. After replaying I wasn't sure whether I was a resident of the psych ward or whether the Edits and Nikis were truly human.
Was there something in the game I just didn't get? Or was it submitted as a bad joke? I don't know...
Invited for a visit at or found your way into the Palais Garnier, you are thrust into a world full of dance, intrigue, and superstitions. Your tasks is to separate fact from fiction, and make sense of the mystery afoot. No matter the supposed curse, the future of the ballet, and its corps, depends on you!
Set during the Belle Époque in Paris, Rougi paints a vivid and dizzying picture of the ballet scene and its intrigue. Starting from the prologue, you are introduced to a small cast of characters with links to the Palais Garnier or its ballet crew, their relationships with one another, and the hints of conflicts between them. Even before the crux of the mystery is revealed, the game sets the stage for some delicious intrigue.
Thought the project is only in a development stage, the available demo already lays out an intriguing premise, a compelling and layered mystery and interesting use of interactivity (in picking up clues). The story pulls the player in different direction, through crimson strings towards potential answers or red herrings (and there seems to be many red herrings).
Is the Director behind it all, due to disagreement with the Maestro? or an admirer of the Danseuse Étoile take revenge for the casting choice? or maybe the Danseuse Étoile walks the path of destruction? Could it actually be supernatural or a former foe behind it all? The game seem to take pleasure in throwing the player off the scent...
Further than the mystery afoot, there are interesting conflicts and backstories I hope the rest of the game will explore. Between the seasoned Danceuse Étoile and the naïve newcomer, will they claw each other out for the top spot or is there something more caring behind the façade? Will Élodie's part in the performance create a stir? Were Camille's failures a coincidence or were they external forces at play? What does it all mean for the ballet?
The writing is somewhat reminiscent of French contemporary(-ish) writers, like Flaubert or Balzac, in its flowery descriptions and detailed flow-y and rather sizeable text. The abundant use of imagery and metaphor adds to the strength of the project, enhancing the theatrics of the story. As dance is to ballet, so it is reflected in words here.
The author has also a good attention for details, showing its effort in including the correct terminology in ballet concepts or in the descriptions of the Palais Garnier. It shows that research has been done.
I also liked that the author put the MC in a very secondary/observer position. We are thrust into the setting, an outsider looking in and trying to make sense of established facts and relationships. Navigating this whole affair is both exciting and dizzying. (Is it a commentary that as players we are outsider to any story's game too?)
As a sidenote, while Les Souliers Rouges was not a contemporary ballet to the current setting (late 1800s), nor a cursed one at that, but a more recent invention, the author's plan for said ballet share very few similarities. It will be interesting to see where the story takes us and how the premise of the ballet is reflected in the path the characters will take...
As is expected with a working demo, there were some icks that stood out. Some interactive aspects were a bit out of place (like going through Camille's desk when the following line they are here in the room) or lacked the satisfying formatting of the choice list (even for single choice). Passages were at time getting a tad too long, which is a bit of a issue when saving (as Twine can save when moving to a new passage only) or reloading a page. Along with page breaks, I think a better separation between chapters/beats would help with the flow between scenes and make it a bit clearer in the time passed or in the location (maybe a header at the start?).
And while I liked the UI, especially its dark colour scheme, I think the Belle Époque aesthetic could be pushed even further to complement the setting of the story (or its mystery).
This project had been on my radar since it was first submitted to the Interact-IF jam, and I've been waiting for its return ever since, hoping to bring back my ball of red twine and connects unlikely dots...
I should probably preface this review by saying I've never read Hamlet (or Shakespeare's work) outside of lone lines or loose adaptations (I think the Lion King/Dune applies?). And while I know there are murders, betrayals, unrequited feelings, madness and monologues galore, the game does not punish you for not knowing the intricacies of the text. Because the story is set after Hamlet's death... and it is not really about Hamlet either.
E:aH uses Hamlet as a framing device to explore the themes of grief, the fear of and hopelessness about death, and identity (esp. Asian American), when living through a global pandemic. During this period, many of us have experienced grief and hardship, from not being able to meet people, to losing family members, seeing one's health worsen, or being subject to violence from others... And within its 15k+ words, this game creates a snapshot filled with anxiety and uncertainty. Yet, amidst the depressing setting, the prose is parsed with humour, little gems bringing levity to the story.
The story happens in two folds: you working on your assignment, trying to suppress worries about your loved ones and the state of the world, and your hallucinations(?) set in Elsinore, imagining events following the end of the play. Both somewhat mirroring or criticising the other. You struggle to find something meaningful to say about the the text, while Horatio scolds you for downplaying their agency as people. A "plague" starts in Elsinore, which you notice from a servant coughing. you share comforting words to Horatio and compassion for his situation, recalling times of struggles during the "war" against COVID and the violence some were forced to endure because of their ethnicity.
The game feels like a critique of the text, through the added character of Petra challenging the crown while passive Ophelia goes mad, or a critique of some reading of the text, like with the comments about the relationships between Horatio and Hamlet. The critiques are sometimes a bit more blunt, with the player character roasting Hamlet for derailing his father's quest (meeting his demise) or his poor treatment towards other characters (esp. Ophelia).
While the UI strayed very little from the basic Harlowe base, it does utilise the enchantment macros in an interesting manner, often enhancing the player character's feelings, a few even added to the hallucination assumptions (especially when ignoring the first sign). Some of the strangely formatted text will hide the way to advance through the story. I wasn't particularly fan some typed text (a bit too slow) or timed ones (wait a bit too long), and one hidden link was biiit too obtuse to find - but it didn't detract my overall enjoyment of the story.
But as every story, this too must end. So let's finish with the endings. The game has 7 possible endings. Some easier to get than others; some longer than others; some good, some bad, some neither. I reached the shorter ones more easily than the longer ones. Depending on your choices, the story will confirm these hallucinations were just a dream or will let you believe you are still trapped in Elsinore; you may reach a bittersweet end where your heart lightened, or one sharing the same fate as Ophelia. Out of those, I think I preferred the ones where the isekai theme was the more obvious, regardless of how forceful the return to reality is, as it mirrored best the start of the game and felt more like a closing the circle moment.
This is a Post-Comp Version review. Also maybe biased because I really like Autumn's work.
In a far future, after centuries of conflict, the Earth's population has been reduced to small communities stuck inside arcologies (city domes). In one of them, lives Em, an Archivist (sorta), trying to survive the best she can (sorta), and maybe (re)form relationships to better her situation. Throughout the game, you must ensure Em is on top of her duties and health.
As with her other Dendy games, A&R works in layers. On the surface, it is a resource management game, where your savings, energy level (hidden), mental and physical health (hidden) must be minded when organising one's day or spending.
While you have agency in this, how far you can go with the different actions will depend on whether you've unlocked certain storylets, or Em's current health at the time. Since she has chronic issues, you won't be allowed to churn through hundreds of files for your job, or even do anything at times.
Underneath, two other mechanics come to play: the relationship/storylet aspect with Em's old acquaintances, and the archiving loop, Em's job. Both will affect Em's survival (savings/health) and the ending of the game.
The first is relatively similar to Autumn's previous Dendry games, in which a side-story will be parsed throughout the game, requiring the player to meet specific characters multiple times to uncover the story at large. In this game, clearing more than one path in a playthrough is quite doable.
The latter is a mechanic I had not really seen before in an IF game, but one I enjoyed greatly. Your job entails decrypting and archiving files, each with a specific code (hint hint), requiring to be either placed in a specific slot or discarded (or you can keep it for yourself). Combing through the documents were quite fun.
The first time I played the game, I thought I could survive all on my own, leaving past relationships where they were, focusing only on my job and keeping myself afloat. I remember it being incredibly stressful (I almost cried when Em was on the brink of eviction). Everything felt hopeless, and the almost-clinical-at-times prose, as well as the UI, accentuated that feeling.
This time around, I followed Autumn's advice and shamelessly begged my acquaintances for money. I didn't want to recreate that very anxious feeling I had the last time - and wanted to see what else I had missed. Indeed, it was much less stressful to go through. I didn't really have to worry about money (thanks A-), I didn't have to exhaust myself with work, and I could explore more different facets of Em's life (her past relationships, herself, how she had to navigate the world). The world is still wretched, but there is more hope. You almost believe that surviving through it is... doable.
The storylets manages to offer a bit of levity in this wretched world, in which Em can find a community helping others, rekindle her relationship with a (re)closeted trans person, rekindle her relationship with her ex who you had a child with. In (re)making connections, you can learn more about your past and how you (don't) fit in this world. You can go on a date, cook with someone, spend time with your child... have a "normal" life.
I quite enjoyed how grounded and raw these storylets felt. They, at times, seemed like a commentary on our present, with the tribalism of social media, the lack of trust in the news, the grueling life under capitalism, and the treatment of transfolks. Strip away the sci-fi/post-apocalyptic future, and they could could be right at home with our current time.
I still hated the news part... its description changing the 'a form of self harm' was on point considering the comments...
Even if you don't interact with anyone, you can still learn about the world and your place in it through the notes (essentially a Codex page) or DNA files you decode. From old recovered chats between yourself and other characters, science articles, old journal entries, and documents regarding the Arcology's founder - Liana -, you can build together a bleak image about the world, the state of the environment and human condition, filled with disenchantment and conflict.
Depending on what you do with your day, you may find some Easter Eggs, like the TV Series you can watch or the Games you can play, little winks to Autumn's other games. Some characters of the game, made obvious by their names, share a resemblance to ones from the Pageantverse.
With the implementation of the Autosave, I was able to reach a lot more endings than the first time around, especially less bleak ones, without having to replay the game. Those endings are highly dependent on the actions you took during the game, some being sweet (especially with K-), some being maybe critical (imo A-'s, Alone), and one specifically blew my mind (Ending 1 - didn't find before).
Ending 1 is by far the most interesting one in my book. While it might seem a bit like a Deux Ex Machina or coming from out of nowhere (depending on your playthrough it may feel like a whiplash), it is the one that has not left my brain since I've replayed the game - maybe because of how strikingly different it is from the others. I think this ending might work best if connections with other characters were not made. It also made me wonder whether Em's life would have been that different if her arcology was still in contact with the others, or whether contact was severed between all arcologies. Honestly, it brought a lot of questions about the world after reading through (sequel of Ending 1, when?).
I don't know if there is a point or a moral to the game. If I were to give one to it, it would be that communities are important for people to thrive, maybe even necessary, and that the world can be a very difficult place when you keep to yourself, worse when your situation is dire in the first place. Even if it seems bleak, there is a glimmer of hope and goodness there...
This entry does not give one, nor two, but six and a half stories within one game, all taking a jab at romantic clichés. In the container half story, you are courting Molly, a more-or-less maneater, who coyly tells her different affairs with past men and why it never worked out. Among those: a perfect man she always felt insecure around, a mad scientist who let his work consume the relationship, a literal Don Juan who depleted her savings, a foozball celebrity who partied too much, a royal alongside which she felt too much pressure, and a rockstar who cheated.
While the entries try to make fun of romantic clichés, its prose is none the better, emulating those romance novel of questionable quality, without really fully hitting the mark. Adding on to an unneeded formal tone, this adds to the impossibilities of the tales being reality, removing the possibility of fantasy. With the game switching from a second-POV (you, the player) to a first-POV (Molly), it also fails to give both Molly and you distinct voices, making the transition between past and present a bit strange.
Molly is everything you find in Romance stories: she is gorgeous and yet bland, capable and helpless, confident in herself and insecure around men she thinks are better; and in most situation. She is honestly quite infuriating; worse even when she finishes her tale, taunting you with showing her how you are better than her ex.
The end of the game is none the better. After going through Molly’s retelling of her life with her different exes, you simply throw your hands in the air and leave. Claiming she was looking down at you. Which she had until now. But showing the tipping point being the man who behave the worst towards her left an awful taste in my mouth, when you barely flinched her taunt the other times (and had no choice to give up before then).
At this points, I questioned whether this was truly parodying the genre. Or just trying to make a bad joke. In any case, it felt of bad taste.
This short poetic prose takes you on a drunken melancholic trip filled with stolen glances, caring touches, and repressed feelings. With every sentence, the tension between the two characters is palpable, edging to succumb to their yearning, yet never faltering - no matter their current state, no matter their actual feelings for one another.
With its simple UI design and atmospheric music, this entry managed to create quite a melancholic and somewhat heartbreaking aura to the story.