In a mix between retrospection and conversation, this entry shows that no matter how dull work can be, a friend can make up for it. Even if you never met face to face. Or their handle changes every day. But nothing matter in this corrupted document shared with that one special person, who you know so much of and yet so little.
I like the eeriness of the setting (what if they are not as friendly? what if you are being tricked) and the writing made me chuckle too. The UI also was spot on!
While this could be a metaphor for how grueling and monotonous life could be, this entry takes instead inspiration from a familiar Greek myth. Forced to complete this Sysiphian task, memories from a former life, a previous time, start to pique your mind. You slowly uncover the mystery, pushing the boulder, again, and again, fighting the pull of the great stone or complying to its wished.
Really good!
This whimsical entry, filled with dreamy illustrations, awards you three gifts, which you must choose from 11, to lessen the hardship of life. From doors to other worlds, food you can pay with memories, a pool with always the perfect temperature, to a literal slice of paradise, the hardest thing in this entry is both choose… and realise this will never happen in real life.
But one can dream…
In this small puzzle-y entry, you are faced with a tomb (which you may or may not manage to enter) and the memories of the man buried there. Memories you thought you buried as well…
I liked the puzzle quite a bit~
While working on samples, you notice strange things happening around you: misplaced test tubes, foul smell, unusual behaviour… Depending on the choice you’ve made, you may encounter one of four endings, each creepier than the last.
The entry is very atmospheric and the bareness in writing (in work notes) convey a lot more about the setting than it looks.
Really enjoyed this one!
While you can skip the typed text animation, the options are stuck being a timed, making you wait anyway. Changing the timed into a typed would be much nicer for replay value!
This short entry looks at the early stages of the lifecycle of a frog, from the moment they are spawned into the pond, to the day they leave it. You play as one of them, eating, wondering about your state, or wiggling around the muddy waters. As you grow, the season changes, and so are the dangers.
The entry is awfully sweet and delightful.
With the current ecological state of the world, it is hard not to feel hopeless for future generations. It is also quite normal to turn towards science/speculative-fiction to imagine a world in the far future where Nature has taken a priority, and technology can do wonders to protect it. Like a soothing balm, reminding us that things might work out after all…
This is this kind of hope that this entry is bringing forward.
Unprepared and inexperienced, yet tasked to engage in negotiations with a man who seems to have all and requires little from you.
You will need a few tries to find the right combination of choices to appease the Viper. Some are hidden at first… Choose the wrong one, and die(?). Take too long, and die(?)…
I really liked how the game was constructed. It was fun (in a bit of a stressful way). Though the ending page arrived just a second or two too early…
… is the “kindness of the vampire”.
Spared from the release of death, a vampire transforms you into her kind, no matter your protest. Forced to live as an undead, forgetting what it meant to be alive, human, despair takes a hold of you. Until you repay your Maker her kindness…
The imagery from the prose is delectable. A succulent and dark short piece.
This entry does exactly what the title implies. It is a simulator of battles between spaceships, seemingly infinite… well, unless you fail… which will happen (I have yet to win the game…).
Similar to Rogue-likes, ISBS requires some strategy in the actions you perform. Do you get closer to have a more accurate shot or evade to lower the chance of you getting shot? Do you deploy drones or shoot until you die?
You are also forced to choose which upgrade to prioritise when you do manage to shoot down an enemy, though you are limited…
Aside from the gameplay/mechanic, which is impressive in an of itself, the story hints at something maybe more sinister? You are told this is a simulation, and though you feel(?) pain, you supposedly do not sustain actual damage. Is this part of a larger experiment? What is that experiment for? A training for a future space war?
There is definitely more than the author lets on…