one way is a short kinetic dialogue through text between Syn and Lily, though it feels more like a monologue, as the latter doesn’t respond much. In the messages, Syn talks about the writing progress (or lack of) on a story, and the struggles of being relatable, even when drawing on one’s identity. The messages go unanswered, worrying Syn, who ends up confronting Lily for a sign of life.
Because of that one-sidedness in the exchange, and the minimal formatting, I thought at first I was reading Syn’s diary entries (the first few pages being pretty relatable, being in a writing rut is not fun). Though it was after going through the passages again did I wonder whether we were playing as Lily, clicking the arrow link to forward time, as if reading but avoiding answering, making Syn’s plea for a response all the more heartbreaking.
Or maybe I’m reading too much into it, and we’re simply a complete outsider.
story of my life is a tiny kinetic slice-of-life piece, centred on a couple of linked memories, snapshot seemingly mundane at the time but with hindsight and reminiscing may look important. It seems like a reflection of things seen and said, or more what was experienced differently and what was never said. This disconnect is made all the more obvious on the last screen, where the narrator admit they could actually say something… but still end up avoiding the subject through a more light-hearted question, further the miscommunication.
Sanguine: The Stygian Shore is a tiny Twine adventure, where you incarnate Ash’Garekh, a mercenary stranded on Lunaris after a storm at sea. Still, you need to get to your original destination, so you travel north and do your best to avoid the traps and the dangers, and maybe thwart a plot in the process.
The writing reminded me a bit of those darker fantasy pulp stories, with danger to overcome, some damsels to rescue, and cliché shouts, but all the good ways of those. The only negative thing I have to say about it, is that it ended way too quick. I would love to play a longer version of the game with trials and tribulations and puzzles… until I finally reach my destination!
Lunar Fall is a mini make-out-sim where two women, L and E, embrace each other for a while. With a short tangent about relationships and love (do we min-max one’s feelings by our actions?) and the definition of sex (is there a line to what or what isn’t sexual), the main focus of the game is the actual make-out part. Depending on the starting position (spooning or facing each other), you have two to four actions, one being one-off while the other options being repeatable, before you end it altogether.
I’ve tried multiple combination of actions, and always seemed to end with the same words and the same thanks, but I wonder if there are multiple endings to it.
Am I min-maxing enough this make-out session?!?! No matter, I’ll go make out with E again anyway.
Find a parser beta tester! is a short reflection piece on beta-testing, particularly when having your parser work beta-tested by others. Whatever the program used when making a game, beta-testing is the most painful part of the process: you not only need to have people play a game that isn’t complete and probably has too many bugs it’s embarrassing, but you also have to FIND THOSE PEOPLE IN THE FIRST PLACE. The pain…
The game give multiple options, between parser and non-parser players, players who know and don’t know you, so you would get a wide array of feedback, allowing you to fix it all before the deadline (though it is never truly fixed…). It is a pretty sound advice, having a wide-range of different testers, to ensure you’ve covered as much as possible the potential players base.
Testing is one of the most important part of game making*, as it can be the difference between receiving glowing reviews and… a torrent of negative comments because everything is broken. Not just that, but depending on the amount of issues with your game, you may feel guilty for having put them through such gruelling efforts (especially if they are not familiar with parsers).
*I say that but, lol, but I barely do that myself
Congrats! Your writing doesn’t stink! is a short reflection on sharing one’s work with others. Formatted as an exchange between an author (you) and a player/reviewer, you listen/read the latter’s opinion about your hypothetical piece. Through a thinly veil of “hey, I’m just trying to help”, the praise ends up being less then genuine, and the criticism borderline insulting. But maybe, it should have been expected with the title…
It’s weirdly relatable, having had my work judged, not always kindly (thought often with kernels of truth), to the point that it can turn you off from a community altogether. Putting your work out there is very courageous, and being met with malicious comments can be demoralizing. Words can be powerful things, lifting people spirits as well as burying them six-feet down. It’s a good reminder to think about how we phrase our comments, especially when we don’t like something.
in the digital age is a short fan-fic piece based on Great Ace Attorney, in a communication-sim type of way. You play as Su, getting a phone call from Haori in the middle of the night, having avoided talking to her for a while and informing her of your return (among other things). Except you are a pretty awkward person, and behave a bit erratically (though, if they were teenagers, it would make tons of sense). While I did find the actual text exchange to be a bit confusing (on who was who especially), the consequence of the first choice was very funny to me.
come thru at 330am is a short kinetic piece, a jumbled reflection at a barbershop, which dealing with a traumatic past due to abuse in the workplace, making getting a simple haircut a herculean trial. With a minimal use of punctuation, the prose weaves together an often confusing imagery, mixing past and present, real and felt, emotional and rational… blurring all the lines.
Garden Party is an interactive unfolding poem, where you attend a garden party. Clicking on the different elements on the screen, the party unfolds before you, with cheers and drinks, dancing and playing games… but you can also escape the commotions and enjoy a little bit of a break, in the calming surroundings of Nature.
This piece reminded me a bit of NESTED by Orteil in the way it unfolds and displays new elements on the screen - though Garden Party does is finite, with its 100 or so elements to click on. It’s a pretty comforting experience.
sappho fragment generator is exactly what the title says: randomly printing on the screen fragments of writings of the poet Sappho. Each verse on the screen will vary in length and content, though it will often not make much sense (or at least it was my experience generating them), as it displays them from a small bank of words. Because little has survived, the generator sometimes even includes unexpected characters - though the general nonsensical of the generated elements is already confusing enough as is.
Maybe… we could still try to analyse the unanalysable.
Little Kitty Cat is a kinetic Twine piece where you are… a little kitty cat doing little kitty cat things. The prose is very simplistic, trying to emulate the mind of a small cat (or what we think a cat’s mind is, for all we know they are super philosophical xD), with the sudden changes in emotions and wishes (like purring because of pets until jumping away because it’s not as good). But it’s SO fun. It’s really cute and just happy. A delight for a short break!
Chronostasis is a short almost linear Twine piece about time… or lack of. Your evening ticking away, tempo’d by the metronome-like rhythm of your clock, it is without surprise that you notice when your surrounding suddenly turn completely silent. The eeriness of the situation, where nothing you do seems to help, brings a lot of tension in the way it is simply conveyed. The culmination of the piece, when time starts again, is really clever.
Good Luck and Godspeed is a short Twine game, where you wake up in a spaceship with a headache, unable to remember a thing. You get to explore around and examine a few items, though you have a hard time putting things together. You seem to be some sort of astronaut on a mission with other people (none of which you meet). The prose is weirdly alienating, as the state of the craft seems dire, but you don’t seem particularly bothered by it – you almost welcome your fate by the end, whichever way you choose to go.
All I Am Is This is a short ChoiceScript game about being human and the will to live. Going through a short questionnaire, you define yourself through emotions and how you look at the future. However you answer, the game will attempt to make you realise how being human is full of flaws and confusion, but that life is worth it no matter what. It’s a lovely short uplifting piece of IF.
Nameless Dream is a short surreal Twine piece, about dreams, how vivid they can become and still how little we end up remembering them. With a slight sci-fi element to it, as the human race was upgraded with cooler, more vivid dreams, you get to choose between three different activities, experiencing the high of those awesome new ways of dreaming and the lows of realising you can never really have this in real life… But nothing further than that happens, nothing really affect your real life. All stays as always in your dreams. It’s weirdly both comforting and familiar, and concerning…
Never Have I Ever is a short ink game where a group of space marines take a break, share a drink, and partake in the most dangerous game of all: Never Have I Ever. You get to choose your poison, drink (or not) with each take, and talk about… the elephant in the room. It has great tension, from the start and still continues building, until it explodes and the scene turns to black.
But the kicker is to get to the end, and see the spicy answers BEING LOCKED FOR CLICKING! and having to restart the game and find the correct combination to get to select that option, while knowing something is bad. Like BAD bad.
And even if you don’t get the truth, all the truth, and nothing but the truth, it’s a fun borderline thriller like bite.
ALL PREPARATIONS ARE COMPLETE is a short kinetic visual novel, where you complete a seemingly normal to-do list. Kinda… sorta… well, it’s normal for you. In this thriller mini game, part of a larger multi-entries universe, you incarnate a serial-killer having just dealt with their latest victim, and going through all the steps to wrap up the day. Being (somewhat) methodical, you neatly clear up your mistakes, take care of your beloved pets, and definitely lying to your boss for a well-earned day-off. It’s weirdly sweet in the slice-of-life way, and a bit psychotic too. I dig the vibe of the interface quite a bit.
Translucent Trails is a short kinetic visual novel about mourning someone, and the aftermath of living without them, and the muddled feelings that come with it. Though the mentioned past is dark and pretty tragic, the prose seems hopeful and yearning for a happier future, as if trying to move on from the hurt and the pain, but chained down still by the guilt. It is a sad one-sided conversation, that seems confusing at first, due to the intended ill-placed text on the screen (somewhat forcing you to fill in the blanks).
Please Don’t Understand Me is a looping kinetic visual novel, where someone is trying to talk to you, but you can’t understand the words (as an illegible font with icons is used instead of latin letters). As you repeat the same thing over and over again, mentioning how you do not understand what they are saying, the other’s bubbles expand and double, covering the screen. Yet… the exchange does not lead anywhere.
However, the “problem” is resolved after finishing the first loop, with a typeface setting allowing you to change that font with a more legible one. Thanks to this, you can read what the other person is saying (though it does not matter for the story), and understand their struggle and frustration with communicating with you (as the player, not the character). The despair and loneliness coming from not being understood as they are, realising and trying to change for others, in vain.
A very interesting way of using the restriction.
Get Out of Match Lake is a short almost kinetic creepy entry, where doppelgängers attempts to communicate through tarot cards (I think? I was a bit confused, maybe you are summoning them). The prose creates a very weird atmosphere, threatening yet too far from harm. The effect of the cards were neat.
Happy Life Home is a cozy little sci-fi binksi visual novel, where you embody a helper bot designed to prepare a home for an incoming family. By looking through logs, you can learn about their wishes and preferences. And going through the house, you can transform it into an inviting home where they will be able to make tons of memories (which will include you, if you do well enough).
Coupled with a cute beat and very cool graphics, it is a very wholesome experience!
Heaven Alive is a short sci-fi horror-like conversation-sim made in Twine, where you play as an advisor to a warlord. Depending on your choices, the way you address your ruler, you can gain approval points, sending you to one of the three different endings. Along with the highly stylised interface and the stringent background music, the small game can make you feel uncomfortable pretty quick. I think I had the most fun trying to be rude to my boss…
Another Night With The Party is a short text-adventure set in a tavern, reminiscent of D&D games. Seeing your other members involved in different shenanigans, you can pick which of them you’d want to interact, going along or foiling their plans. Though it’s short, it’s pretty fun, and reminded me of the pickles my party got into during a campaign and how we always chose the most chaotic options to push the story forward.
Mud Bourbon is a short Twine piece about saying goodbyes to a loved one. In this mainly one-sided conversation, you reminisce over the life of your companion, Mud Bourbon, who is living its last moment with you. It is pretty emotional… and “horse-girl”-phase me would not have handled this game in the healthiest of fashion.
It was lovely how the prose builds up the heartbreaking tension, leading to that one final magical and tragic bit.
Amber & Myrrh is an interactive piece set in Ancient Greece, inspired by the myth of Pygmalion and Galatea. Weaved like a tapestry, the myth is both a passing sentence and a background against the contrasted tableau of very real women dealing with the objective perception of men, of loving women devoting themselves to each other passionately and wholly against the sculptor obsessive behaviour, the admiration of the person and of the body. It is enchanting and daunting.
A beautiful and lovely piece of sapphic writing.
Star Bearer is an evocative poetic kinetic entry, based on the author’s dream, where you incarnate a person bringing the body of a beloved to their final resting place. Each line is displayed one after the other, as your step move forward to your destination - one after the other. A wish of holding on to the soon departing clashing with the one to relieve others of their burden - the journey ending as expected, as requested, as wanted. Under the sun and the moon, one passing after the other, the prose takes us on this final voyage, with a promise of one day returning.
It is beautiful, both in the writing and interface. And incredibly smooth. Bringing upon a cocktail of conflicting emotions.
The Frightened is a short snippet of a larger mystery project. After an important item has been found stolen, you, as the knight commander of a magical institute, must investigate and interrogate the witnesses. This entry focusses on one of them, which seems frightened of you (understandable with your at-best combative behaviour), but was also first at the scene. There are some little hints about the surrounding setting, with the relationship between the mages and knights, and the maybe questionable treatment of the former. Though there are a few rough edges with consistency, the piece does set an intriguing scene and mystery, one I would love to solve.
strokes is a short kinetic Twine about appreciation for art and artists, especially the ones at the start of their journey. Going through the steps, from the sketches, to the lineart, to the colouring, the prose wants to be calming and reassuring. Coupled with illustrations, the game shows that art can be enjoyable, at whatever level of skills, and that like any other skills, it can be learned with practice and learning. Even if it’s not great art, it is still your art. And that’s awesome.
Summer rain is a micro interactive poems, a gentle break were you looking for one, experiencing a summer rain shower in the comfort of a cozy home. Through a window, while nice and snug, you peer into the distant landscape, finding peace and relaxation. Like the other two entries of this author for the jam, this atmospheric micro piece is so soothing and comforting.
A Bear Dreams of Clouds is a kinetic poetic entry about a bear obsessing over the sky, and the bewilderment of the man observing it. In a few short snippets, reminiscent of a season, the prose depicts the whims of the mammal, peering at the heavens, throwing tantrums when not finding what it hopes, or being distracted with its beauty, all the while the weather rummages through its fur. It was a pretty nice and dreamy entry.
four days is a kinetic interactive piece about healing when on a deadline. You have four days before being released from some in-patient hold following an implied suicide attempt, a tight period of time where you are supposed to “feel better”. As a rumination on trauma, the prose gives some snippets of those experiences, of being transferred between medial professional for being too much or being infantilised, or going through the same cycles without ever feeling any progress. Though disheartening, the final realisation is lovely.
A wonderful life is a tiny piece about revenge and new beginning in Twine. Trying to emulate a noir setting, with limited explanation and a focus on details, the prose does a good job at making the story intriguing - even if I found it a taaaad confusing, as we (players) always seem to be put in an arms way of what is happening. I would be very interested to see the story with a bit more writing to it.
The Invisible Smoke Factory is a surreal exploration of very weird dreams, made in Twine. In a more point-n-click form, you explore different space trying to collect 11 different pieces of paper scattered around the 100+ rooms. There are multiple endings, but I’ve only gone through one.
Between the dithered backgrounds, uncomfortable background music, and the unsettling animated elements, the game really pushes the boundaries of what IF can look like, through removing as many words as possible.
I am not sure how to explain this experience, actually. It’s weirdly cool, and often discomforting with the ambiance it creates. The almost lack of words is unsettling, leaving the visual to essentially tell the story (whatever it may be, I’m still struggling to interpret it). I just know I could feel my heart beating as if I was watching some psychological thriller and had chills crawling down my back.
Conformity is a micro dystopian (fantasy?) visual novel where you are forced to work under monstrous spider-like overlords, who seem to control your movements like puppets. Yet, you are given a choice to escape, a once-in-a-lifetime opportunity, where any slip up would mean death. Or worse… going back.
The theme of the piece might feel a bit one-note (and shallow), but the added illustration and interface add a lot to the atmosphere.
Whether is a philosophical branching piece, asking you on each screen to choose between two options: light or darkness, sweet or salty, forward or backward, love or hate… Forever ending, forever starting, round and round you go through the poetic prose, building choice by choice your personal poem. Not only the writing is fantastic, but the dithered vibe of Decker with the text boxes and the chosen illustration, really does make it a great piece of IF.
*Primordial* is a *strange*, very weird/surreal piece. After playing it, I am still not sure what to make of it. You start with birthing yourself, coming out into a strange world where you must fend for yourself (I honestly thought this was (Spoiler - click to show)the birth of an actual child and didn't get why crying out had someone literally EAT ME). Through encounters and exploration, you find enough sustenance to help your body grow and expand, with visual to match. It's weird, like *really weird*, but in a good way.
Though, I ended up being a bit bored of the fighting sequence, being pretty repetitive and same-y, so I ended up clicking the same action over and over until I could pick my reward.
Dragonslaying is a short branching visual novel, where you are a dragon-slayer, facing a dragon in a cave, with the intent of fulfilling your destiny… or maybe you will choose against it? For beast may be misunderstood or you wish to see the story end unexpectedly. With 2 choices, the game branches into 4 distinct endings, mixing acceptance and anger, questionable actions and trickery. Through your perception of the situation, and your reaction, blood may be shed. Will it be yours?
I thought it was an interesting take on fate and following orders.
inertia is a short kinetic entry about two men and their failed relationship. One still clings on his feelings for the other, while the latter has clearly moved on for better or for worse… With awkward dialogues, and descriptions of awkwarder behaviour, the prose creates an uncomfortable situation, which will not get any better, as neither participants seems willing to change their stances (for good reasons). One will not understand the other’s point of view, the other won’t return to a hurtful space.
Pretty well done, I could visualise so clearly the scene (and cringe).
Letters to strangers is a wonderful collection of letters, which you can receive from or send to strangers. Comforting words, positive stories, tiny slices of life, the mundane and the precious moments. Kindness to its pure form. Gentleness overflowing through each words, each bits sent. It is so freaking lovely and comforting. And we need more of this.
The only negative thing of this game is that it is WAY TOO SHORT!
EldritchMon is a short humorous adventure in Twine, in which you incarnate a 10 year-old going on an adventure. On the way, you even get a companion, that you can name, and become closer! The short adventure, that ends a bit abruptly, reminded me of Pokemon where… a 10 year old gets a companion and goes on an adventure! Though it is supposed to be “super wholesome”, there are some little bits that implies some darker elements in the adventure to come (like in the intro… or the title).
I was honestly surprised the game was really just 500 words (I went and double-checked), because it felt much longer with the different actions, and by the end I wished my adventure wouldn’t end… just yet. I would have loved to get maybe into more combats and such!
Temporal Thief is a moody ChoiceScript piece where you play as a time-traveller (or well, a time-thief), trying to change fate (their fate). With a dark modern fantasy setting, the prose really embodies the atmosphere of those gloomy back street, where nothing good ever happens. As to whether you do change things, only rewinds will tell…
Obsessive Tendencies is a short branching piece about the hold obsessive tendencies can have on people, and how it can disrupts someone’s state. Told from a very personal perspective, the piece shows some harsh realities of seeing themselves becoming obsessive specifically over fictional characters, knowing something is not quite right about it, but being unable to find a suitable solution to overcome it. A courageous effort.
Census is a short ink conversation between a retired widowed teacher and a strange census caller. The census starts pretty simple, asking (insistently) your run-of-the-mill questions. Though… something seems off about the questions asked and their responses. The hint of uneasiness from the conversation veer the short piece into horror territory… unless you hung up.
the vile want is a short piece in Twine set in an undescribed fantasy world, where you are a (elven?) fighter having a final showdown with their nemesis (I think? you are not told how/why). After such a long time since you last saw him, with your hatred fuelling you forward, you get to confront that person, and end him. Yet, you still hesitate to finally fulfil this want of yours. A very absorbing prose.
A Dodecapedic Box is a tiny parser where you are being chased by a dodecapedic box and must find a way for it to make it stop (or at least calm down). It involves fairly simple puzzles (AND YOU HAVING TO DO CRIMES!!), even if they are not always very sensible (I SAID CRIME) or logical at first glance. Still, with the absurd situation of it all (maybe it’s just all a dream), it was a pretty fun parser to complete! Quick and easy!
Oh Father, Please is a short interactive piece about a trans experience, being outed to an unsupportive parent and abused by said parent in retaliation. Your father, outraged by the new information, demands you give up parts of yourself to appease his sensibilities. You get to choose (or refuse) which part you can leave without to deflect his anger - the more important to your identity, the calmer he gets. But all comes with a price. Staying authentic to yourself bring his wrath, relenting to his request forces you back into a role that does not fit with you.
It’s pretty sad.
The One With Antlers is a fantasy mini-piece, where a knight returns to the castle with a Princess (which he probably rescued?) but meets a strange man on the way. Approaching it, they realise the man is more creature, with antlers and hooves: a satyr blocking their path, a dangerous aura defusing from it. There are a few options to go around it, though, none really lead to a happy resolution. A neat darker retelling of the princess rescue trope.
Bluebeard’s Not-Wives is a kinetic retelling of the Bluebeard story, in which you play one of the wives of Bluebeard ahead of the marriage. Except, the prose breaks the original mould about Bluebeard and his wife. Bluebeard is not some tyrannical blood-thirsty husband, but a misunderstood soul dealing with prejudice. And though the wives are never to be seen, you are not fearful of this terminal fate, for living as society demands of you actually feels like death.
The entry does a wonderful job at building the story, bringing the pieces together in such a lovely way, leading to a very touching end. It was very sweet, and though I would read a whole book of this, perfect the way it just is.
Thread unlocked. is a short interactive chat-sim like piece. Following a rough discussion, a (Forum?) thread is unlocked, enabling you to post something. Unknowing of the previous messages, you are given four different choices of words, leading to one of 36 different possible sentences (which you don’t know the content of either).
Ranging from short and sweet (which really makes you wonder what happened in that thread), to pretty antagonistic (which also makes you wonder what kind of arguments we had to deal with), with so few words, the piece does a pretty good job at giving a limited snapshot of what you could see after a Forum argument, when tension has supposedly died down and everyone has moved on. How so little words can really swift the vibe of a thread one way or another. Words that you know will just kill the thread for real, or see another way of doubling down (and maybe some stronger moderation action).
There is something slightly triggering about the first four words on the screen: Thread Unlocked. Slowmode Off. As some sort of slithering anxiety finding its way through your throat and tightening it more and more, as the worry, of people barging in back in and restart the argument that required the thread to be locked in the first place, just… bursts (these threads are emotionally draining).
I don’t think I’ll be able to look at another locked thread and not be reminded of this piece. Also a good reminder to pick your words… or just avoid posting? Yeah… sometimes it’s the best way of action.
maybe if i can find the right words. is a short emotional Twine piece about friendship drifting apart, and the induced anxiety of experiencing your friends ghosting you. You flip through snapshots, describing different moments of the feeling friendship, as you wonder what went wrong, and what you could do to fix things. But it’s pretty hard to fix things if the other person doesn’t interact with you.
One small thing, the interface kept flickering in the colour of the page when I clicked, which made reading a bit annoying.
You Died Sixty Seconds Into the Apocalypse is a short humoristic apocalyptic piece where you play as an artist in a recording room when the apocalypse starts. Like the title suggests, you didn’t make it very far. But, maybe you still tried?
Through crude snips, the short game was pretty entertaining. The final line was funny!
You is a tiny interactive piece focusing on the start and the end of relationships. The two paragraphs story lets you cycle through different options to create your own little final piece. The starts can be cute or maybe a bit creepy, and some pitiful, but the endings tend to be sadder, with only a hint of bittersweet. It makes for (bitter)sweet stories to downright depressing, depending on the options on the screen. Very much build-your-own-story.
A Whimsical Search is a short Twine piece, inspired by Tarot cards, where you play as Sage, the owner of a whimsical shop where you can trade in traits. A hermit comes in, looking for a tale, and it’s your job to fulfil the request (if you accept it). It was cute, and like the title suggests, whimsical. I liked the inclusion of the Tarot cards and what they represented in the story.
Carry On. is a short sci-fi Twine piece, broken into two scenes (seemingly unrelated? I am not quite sure, the break between the two is a bit jarring/confusing). You are a space farer at the start of a mission, looking for your captain, and finding more than you asked. That second part is a bit chilling, and made it feel like the whole was some sort of demo or prototype for a larger piece (it does set a bit of mystery/confrontation that would make for a neat game).
Mouse Train is an adorable tiny adventure in Twine, where you play as a little cutesie mouse boarding a train, but not remembering quite why (or why they are wearing their best scarf!), and also realising they forgot their ticket. Between the ominous train conductor to hide from, and trying to find why you are on this train, the game is well-rounded and so sweet. And the interface. Gosh, it’s so tight and well-done.
I fessed up right away to the conductor, didn’t want to carry the guilt of not having a ticket.
Reminisce is a short visual novel, where a Chronicler shares with you stories of the people she met, especially focusing on the themes of loss and dealing with grief. Each snapshot finished with the same mantra, repeated chorus throughout the game. A cycle never-ending. Remembrance. Requiem. Rebirth. Repeat. It is simple but very evocative in the writing and the accompanying illustrations.
peelings is a kinetic entry made in Decker about love, and how you can explain how it feels by comparing it to peeling an orange (or a tangerine). It is a sweet piece, and very comforting, that reminded me of times when there would be tangerine at the table for dessert, how we would peel them together, help the younger ones get their quarters more easily, putting them in each other’s mouths with a smile, or gathering the peels and squeeze it to release their oils (aiming it at eyes if we were cheeky). I really liked it, it made me feel warm inside.
A Reverie Of You is a dreamy poetic entry, with a long form poem displayed on pictures. The aesthetic is nostalgic, seen in the filters used on the picture, the interface behaving as if you were seeing pictures with a slide viewer (complete with sounds!), and the text appearing slowly, like calm waves on the beach. The poem is a celebration of life, of all the little fleeting moments you share with people, of the warm feelings other make you feel, of the dreams and disappointments, of the details that stick to your mind never forgotten. Pretty touching
WAKE UP is a horror Twine piece inspired by the creepypasta of the same name, in which following a traumatic event you fell into a catatonic dream state, unable to wake up, unable to remember what happened to you, until you find a note telling you to wake up. Like the original text, the game does a great job at adding unease to the text, with the protagonist not thinking much of the note at first, to feigning concern. Nice.
Please Don’t Reap my Soul, Mr. Grim Reaper is a short Twine game where you attempt to trick the Grim Reaper into putting your soul back into your body after a nasty fall. You have a couple of options, all of them pretty silly and funny, leading you to the end. If there was a message to this game, it would be: be careful of what you wish for.
Anyways, it was a fun short time.
the sword of justice plays a sick bassline is a tiny kinetic piece made in Twine mixing the superhero genre and your regular teen slice-of-life. You are a teenage superhero on a job, when you realise you’re going to be late for a gig! What’s a teen to do?!
The tone is pretty zany, and really what you’d expect from a teenager story. Different priorities, hard rolling of the eyes, jabs at everyone. It’s stilly, but fun.
After the Janazah is a beautiful short interactive piece, where you follow the protagonist going to the funeral of their baba, and converses with another woman, dressed in a bright red, as the body is put to rest (I am not sure what relationship they have, but they seem to be related in some fashion). They exchanges words about the deceased and memories of them (the good, the bad, and the ugly), and their families interferences. The simple and short writing is effective, but it is enhanced by the melancholic background and use of pixel art. Very touching.
Conductor’s Gambit is a short game of luck created in Twine, where you play as a prisoner of the threatening conductor. Though he intents on murdering you, he gives you one way out: play his little card game. If you win, he’ll set you free. If not…
The game is one of chance only: you draw a card, and if it is higher than the conductor’s you win a point, if it’s lower, you lose one. Reach 6 points (or go down to 0) and the game ends. It’s a bit like a Russian Roulette, if you didn’t die from the bullet right away. Since you are at the mercy of Lady Luck, there isn’t much for you to do. But the game does a pretty good job at keeping tension. And the winning end made me chuckle.
To Study a Butterfly is a surreal short interactive piece involving time distortions, where you experience this phenomenon at three different period in your life. Without getting too spoilery, it was interesting how everything related to each other, going almost cyclical. It reminded me of those time-traveller movies, where they go back in time, both by mistake and not really. Neat formatting of the text too!
Space Wizards Rendezvous 1.5: Music Lesson is a short magical moment made in Ink between Daffodil and Castillo, doing some little space magic, on a chill evening night. Either focusing on discarded seeds or the magically-infused instrument, Daffodil tests out some silly spells, leading to one of four endings. It’s silly, it’s fun, and quite lovely! More silly space magic please!
my third eye opened today is a short kinetic visual novel, where the narrator experiences a spiritual connection with their self during a dream. Through “opening their third eye”, they swift through their feelings, their struggles, in hopes for peace and acceptance. Their Self is the same but also different: happy and sure of themselves, with their hair unbounded and free. Along with lineart illustration and soft background music, the piece brings a very soothing experience.
A changing greenhouse is a relaxing mini-experience made in a custom format in Twine. Enjoying a stroll through a greenhouse, you can notice its ever-changing aspects, or simply reflect on memories or feeling, spend some time caring for its plants or have a lay down looking out the window. With a soft and calming background music and delightful cute illustration, this little game brings a cozy atmosphere. Extremely cute!
i really want that is a kinetic short poem about desires, especially the ones pushed aside for later. The text takes on both an absurd and philosophical approach to the question, as it wonders what happens to unfulfilled dreams. It made me wonder if going through the question was actually worth the effort, as your cursor runs after an exclamation mark (like a quest point), who is always running away every time you approach. Rather than running after the unreachable…
Tectonic is a short Twine piece, inspired by the myth of Persephone. While stuck in the underworld, you (as the goddess) reflect on your situation, with Hades being distant or seemingly interested in you, and you struggling with the reaction of your mother as the “deal” was made. Whichever ending will depend on whether you concede to your new role as the Queen of the Underworld, whether your anger is greater than your love. Whichever choice you make however, never brings back what was taken from you.
turn the lights off is the final part of the trilogy, wrapping up the story some times after the sequel, where the protagonist met someone new, but struggles with the differences in relationships. Comparing this one to the abusive one they left, they show how opposite these two men are towards them, in the way they interact with their body, respect their boundaries, and care for them.
While it is lovely to see the protagonist get their happy ending, or more like starting their path towards it, the entry still continues its depiction of how complex living the consequences of abuse is, and how it can still linger, frustratingly reverting you to old bad habits instead of going through the difficult work of accepting the past and healing from it.
Yet again, the minimalist aspect of the game, with one single dithered background, a looping muted track, and few words on the screen, hits all the more stronger. As a single entry, it is great. But as a whole, the series is fantastic.
Shrouded is the last snippet of a larger project, in which you interact with Joel, a religious man, praying by himself in a pristine church. Trying to find peace and solace, you interrupt his prayers, and he returns the favour by sharing his appreciation for the exercise. You get hints of his relationship with the other men of the cloth and his struggles in maintaining his circles separate (between his family and The Family?). Like inside a church, the atmosphere is solemn, both cold and comforting, warm and inviting.
(limited time offer) is a short Twine piece set on a faraway planet where you play as Theo, a drunk and dying woman, in front of Lisa’s door, your physician/crush, about to tell her the truth. Realising you have little time left, you take a leap of faith and blurt it all out. It is a short scene, muddled with many feelings, messy circumstances and inebriation. The choice given was a bit funny, with that second of clarity through the vapours of alcohol. I wished it had been longer. 500 words feels too short…
sweet shop is a short Twine piece about sweets, and accepting yourself. Feeling like having some sweet thing in your life, you go to a sweet shop, a place you find comforting and soothing. Seeing your favourite candy there, you give in and splurge a little… only to beat yourself up for it, falling into a cycle of despair where one negative feeling brings on another one (specifically of the trans experience). Until… something snaps. And you find some peace. Like the described candy, it’s very sweet.
It can’t be true it mustn’t be true is the third act of the RGB trilogy, recontextualising the events of the second act. Here, you embody another different person, in the bedroom of the man from the previous act, as you attempt to quietly leave his bedroom while he’s showering, following a warning text from a friend. Again, it switches up gameplay, going for the escape room puzzle. There are multiple ways to trigger the ending, though whether you are successful…
It didn’t click right away that this sequence wasn’t really following the previous one, though, as a whole, it made sense for it to happen now, making the events of the previous act even bleaker and somewhat more satisfying than at first play. And again, the game plays with your senses of agency and influence over the story (is this why the puzzles are relatively easy?). You get so entranced in trying to complete the game that it makes you forget about the inevitable end…
I don’t want it to end just yet… ;-;
Love, Sam is the second snippet of a future project, following Sam, a haemophiliac spending an afternoon with an unnamed person, decorating pots and talking about life. The snippets focuses specifically on a short moment, where Sam must carefully take his medication while keeping and eye on Mihr, his mischievous cat who like the pill bottle. It is a very touching moment, and bittersweet.
Swan Neck is a short medical kinetic piece, where you play as an intern to become a medical professional, looking to recreate that one-in-a-million event that affected you once when you were younger: a swan neck facture. Where your arm breaks in such a way it resembles the neck of a swan, with the bones still inside. Gruesome, right? But that pushed you into this path, obsessing into seeing it again. And then a trauma situation happens at the hospital, flooding the halls with patients…
This was so chilling and full of tension, building slowly until the final moment. In the back of my mind, I knew where it was going, but I hoped it wouldn’t end up there. And still. The descriptions are so clinical, looking at horrific and gruesome event with such coldness and strange admiration. So disturbing. And so good.
Eat the Rich is a short piece wanting to be thought provoking. Taking on the titular old slogan, the game takes it literally, showing that eating those billionaires would only result in realising there are still rich people out there, that maybe should be eaten too so it would be more fair. Or maybe wealth could be distributed instead and… oh wait, now we have more rich people and look there are still poor people in that other country.
So, what should we do? Is Eat the Rich the right way of looking at things? The message the author is trying to push forward is to take another approach on the matter. Rather than eating the rich, we should look into one’s self and… realise we’re actually richer than other people, and appreciate what we have.
Inspired by their personal background and realisations, the message ends up feeling preachy and tone-deaf (which the author already conceded).
To me, it made me think of those people pointing out at cancer patients when you’re complaining about a headache and berating you for not realising how lucky you are. Even if people share a trait (e.g. pain, feeling poor), situations can be completely different, with neither being unworthy of space. Knowing you’re part of the worldwide 1% won’t really matter to you if you’re already counting pennies.
It’s a bit of a shame, because the topic (wealth disparity) is all the more important, as many populations are suffering due to inflations while large corporations tout record profits and executive salaries. But the angle was maybe not the right one to tackle it.
Glory to the ghosts of us is a short Ink fanfic piece about Disco Elysium, in which Steban and Ulixes, two infra-materialist, discuss events involving Kras Mazov and Ignus Nilsen, two figures they look up to. Through the conversations, the two debate on whether a certain text is factual or misleading, whether the figures should have met the fate they did or whether they knew certain after-facts. It’s an interesting depiction of younger generations learning about older movements (they themselves follow or are influenced by), and a neat look into the more minor characters of the main game.
COMPANY is an absurdist short Twine piece, where you meet with HR at a COMPANY office for a job (I think? you seem pretty taken aback, like kidnapped/blindfolded/thrown in there). It is absolutely bonkers… and yet so close in the vibes of interviews I’ve sat for. Insane behaviour, wayyy too high energy, and questionable corpo practices. The all caps just sealed the deal for me. Slap onto that some sick collage, and you get… this. Surreal.
Shotgun in my Heart is a micro Action RPG where you are in some sort of dungeon, fighting against monsters to get out. Armed with your trusty shotgun, which deals enough damage to one shot the creatures blocking your path, you must target their weak link to move to the next area. And if you miss… you will likely die. And another thing: each monster has two version, chosen at random (that made it pretty frustrating to go through, because you can only make one mistake…). Good luck escaping?
I ended up cheating to get to the end...
I am in this photograph is a retelling of the Bluebeard story, as a point-n-click kinetic piece made in Twine. The poetic prose, revealed by clicking on different parts of the displayed photograph, depicts the perspective of one of Bluebeard’s wives, as she defies her husband’s directive, going into the fated basement and running away. Some of the previous wives are mentioned in passing, forgotten or done dirty. It is pretty chilling.
Losing Track is a short interactive game in Dendry where you realise you stepped out the train at the wrong station and must find your way home, by choosing the lighter or darker path before you. Fate watching over your shoulder, your choices will bring you closer or father from your goal, leading you to your home… or somewhere else.
The game does an interesting thing with the game play, as you need to counteract Fate, who is trying to predict your next move. Essentially you need to move between light and dark without making a pattern. Like trying to figure out the result of the coin toss. It’s silly fun, that works best in a small game (or a section of a larger one).
Big Brother, is an epistolary kinetic entry, where the narrator pens one last letter to an imaginary big brother, the one you never had, before saying goodbye. Whether created out of a need for support or loneliness, they now feel old enough, maybe strong enough, to let go of that childish creation. The one that gave them courage when they had none, comforted them when they felt low, celebrated them. The big brother they never truly had, but felt in their heart.
It is pretty emotionally charged, feeling like you’ve grown up enough to let things go, but still being anxious to do so, questioning whether you need to do so, removing that crutch you held on for so long. The yearning for good when all around is pain. And behind the metaphors and the “fancy” writing, vulnerability and maybe a bit of fear.
Soft prose under rugged feelings.
Hearth is a short conversation in Twine between you and a luxuriously dressed woman named Eloise, waiting for you before a fireplace, needing informations from you, which she will get one way or another. The game branches twice, leading to four different endings, each of them more disturbing that the last.
Yet, with the little word count, it is so gripping I felt the need to find at least one ending that would not end so badly for me. Needless to say, violence is invited in all paths, unchanging and still distinct from the other paths.
In this small format, there is only so much you can learn from or about Eloise, and the more you dive into the story, the more mysterious she becomes. Almost inhuman. God-like. Demonic maybe. Her cold behaviour contrasting with that is supposed to be a warm environment.
Very intriguing, I would love to read more of this!
leave the lights on is the sequel of let the lights bleed, a sort of continuation from the previous entry, where your abusive partner left you, and you find yourself completely alone, questioning yourself and your actions. Feeling cold (because you are alone), you leave the lights on to keep yourself company, or trick yourself into thinking he will come back. Though your situation has improved (in some fashion), you still struggle with the conflicting feelings and consequences of the abuse (like gaslighting was like… strong there). It portrays sensibly and raw some of the complex aspects of being a survivor of abuse.
a night at the inn is a short binksi piece set at the Cherry Marmalade Inn located in an unnamed fantasy land. After much travels tiring you, you decide to stop at the inn for a filling meal and a good night of sleep. Except… this inn is quite special. It will make whatever you desire right now, even if you don’t know what you want.
This is probably one of the cosiest little IF I’ve played in a while, filling me with joy and warmth (and making my empty stomach really hungry). I think it did those authors (the one who make found sound so delicious in their writing) real credits here. And it also reminded me of Isekai Izakaya in the setting. Really cute.
STRUDEL is a short mystery action piece in Twine, where you play as Riley, a cop (on dismissed leave?) who seems to see conspiracies everywhere, especially Pie-related conspiracies. Taking advantage of a few free days, you aim to try as many sweet delicacies sold in town. It is without wonder that you, a hot-head of a cop with a sus background, somehow ends up entangled into some shenanigans.
Though the premise is silly and had an interesting hook, the end felt a bit rushed (likely ran out of words).
Jellyfish is a short poetic kinetic entry, where you take a glimpse into another reality, after (what I assumed was) taking some drugs. In this psychedelic short piece, real and imagined merge and separate, memories and dreams dance, all as your brain process the next hit. It is very surreal and confusing (as trips often do), and melancholic.
A Description of the Newest Sculpture in the Gallery is a kinetic entry made in Decker looking at a new sculpture in a very cold and clinical way, focusing on details and their gruesome implications. The artist is only mentioned in passing, but seems to be holding your head, forcing you to look at his creation(s) and understand the control over their Muses’ body. You only need to look at the dates.
It is gruesome and bleak, but beautiful in its disturbing nature. All the retro/dithering effects from Decker adds a lot to this uncomfortable experience.
Suspended […] is the second instalment of the RGB cycle, where we play as a very flawed man, finding himself wounded and locked in some sort of basement. Above (and around), we can hear the voices of our wife and her mother (a returning character) looking for you (or better yet, “looking” for the latter). With your limited mobility and incredible pain, you still attempt to escape this dark situation. Surely… not in vain?
As the first instalment, the title is unsurprisingly quite telling about the setting, but nonetheless chilling. Though, unlike the former, the game plays with futility in actions. You can do much, but your influence over the story is well… what much can you do suspended. Still, you don’t seem to despair, trying anything you can, fighting for yourself.
It is an interesting look at man’s drive to push forward even when nothing good will surely come out of it. The unwillingness to give up. And with your MIL’s parting words, it made me wonder what it does day about the PC…
I can’t wait to see who/what we’re getting next!
*Lazy Day* is a short CYOA entry where you must decide what to do for a Saturday morning. Having no plans and many hours ahead, there are a handful of options, from chilling all day, to downright sleeping, have some food or maybe even be productive (*on a Saturday?! shocking!*). It's a very chill and cute adventure. A nice way to *start* your Saturday ;)
A recipe for a different kind of love is a short explorative story in Twine about a woman trying to find peace after a recent breakup. Accepting what happened and moving on can be hard, but retrospection can offer a way through the pain, helping us loving ourselves again.
TENT GAME is a short puzzle game in Ink about… pitching a tent. Simple right? Except you don’t remember which part goes where and when, some pieces also seems mismatched, and you don’t have instructions. So starts your struggle to complete your task. Which can be a bit frustrating (unless you pitch tents often enough that you know the correct order from the get go…). Still, between putting poles together, putting down the tarp, and planting the pegs, you are can also take a little tea break do defuse your frustration.
Funnily enough, the game is tagged as Psychological horror on itch.
Ontological Mystery; or, lack thereof is a slick point-n-click mystery piece made in Decker, where you find yourself locked in a room with a dead almost-carbon-copy of yourself and a blade in your hand. What will you do next?
You can explore the locked room for a while, your own self and the body lying on the floor, before a timer finally opens the door and you are left with a final choice, each revealing a little piece of the mystery. Because of the timer, you need a few replays to see all there is in the game and to piece out all there is (though much is still left unresolved). And the illustrations were neat, being all black-and-white-except-for-that-little-detail. A really cool piece.
THE CRIMSON LINE is a shot kinetic entry made in Calico, where following an unexplained erupting conflict, you flee your town aboard a train with a woman. Years later, you return to town, somewhat looking for answer, somewhat avoiding them altogether. Throughout it all, your sanity, memories and senses are put into question (are you truly seeing what is in front of you? did you remember things as they were?).
Thought I struggled at first to find where to click to get the next part of the text (it’s three little white dots on the left, just below the last paragraph), the piece was really atmospheric, with the vivid and almost surreal descriptions, the background illustrations and sound (made by the author!). The start is almost apocalyptic and clashes with the more tame quaint and quiet end.
NYX is a short sci-fi horror Twine piece, where Astronaut Christina Kennedy sends her final transmission aboard NYX-V, following first alien contact gone… not so much according to plan. Through the distressing transmission, you learn of the terminal fate of the rest of the crew, the fate of humanity in the shaky hands of this last survivor. It is crushing, seeing lively crews with hopes and dreams, the little left of their past humanity turned into a single bloody mention, seeing the last survivor struggle with the course of action when all seems lost and hopeless. Now the entity is banging at her door.
There is a choice, of course, for Kennedy to do with her last moment, and how to handle the entity. Between leaving a thread of hope or sending humanity into a destructive course, each option is just… ugh, impeccable.
I really really liked the opening of the entry. It reminded me of those sci-fi novels where large ship would travel the heavens to settle colonies on other planets, always mentioning the engineers and the pilots and so on, with the more “culturally” focused characters being look down upon. The fixation that art and humanity have little to do with exploration and advancement… until something goes horribly wrong.
Anyways, it’s great. Short horror sci-fi story hitting all the marks.
Six of Swords is a short piece made in Ink, where after (what I assumed was) you death, the ferryman asks you to choose one of eight randomly appearing item to continue on your journey, something that you might have cherished, wished for, or regretted in life… It is fitting to its Tarot Card, carrying your past baggage into the future. With the interface and background sound, it gives off a melancholic vibe.
let the lights bleed is a haunting kinetic piece about uncomfortable sexual experiences with a disrespectful partner (to say the least) and being essentially seen as an object rather than who they are (or even accepted by their partner). Forced to focus on the red light bleeding over their (already uncomfortable) body, the narrator disassociates, reflecting on their conflicting emotions and the hurtful act they endure. Between the harsh background and the unnerving sounds coupled with the text on screen, it makes for a devastating memorable piece.
saltwater is a short atmospheric piece, where you are on a nighttime walk on the beach, with an enigmatic woman. Temptress and tantalising, she pulls you into the water, barely concealing her dangerous nature to you as you fall for her charms. You can succumb fully to her, accept your desires and yourself, or fight it, and come out somewhat (but not really) unscathed.
The prose is enigmatic and fantastical, creating a haunting and mystical experience.
Seeing Stars is a short slice-of-life piece where you play as a teenager/young-adult named Alex, who has had a long-time crush on their friend Cyrus, yet never been able to ask them out. An opportunity present itself when a meteor shower is announced. Will Alex finally make their move?
There are two possible endings, reachable through the final choice. It was cute.
Keep Center is a lovely illustrated Twine game about glassblowing, and the trials and errors when creating pieces. It’s a pretty neat game where you can create one out of four different design (that is if you don’t mess up and break it before the end, because glasswork is very fragile), with each step illustrated with a hand-drawn two-frame animation. You get to learn about the different steps to make glasswork, and be reminded that when you fail, you can always try again. It’s all about keeping center.
I really liked the little puzzle and trying to make the different pieces, but the message of the game is what resonated with me the most.
Paralysis is a short Twine piece about sleep paralysis and the panicky state you can fall into when your mind is awake but your body doesn’t respond. In this strange state, you attempt to find a way to reconnect body and mind, in one way or another (sometimes, waiting is all that can help). With animated text shacking or blurring into focus, as well as a heavy hand with timed element, the piece creates an uncomfortable atmosphere, reminding you time and time again of the little agency you have in the situation.
Alone in the Tower is a short fantasy Twine piece where you are locked in a tower, forgotten and cursed. As you watch life continuing on outside of your window, you must find the courage and motivation to attempt an escape (and continuing to push through to break the different blocks in your way). Or you can, at every step, riddled with doubts, give up and return to the comfort of your room, letting life pass you by again…
It was neat the see the background changing as you move along the path.
just a poem is, like its name suggests, a micro poem. With four short stanza, the bleak and gruesome poem paints a memorable image. The effect is enhanced by the type-writing effect, as it slowly reveals the bloody words.
He Knows That You Know and Now There’s No Stopping Him is the first entry of the RBG trilogy, inspired by the Bluebeard tale, a dialogue between wife and husband. In this first act, you are the last of Bluebeard’s wives, caught in the act of disobeying him (i.e. finding the bloody basement). Threatened by your husband, as were the others, you must find a way to escape the deadly fate that awaits you. And so, with a concealed knife, you wait for the perfect moment to strike.
Though there are multiple choices and paths for dialogue (from pleading for mercy to downright be antagonistic), there is only one ending to reach. All fates are sealed after all.
The dialogue is smooth, which ever path taken, building tension until the culminating point (that moment was a bit jarring, with the prose moving to a more modern English compared to the rest of the text). With such an eventful final action, I’ve been impatiently waiting to see what the other two Acts will bring…
Oh No: My Hot Coworkers Keep Turning Me On! is a tease of a tiny entry, where you play as a horny space farer trying to cross their ship. But their path is crossed by their many hot coworkers, doing this and that, in very enticing positions (or so you, a pervert sees as). You can either be a peeper and gawk at your coworkers (learn about who they are, how they look, what they are doing), or pass by and keep to yourself. But peep too much and you’d burst!
For the little words available, it’s very tame. But I’d definitely play a longer version of this game!
My Grandfather’s Clock is a short piece where you must decide what to do with your grandfather’s broken clock after his passing. Between fixing or selling it, you have little choice in the matter at the end. Like your forefather, it is stubborn and unmoving. You could try to change it, but it will take effort that may not be worth the headache down the line. The parallel made between the clock and its former owner in the text made me chuckle a bit – I know a few grandpas like that one…
Roboto is a sci-fi horror kinetic piece, where you follow a robotic scientist waking up in their dark lab, looking for their phone. Forced to rely only on touch, you explore the lab, in search for the item, second guessing every sound and everything. The minimalist prose gives off an uneasy atmosphere, with the descriptions of the inanimate robots challenging their lifeless state. It is subtle, but enough to make you feel that shiver running down your spine.
I Have Something Important to Tell You is a short kinetic entry about depression and communicating personal experiences with this illness with their young child. While I question the phrasing of some sentences to be age-appropriate (to the hypothetical five-year old), it still can be an important discussion to have, especially with de-stigmatising the use of pills to combat the illness.
Kel Versus the Kitchen is a short meter-sensitive Twine, where you play as teenage Kel, walking in on a frenzy family affair, of getting ready for dinner. Before you can even take off your shoes, you are commandeered to do this and that, and blamed for things essentially out of your control. The entry does a pretty good job at depicting that stressful moment before guests arrive and nothing is truly ready. Very chaotic!! Depending on the choices made, which may decrease your/everyone’s patience, you will get one of the four endings, from frustrating to cathartic. But it’s pretty fun to try to find them all!
The eight-headed giant is a micro parser where you are some sort of fantasy office drone about to go face your eight-headed giant boss, and do an important presentation. But before you get into it sword swinging, you need to go around the office and get ready (i.e. collect all that you need). It’s pretty railroady and simple to solve, but I still manage to get stuck because I forgot to do the most important thing: FACE the giant xD
Also a neat thing: it has cool ASCII art!
you are an ancient chinese poet in exile is a short poetic day in the life of an Ancient Chinese poet in exile. Almost kinetic, with subtle variation between your choice of activities, you wake up in a beautiful scenic location, alone and maybe a bit lonely too, filling your day with distractions and reminiscing over your fate, sealing the day with a few poetic lines. It is delightful, both in the calmness of the setting, the bitterness of past events, and the melancholy of it all. Lovely!
To Let Go is a short interactive exploration piece between the ever changing state of nature and bustling speed of change in cities. Though, it seems somewhat a rejection of modernity, looking down on the city “winning” the fight against the woods, technological advancement ruining the natural state of the world. Maybe a bit naive in its nihilistic view. Disregarding the beauty and good.
I don’t know what to make of the interactivity. Coupled with timed text, you go back and forth between passages as some paths are locked until you see a specific text. I wasn’t always sure whether I needed to wait longer to see if a new link would pop up or if I had to try another path first. I did like the different text animation between the “city” and the “forest” sections.
A Mind to Call Home is a tiny adventure where you play as a Space parasite worm, jumping from one host to the next (or not) in hopes to live a long life an die of old age. There seem to be three major deeds to achieve between four hosts. So you need to balance your health and the host’s to get to them. I don’t think it’s possible to do more than one at a time? Some seemed easier than others (I reached one of them on my first run).
Liminal is a micro visual novel about two exes meeting each other on the street by accident, and strike up an awkward conversation… or are they?
This short-VN, with gorgeous (hand-painted!!!) visual and impeccable voice-acting does a great job at portraying that first meeting post-breakup, when things have sort of settled, but still hurt. The familiarity between two people, but forced somewhat to be distance, even with lingering feelings. The attention to certain details might seem strange, until the end. Then everything get into places, and it feels much sadder than it started.
A gorgeous piece!
would you remember is a kinetic Twine one-sided conversation between a recently passed woman and her still-living wife. It is a piece about grief and love, and those we leave behind. It is strange how it gives a raw depiction of grief from an outsider onlooker (the woman is “present” but only in a spectral? sense), yet still be so personal in the choice of details depicted. An emotional out-of-body monologue.
vanitas is a gothic interactive piece, following the death of an immortal, exploring grief and love for the departed. The prose is very luscious and delectable, full of imagery. The hurt is omnipresent, as the variation options often go from bad to worse, and the end made uncertain, leaving you to endlessly cycle through the final option. Surrounding the text are illustrations of lilies, symbolising purity and rebirth (an opposition to the characters), often used for funeral and burials. Very atmospheric and tragic.
pavement & rain is a short Twine conversation between a doctor and a failed nurse following the death of a young girl. Between the voiced words and the retrospection, the prose tell us with little words about the bleak setting, the current situation of the characters and their relationship. Yet, it leaves us with even more questions.
Food Offering is a micro fantasy Twine, in which you must deal with a rude fae. Like the title suggests, a food offering is in order to be free. Just a bite and a drink. You have a choice of snack to offer, and a drink-mixing mini-puzzle to complete. But you must watch out: if you choose the wrong combination, you’ll get cursed!
It’s a really cute short game, with adorable illustrations. It was fun trying to get all the different endings.
Over the Top is a micro interactive poem, meant as a tribute to the fallen during the Great War (WWI). In a trench somewhere in northern France, a soldier readies himself for a battle, recalling words from his friend Charlie to settle himself. While you do not affect the overall story (like a single soldier would not drastically affect the events of a war like this), you may affect the current state of your surrounding and comrades (would they survive just a bit longer? or are their fate ultimately death?), as well as the formatting of one of the poem’s line. Though I am not much for poetry, it was a neat piece to interact with.
In the Cards is a kinetic Twine piece, as a snippet for a future project, following Donovan interacting with an unnamed (probably inebriated) man he feels he must bring home. It is a very atmospheric entry, focused on the details (small objects in hands, short movements, glances). Saying just enough to get a hazy picture of the scene, but not enough to feel satisfied. Like a good excerpt, it leaves you wanting more
Runaway: A Blind Story is a short visual novel meant as a bit of a warning story about certain effects of BPD and the importance of taking one’s medication (or you’d run away from your problems). It is a personal piece for the author, as indicated by the blurb and the end sequence of the game. Thought the actual sequence of event is not physically possible, it does drive the point of the illness affecting your better judgement.
Read This When You Turn 15 is a kinetic epistolary entry made in Ink, from the perspective of a sibling who cannot take care of his baby adopted sister. It is an emotional 499-word piece, that shook me to the core. It is a thing with Kastel’s pieces that touches on very specific things that will resonate with people, often because they themselves have experienced it (fully or close enough to it).
I am still unsure how to read the piece, whether we are the big brother penning an apology letter, or the little sister finding it on her birthday (or early). It might not matter much, but depending on the POV, the reading will take a different tone. I think my personal experiences made me orbit more towards the writing of the letter. The revealing truth bombs*, necessary to understand how they came to that point, the sorrows and the guilt for doing it in such a way and for leaving, and still throughout it all, the love for their sibling, no matter what, unconditional and unwavering, even if not wanted.
*the webcam one really broke me.
The cadence of each paragraph, through repeated reminders of love (from the brother) and of hate (towards the failing mother*), drives the same message again and again: not enough had been done for you, it is not your fault, you can and should be angry about it. There are reminders of love given, never enough, never the right kind, never from the right person, and of fears, of never being enough or not being able to do enough (because you are not what they need). A childhood marked by actions out of her control, and out of his.
*interesting thing: only the mother is mentioned in the story. Is the father absent? Or his presence so inconsequential to the dynamic that he might as well be absent? Or the requirement of providing love or care to a child not being the father’s?
I have not written this letter, but I’ve written similar letters/messages before. Burning one’s self to protect others is only possible for so long, until you are no more but a shadow of yourself. Yet, the guilt of saving one’s self always remains. And so does the love.
Software Boutique is a micro nostalgic experience in Decker, where you are sent back to the 90s, trying to buy a game with your birthday money. With the dithered retro vibe of Decker, you are shown multiple options, each leading you to a different ending. There isn’t really a bad choice, but I though the middle one was the most touching one (even if I might be a bit too young to feel the nostalgia for the 90s…).
(K)night Under The Mountain is a short philosophic fantasy Twine piece, inspired by the knight asleep in the mountain folklore trope, takes a trio looking for said knight, in hopes to bring a brighter future. Each adventurer has a different view on the tale, from taking it as gospel to looking at is as only a metaphor. It is an interesting exploration of the trope (benevolent figure to save us all vs we must save ourselves), with a smart formatting of the story to enhance replayability.
The Moon’s Knight is a micro atmospheric fantasy Twine, a short exchange between a beat-down knight and the Moon, whose favours may have run out at the worst possible moment. The prose is luxurious and heavy (in a good way!), giving weight to what seems a turning point in their relationship. The two endings are equally fitting to the story. Honestly so beautiful. I could imagine it so clearly in my head.
A Microfiche of Me is a micro sci-fi Twine questionnaire about your ReInCarnatIon, a deathexperiment if you will. Tell the program a bit more about yourself and your life, and select in what and how you’d like to be reincarnated… unless you’ve changed your mind in the meantime, and found peace in death… It’s kind of bleak, with your life and death handled so coldly by a program (even if you have the opportunity to choose where to go). But you can still give it some flair, in your choice of input.
The Origami Near Neptune is a micro sci-fi Twine following the lonely astronaut in The Origami as they despair from the lack of contact from Earth and the decrepit state of the craft. That is… until they receive an unlikely message from Neptune. What will you do with it?
Both endings give a different vibe to the piece as a whole, with one leaving it a bit more open ended.
lowdown is a short slice-of-life piece following the inner thoughts of Theo, as they return from work, pondering on their co-habitation situation and dealing with their obvious crush/lust towards their housemates. It’s a nice depiction of longing, both restrained and falling into one’s desires. The purple palette adds to the steaminess of the PC’s thoughts, with just a tinge of seediness. I liked it!
witchhat is a micro Twine piece where you are a hat, specifically a witch’s hat, slowly becoming sentient. You “carnalize” words, concepts, and other metaphysical things, to learn more about yourself and your environment. It reminded me of the “I think therefore I am” adage, but more in the “oh, I am? what am I? huh? WHY AM I?”. We don’t know how would a hat think, but the prose does make a convincing argument that “am hat” would probably be the way if it did. It was a neat piece!
Obsesssion is a micro Twine piece where you search through a dark cabin, looking for a specific item. After a few attempts you find some papers; a few more search clicks and you find some more; and after even more clicks, you finally get what you were looking for (more papers!). Because there isn’t any restart or rewind button, if you search too fast, you will miss those side paths and the little information it will convey about your obsession and the object of said obsession. Though I found the manner it was conveyed a bit confusing (maybe for the best).
blue line is a short almost kinetic visual novel, where you are riding a train (of life?) while dealing with stuff. The train “conductor” strikes up a conversation with you, hoping to get your spirits up. The message of the game is really sweet, underneath the train metaphor. And the simple visuals were so cute. I really liked it.
Yaan Versus the Party is a short time-sensitive Twine, where you play as Yaan, trying to timely leave from a work party. Many obstacles (colleagues) are obstructing his way, trying to keep him away from freedom. Each obstacle has multiple options to get around it, affecting both the clock on the side, and your approval from the party.
It took me a few tries to find one of the correct combinations, but even the “failed” actions are entertaining. There’s quite a bit to do for the little amount of words. And the writing style adds to the time-sensitive feeling conveyed. You feel the annoyance of Yaan being delayed, and you really want to help him get out!
Life is like a Trampoline is a micro Twine piece about life and its ups and downs. Starting with prompts going from bad to worse, you are given the option to “bounce back” from them, like you would a trampoline, or dive further down. There are three endings, each with a little message about life, and that it’s worth living.
Refusal of the Call is a micro fantasy Twine with a time-loop mechanic. You are a wizard trying to convince the Chosen One that they are the Chosen One and to go on their adventure. Except that you’re not that great of a wizard, and they are a moody teenager.
It’s pretty funny, and the looping is neat here, since you can’t “undo” your actions.
Method in My Madness is a short experimental Twine piece about a borderline-mad person’s obsession over a man. Through stylized text, unfinished sentences, and hidden choices, you get a cool visual sense of the broken-like thoughts bouncing in one’s mind. There are two endings, leading to blank screens.
It seems more like a proof of concept/prototype than a fully realised piece. I think it would need just a bit more fleshing out.
The Ocean View from the Keiyo Line is a micro slice-of-life Decker piece. Sitting in a train, you spot the calm ocean afar, and wonder whether you should go and take a plunge or continue on your journey. It is pretty sweet and hopeful, with only a hint of maybe bitterness or insecurity with one of the path, though both end pretty happily in their own way. It was touching and dreamy.
A Clean Getaway is a micro Ink game about strategy and chance. You are an outlaw in a Western setting, trying to escape the law after your last botched bust. You have a few days worth of supplies and the authority at your heels. How long will you manage to stay out?
I still haven’t managed to reach a fortnight, getting caught pretty early on often, even while trying to lay low as much as possible. While it is possible to bribe the authority to get out of their grasp, I have yet to manage a clean getaway…
Pretty fun and addictive!
Out Of My Mind is a kinetic-like micro Twine about letting go and trusting the ones you love. Your sister has a crush on your trans best-friend, and you fear what could happen if it doesn’t work out between them (she’s your sister and he has a tendency of ghosting after breakups) or what would happen if they do (losing them to each other).
It was at time a bit difficult to realise who was talking when, but it was a cute short entry. The game may force you a certain path, but it does make sense with the personality given to the narrator.
A conversation between two users start, as they meet once again after one of them left the social platform they connected. Thought this reconnection they discuss their experience of said platform and how changes have not gone over well, as well as the concept of anonymity through the ages.
The entry takes on multiple UIs through this conversation of different social media platforms, from the Tumblr DMs, Cohost posts, Twitter, Discord, Reddit, Youtube, and old Forum formats. It gives for a strange retrospective in parallel with the conversation, reminding us of what once was, and how those platforms (may) have changed over the years… often for the worst as they stop putting users first.
It is quite the relevant piece considering what has happened over the past years with Twitter, the past months with Reddit, or even more quietly with Tumblr…
Though, while our place on the internet may be temporary, the entry does give some hope that users who click will find each other elsewhere…
What’s the worst that could happen when missing your alarm? Here, being locked inside the hotel, after the owner has shut it down for the season. Without a phone to call for help, you are left to your devices to find a way out.
The puzzle is pretty simple (click on the correct links to progress), and quite reminiscent of parsers/text adventures (I would see this one as a pretty cute beginner entry imo).
Nice job!
This is what this entry feels like, a intro or teaser to a larger series about Dimensions Guardian, some sort of spy/agent team working to restore reality to its natural state, fighting the monster of the week! “In this week’s episode, The Typewriter!”
As expected from Sophia, themes of religion, celestial bodies, and trauma, will usually have an appearance in her writing. Again with this entry, from the allusion of a “guardian angel” looking over you, or the triple digits as some form of communication between heavenly bodies and humans (notice how 666 is missing…).
This guardian, however, has not the best intention at heart, as the descriptions (told from their perspective) of their actions seem to traumatise you, has they have done your father before, as they will do your daughter in the future. This fixation is hidden behind their love for you, as they had for your father, as they will your daughter…
Or… you could read something completely different…
The final note absolutely KILLED me.
While this is not the first entry of this jam to have an escape your nightmare concept, this one add an extra mechanic with the “Will to Live”. Depending on your actions, you may lose part of said will… and be consumed by the darkness. This was a neat little addition, giving more gravitas to the concept.
There is another layer to this nightmare, a reason for its existence in the first place. Thought you only discover it when you get closer to dispelling the nightmare…
Overall pretty neat and anxiety inducing game.
I liked the added illustrations too! And this was made in the Snowman format!
Or so Sartre says, in “No Exit”, the piece this entry is based on. In the play, three people are brought together to torture each other, including Inez, a woman who seduced her cousin’s wife and met her demise when the latter, filled with guilt, left the stove one while they slept (all this is referenced in the blurb/game).
Seemingly told from Inez’s perspective, this entry focuses on the burning love for a kept woman ended up burning her to the core. The entry sort of felt it was doing a one sided conversation with one of the other characters stuck with her…
A very interesting of a similarly poignant source!
This short quiz calling itself a time waster reminds us of two important things: taking breaks is important, especially if you’ve done a lot with your days, AND you often will find you’ve done more than you think. Either way, it is important to be kind to and take care of yourself.
Very sweet!~
What happened to the two frogs sent into space by NASA in the 70s? This is what this entry tried to envision in those 500 words. Did they ignore each other? Did they console each other? Did they drive each other crazy? We will never know… but isn’t it interesting to think about?
And end of an era is upon us when the last of the Heros returns on the brink of death. Who will be there to protect and care for the weak if no Hero is around? Who will fight for good and against evil marauders if not for a Hero?
The Hero provides an alternative (if you chose the correct path) of becoming the Warrior and Samaritan you look up to yourself…
And maybe, that is enough to survive the change…
But you weren’t before, to the exasperation of others around, deep in your mediation or memories of older times, snippets of moments who marked you, realisation that nothing will ever be the same. Yet you seem stuck in the past or dreams…
I was honestly a bit confused by this piece, with a lot being quite vague and some controls a bit wonky…
You are an assassin, interrupted in your job by a knife at your throat. Your next action will determine whether you live or die, or maybe walk away a bit worse for wear…
For all its violence and tension, I did giggle at some endings, as the writing has quite a bit of humour. Another was pretty hot as well.
A good bite-size thriller!
Esme is an up-and-comer entertainer, trying to claw her way to a position in court, using her wits but mainly her beauty to be remembered. At this point in time, she relies on her patron to secure her standing with the court, even if it pains her soul and pride.
The writing does a wonderful job at burning the rage Esme feels, and how dedicated she is to achieve her goals, on the page. Almost in an animalistic way…
The tale of the Betrayer of the Son of God, whom a kiss dooms mankind to suffering, is recalled from the perspective of the sinner in this entry. Going through the multitudes of feelings held in Judas’s heart, one discovers his resentment towards his pre-determined fate.
There is a hint of homoeroticism between Judas and Jesus, and I’ve been wondering if that was meant from the beginning, or I am just reading into it…
I am not well versed in details of the catholic mythos and believes to pick up on all the details included in this entry…
An alarm awaken you, warning you of a breach in your ship. Tasked to investigate, you come across a group of strangers… and an orb, which you had never seen before and which disappears when you try to touch it.
Unfortunately, there is not more to it, as bugs seem to have removed potential actions (and reached the 3 locked endings). Aside from dying or killing the intruders, there is not much to speak of…
Locked in a dungeon, you find company in a Knight, who may or may not help you find your freedom (or something else…)… if you manage to escape the dungeon’s guardian, that is.
The UI of this entry is impeccable, with its little gif-sprites representing the player, changing at random at every start of the game, and its background moving with the mouse.
This is really a well thought-out and executed entry!
Naming the game as a Chore on itch is very fitting, as filling out applications for a resume often, if not always feels like an absolute chore. The choice of using Texture for this was the correct one, as the click/drag on desktop reeeaaaaally adds to the chore-like feeling of this task.
The player gets to edit an application for a job, expanding, rephrasing, deleting or submitting at will the different parts. Through the writing, it is obvious the player character is frustrated with the task (and who isn’t, filling those applications are The Worst). Every action has quite a bit of humour in it, especially when expending on some sections.
Good vibes, not good times…
Son of Helios hurtling towards the ground, as his lover Cygnus cannot take her eyes away from the body about to disappear. After abandoning her kingdom for the one she loved, she is now abandoned herself… But the fates or the gods have other plans for her…
It would have been nice to have a clearer indication the story ended. Because of how the previous passages were formatted, I was expecting a delayed text to appear…
Using snippets and illustrations of the novel “Journeys to the Planet Mars” (1903), the author created a sort of database/paper on the ecology of a certain region of Mars. This entry is more of a muted one compared to the other submitted one, but it is quite beautiful in the way it has been formatted and edited.
As a villain, you have a reputation to uphold, one of being defeated only by a Hero. How embarrassing it would be if someone knew every morning a Cat. But today…
Oh today, you will defeat it!
The game is adorably delightful, and has the right amount of humour to make the nonsensical situation “normal”. The addition of the Cat’s illustration was so so very cute!
Imagine an adventure text coupled with old timey sound effect. Now remove all words but 5, and make all of those except one choices. This is essentially this entry.
Going from a slice-of-life to absurd to fantasy adventure to easter eggs (the eagles xD), the entry if filled with hilarious moments (even with the limited amount of words on the page). I was giggling through and through while playing!
A very light and lovely addition to the jam!!
It is a human trait to compare one’s self to others. To see how we fare as a person, as a member of a community, as a skilled individual. While the act of comparing is a neutral one as is, the feeling that follows might not be. One can feel pride of having accomplished more than others, or envy for still not having achieved the success other have…
This entry is an autobiographical depiction of the latter, as a personal response to having creative endeavours received by an audience differently to other works. It also brings forward an interesting point about (para)social relationships with stranger on the internet and expectations through these creative endeavours.
Who hasn’t been tempted to scroll through their phone endlessly instead of doing what they are supposed to do? Or having to wake up early the day after but your phone is right there, tempting you? Sure, you could go to sleep and be fine the in the morning, but you will miss on the fun content if you do…
The entry had some lovely illustrations too!
Unable to sleep, you lie awake. Prisoner to your thoughts, fears, and worries. Spiralling and thinking about the worst, with no way out. Wanting to be seen, but afraid of reaction. Wanting to live as your authentic self, but worrying/knowing acceptance won’t be given. It is hard to find sleep when you mind is filled with thoughts…
After losing touch for so long, you find your next target to be an old friend. Though they are not that friendly anymore… This entry does a nice job of showing the conflicting feelings of the main character.
When in need to reassurance, different people find different venues. Here, it is a tarot reading, answering one’s doubt of being able to endure. Through the cards, the person find meaning, and solace.
Shot off to space to fight aliens, this kinetic piece describes one last fight, the one to end all fight. Geared up to the teeth, you are ready to destroy the ship that killed your friends. I like the hue choice in the background.
What would you give to be reunited with a dead lover? Their car? Your memories of them? The last years of your life? All of this to be able to once again laugh and dance with them… This is a very spooky and trippy retelling of the crossroad devil theme….
Between a mix of a love letter and a happier-ending retelling of the myth of Eurydice, this entry shows the yearning for a significant other’s love and attention, even if they give their entire life to them. In recognising one’s flaws and the other’s acts of love, one might brush away built-up resentment of missed opportunities.
Lovely entry!
How awkward it is to meet an old acquaintance… worse even when that person is your ex. And even though you “moved on”, it does not make it easier to see her face again. Though you are warned about the unbearable awkwardness this meeting is, it really does not compare to the actual thing…
This made me feel like I was watching one of those pretty bad C-list series where the acting is way too toned down and over the top and the mixing is not quite right, and the writing is just soooo cringe. 10/01 would cringe again,
You flee a party, where you know few attendants and are not around the ones you do, unnoticed. In the elevator to escape, something strange happens. The stops between the floor of the party and the building’s door are… not what’d you expect.
Still, in a stranger even turn of even, you don’t seem to care… you even rejoice in these unusual refuges (haha title). If you chose to stay on the elevator, things get even weirder, as you seem to be talking to someone (who? the narrator? yourself? someone else? I think they had a physical presence?). It is even unclear whether we even left the elevator at all.
I got to wondering: did something happen to us at the party that made us experience these peculiar events (are we high?)? Are those rooms metaphors/twisted imageries for real life (a walk in the park, going to bed next to someone, being alone…)? Are we maybe dead and living through our personal hell?
With the timed fade-in of the text and the many non-choice screens, it would have been nice if we could to back to the last choice in the Restart, rather than having to go through all of this again…
Being kind to oneself is a struggle, especially when things are tough, when you don’t like yourself, when the changes you make in your life/yourself do not pan out the way you want.
Even so, compassion is what makes us heal, what makes us stronger. For without it, we let ourselves be consumed and blinder by pain and self loathing.
The simplicity and writing of the imagery in this entry is quite painful… but so well done.
This is essentially the moral of this short horror game, as answering the messages will send you into very wild conversations. Depending on your answers, you may find someone accusing you of stalking, someone informing they have kidnapped your brother, someone threatening you to kill you…
It reminded me of Please Answer Carefully …
In May of 1998 1 , riots erupted in Jakarta, resulting in of the diaspora of Chinese Indonesians towards, among others, Australia. This is an important context to understand the situation of the main character and her family.
As the broken family settles in their new home, a strange dynamic forms, leaving the main character in a sort of emotional limbo state, avoiding acts that could tip the balance of this fragile situation the wrong way.
It is heartbreaking.
Eat, sleep, drink some water, clean yourself, and look for your human. This is the sweet, sweet, life that Puck, the cute little rat, lives. Though it might feel quickly monotonous - there is only so much a rodent can do - the game invites you to try different combinations of actions to fill in the achievement list. A really cute game indeed!
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…
A Happiness jar is a fun concept, and can help give you a different outlook on life or remember the good times (like a time capsule). But the entry recalls some less fun things about the happiness jar, like delving into it too early, or recording ghosts versions of themselves, or plainly stopping adding to it.
The entry does an interesting job with the interactivity, adding more to the story, left in between the lines…
…or the humourous(?) adventures of Buck Rockford.
Bored out of his mind, Buck heads West in hopes to find fulfilment and meaning for his life. Though he has quite a few options on what to become, Buck never seems to find luck with any of those new position. Instead he job hops, hoping the next one will strike gold…
The entry is very anchored in the western tropes, and even through some of the underlying sadness, there is quite a bit of delighting humour. The twists made me giggle quite a bit.
In 5 small acts, the narrator describe its life from its creation, the first of its kind; its education, with questions about morals; its labour, surpassed by its children until discarded when useless; its retirement, passing in a blink of an eye; to its death, remembered or maybe forgotten.
It is an odd entry about the human condition…
Like Andrew’s previous entry in the jam, this one is again about you being a fan of a game, and wanting your team to do well in the tournament. You get to pick your rituals before the season starts and pray to the Basketball gods the RNG is on your side.
Then starts a lot of clicking, to go through each result of games your team plays in the knock-off stages. Even if the title of the entry warns you, it is still a bit tedious… I think a one passage per season, where each game result appears one below the other, with a timer, would have been a bit nicer?
I did like the name of the college team you are following (which is randomly assigned at the start of the game) and the strange rituals and superstitions from your eating habits to your cleaning schedule. Quite humourous!
A personal piece about depression, told from the perspective of the beast and the victim. Each POV have a choice between two actions, each affecting the other, before another day begin and the struggle starts anew.
“is it an argument if no one wins?” is what the entry asks before the game. In this text exchange spanning a few weeks, frustrations and insecurities lead this argument to both parties’ defeat. The jabs are meant to hurt, not really to solve the issue at hand.
It feels real… and quite sad.
Sprinkepills! is an absurd entry, where you are trying to sway investors to invest in your product: the Sprinklepills! or sprinkles for on the go. It is a very long shot - your product is not quite conventional - but you give it your all. You believe in it with all of your might, even if you do not always find the words to express yourself…
The desperation in the character has the meeting continues was a bit heartbreaking…
Still, this might be the most absurd business pitch I’ve ever encountered.
This is the story of three people - a mother, a daughter, and that daughter's sister - each feeling happy, sad, and angry following an undescribed event that changed the dynamics between those three individuals. In so little words, the author manages to paint quite the picture...
A Thursday, in space, and you have a delivery to make. Along the way, your ship is forced to stop a handful of time, during which a choice must be made. You may stay lawfully good or more of a chaotic mess. The result maaaaay affect future employment, though…
I really liked the added images to the page!
Told from the perspective of a cat this entry describe the cat’s owner going through the steps of grief with snippets, spanning multiple months, from losing… said cat. It is quite sad, but also lovely to read.
Inescapable nightmare, leaving you in sweat drenched sheets in the morning - this is what this entry embodies. From the seemingly unescapable groundhog-day like cycle, to the body horror or plain trippy horror descriptions, you must try your best to find the exit…
… and wake up.
I managed to solve the puzzle at the end… but it took me a while :stuck_out_tongue:
This entry shows three snapshots of a birthday, from a birth, to a fun 9th birthday’s party, to a lonely one at 40. The end is very much an emotional whiplash…
I liked the change of colours in the background depending on the passage you were.
When one’s future is bleak, it is hard to look at it in a positive manner. When one’s present is filled with anxiety about what could be done instead, it is hard to do things. And when one’s past is full of regrets or embarrassment, it fills the brain with what ifs.
All you can do is pet your cat…
A personal piece about not finding yourself (or anyone else) watching your face in the mirror. From the features you wish you had, to the wish to connect to the stranger who gave you the features you have, this entry yearns for connection (from one specific person) and finding identity.
Brought to face council for the murder/drowning of a boy, you are asked to answer those accusations. You have but little words in replies, always leading (it seemed) to your demise.
I think the interactivity aspect of the entry (hover-disappear + fake parser) overshined the story.
Unable to sleep, you visit this strange website, one you’ve been visiting quite often lately. For what the purpose of this website does, the URL is the giveaway (don’t worry the girl is not real).
It is gruesome, it is strange, it is trippy. Also reminded me of Flash games (RIP Flash…)
Kuddos on the very killer UI and visuals!
From a simple addressing mistake, a stranger sends you letters about mundane things happening to them, their worries, and hopes. Like some sort of bizarre one-way pen-pal, the stranger tries to reach out to you, a shut-in, or maybe just finds comfort in the knowledge that maybe someone sees them.
Inspired by Ancient Greek Epics, this interactive poems brings you the tale of Sparticus, a lover, an artist, a fighter, a hero… or is he all these things? The entry takes on a quite humourous approach to storytelling and myths recounting, where the hero can fail embarrassingly or depressingly.
As a small negative, I thought the images detracted from the text. Were they maybe more homogenised in style/colours, it might not have been an issue, but I don’t think they did much to help.
Your team lost key players and were beaten down to shame, regardless of the kids talents. But it does not matter, because you, the fan, get to control the outcome this time around! You get to choose how the team will do during the season. But one caveat: you can’t go unbeaten.
In some strange twist of Fuck Marry Kill gameplay, you have to choose the level of the team’s performance during three part of the season, giving you six possible endings. I wish things could be that easy…
Something happened before this entry, but it is not completely clear what. A child seemingly important. Lovers doomed to part ways. Religion at the centre of it all. And an uncertain and dangerous future. Thought the child’s name inspires brightness, there are dark warnings on the wall, rendering the piece quite melancholic for the mundanity of the moment (looking after a child and sharing a kiss). The attention to small details and sensations makes the story quite vibrant still.
Within this less-than-500-words poem, the author describes so vividly and beautifully a drunken attraction between two individuals at a party, soon moving to religious-like pleasures. The written imagery paired with the spiritual angle is quite exquisite. Very steamy…
...boobs.
Imagine a stranger accosting you to talk about wanting to fondle someone’s boobs.The piece is as bizarre as the situation portrayed. A bit strange, kinda creepy, totally unserious and silly.
You are a doll, held by strings, forced to dance, even if it break you apart. Let your strings take you and the dance will start again. Resits and… I liked the creepy setting, and the writing around the doll’s yearning for freedom and control over its body.
A very personal piece about finding comfort in the idea of celestial bodies when life is cruel, and when refusing to comply or escaping seems impossible. Still, like the stars, the piece provides a hopeful future, describing a better path shining ahead.
Baron, a half-tiger half-dinosaur who struggles with his identity and not being able to fit in either groups, decides to find his father for some answers. Even with an intriguing setting and clear themes, this piece felt either like a rushed story or a prologue where all these themes would be explored… Some passages were a tad confusing on where they were going.
Childbirth can be both a wonderful and traumatic experience, and the following period is no better. Nell gives a very personal and raw account of the anxiety, worries, feelings of not being enough, not having done enough, and struggles with one’s body not responding the way you wish it to. The use of the textboxes added onto the layers of those feelings, as they pile up on top of one another without a way to process them fully.
It is also a wonderful love letter to her newborn, a love pouring through those words, unending and unwavering through it all. It takes a lot of courage to be this vulnerable.
LttPR is a half-sequel to Litteraly Watch the Paint Dry (a meta Idle Clicker), during which you are looking forward to the weekend and hanging out with a friend. Through the limited options, neither answering the phone at first, you find out whether your friends are still truly your friends…* This short slice-of-life felt a bit too tell-instead-of-show for my taste… But I found the topic of friendship while being true to yourself had an interesting start.
*both friend appear in LWPD though they weren’t named at that point.
Trapped outside, a vampire is unable to find shelter moments before the sunrise. At the brink of perishing, they reminisce on their past, envy the birds able to fly away from this situation, and ultimately choose to resign themselves (or not) to their death. The writing paints a colourful tableau between the pain of the injured character unable to save themselves, and the beauty of a simple sunrise, welcomed by the songs of birds. The writing was also quite dynamic and fun, considering the situation.
On the surface, SOL is a prose poem of a benign conversation between friends about the sun, as they partake in sharing a joint on a summer evening, with the writing moving from concrete description to what could be interpreted as hallucinations. But, below, hiding under a mouseover macro, is hidden a secret message, unsaid words, repressed feelings. The descriptions of movements and bodies balance between a loving gaze to an almost obsessive and carnal survey through the narrator’s eyes. The writing is intoxicating…
the ride home does a great job at encapsulating the anxiety of a first time driver, realising how cars are essentially killing machines and bodies are just squishy flesh. This is enhanced by the author’s use of animated and timed text and through the formatting (moving from white to red was a good choice).
This piece has an intriguing premise, wherein a child sees (hallucinate?) their (dead? never existed?) brother when the latter cannot be perceived by anyone else. Feelings, sounds, and touches are only experienced by this child, creating an eerie dissonance that sends chills up a spine. The more I read this the less I was sure whether it was about grief or a hallucination through a horror lens… Either way, it works!
Moving on is hard, and harder still when you cannot forget their touch, when you keep remembering their voice, when you keep dreaming about being with them, when they keep coming back to your door… This piece portrays the ache the heart feels about break ups, the guilt of letting yourself down when you succumb to your desires, or the agony when you try doing the right thing, pretty well.
I liked the formatting of the text, with the fading-in giving some dream-like experience or the shaking of the word when your hands tremble. The choice to colour the words spoken was also a nice touch. Having to click after almost ever sentence to reveal another added to the excruciating experience shown in the words.
Trying to enter a palazzo at the dead of night is not an easy feat. Less so when you start from a gondola and there are no clear way to break in. Maybe that door or the window would do? I really liked the interactivity of the game, and how the puzzle is quite simple… if you examine your environment properly. I would play a longer version of this game in a heartbeat!
This piece engage with conflicts in a group chat in a very humorous manner. Through the limited word count, we get to learn bits of the characters and their relationship between one another. I laughed a lot while playing it.
Allocate your brain space to some themes, so the universe can hear a poem. Rinse and repeat to find all possible poem combination (and get the highest score? - I got 23…)
I didn’t really vibe with it personally but the mechanic behind it seems interesting.
Seated inside a train (going nowhere?), you reminisce about your childhood and how you realised who you were and who you were not. Through a smart change of background, or the animation of the text, this piece takes a humourous and maybe a bit self-deprecating approach to dealing with uncomfortable memories…
In a vibrant green, this small piece about love, care, and artichoke is light and adorable. I especially liked the writing depicting a very strange but comforting fever dream. It was very cute!
A tragic (and well executed) allegory for substance abuse, and incidentally generational trauma, depict dark and visceral thoughts of someone trying to fight their personal monster. But those monsters rarely die…
The use of shaky text and change of background were a nice touch!
Creation and destruction. Opposite forces fighting to prove the other wrong. Creating civilisations in hopes that one sticks around, but doomed are they all, never surviving under your hand. Yet the other continues this Sisyphean tasks, unbothered, uncaring. A civilisation will be born anew, and so will continue the cycle. Unchanged…
As people change, so do relationships. While you might get closer with old friends, you might also drift away. Sometimes, a friendship is like a revolving door, here when you need it and gone the next. Sometimes, it’s a reminder of who you (do not) want to be. Always, you hurt.
I really liked the formatting of the text, and how it appeared. I slightly with the dialog boxes would fit the formatting of the rest of the game, but that’s minor.
“You will fail.” “Inevitable.”
The game tells you from the start you will not succeed. No matter your questions, no matter you determination, no matter… You will fail. It is inevitable.
This retelling through a minimalist and almost sci-fi formatting adds onto the tragic myth of Icarus. Really well done.
A personal piece about the yearning to talk to others about one's past and trauma without receiving judgement or pity from the listener. But it is also about wanting to feel seen without having others making a big deal out of those things (even if rationally those things could be a big deal).
Your friend has been plagued by a recurring nightmare, and you are given the choice to pull the information out of him or speak to a (his?) support robot. Either choice brings more questions than answers… This felt like a good beginning to a mystery, maybe an investigative one.
It has some potential. But I did find the formatting and prose hindering my enjoyment of the story…
In this endless game, you play an unnamed goldfish, waking up doing some activities (from a choice of 4), having dinner, and doing it all over again the day after. But doing the same thing again and again does not always yield the same result… It was simple, short (at least when I played), and quite fun!
A slick, simple and futuristic design, a life-or-death (well, more like almost-death) situation, and a comedic robot… that’s what this entry is offering. Through its shortness, and the grim setting, there are some funny moments, some frightening moments, and some touching moments. The two endings hit a nice punch.
Pretending to be anything else but a human and looking at human nature is always a trip. And this entry is just that. From its bright funky colours, to the strange backgrounds and icon, JNH takes you on a strange ride of looking at the strange creatures that are humans. It is done humorously (with some good-old self-deprecation, and physical comedy) and very funkily.
Creaking doors, muffled steps, tired sighs, accompanying an understated and bare dialogue between two individuals (former/current lovers?) going through the same conversation, a cycle unending. The rawness of the words, enhanced by the formatting and timing of its appearance, packs a very emotional punch.
In the vibes of 80-90s video games, with tv effects, this binksi entry spans a short time, just enough to share a drink and catching up. The mundanity of the discussion coupled with the bright art is strangely nostalgic and warm. And the end is so very lovely… reminding us that life is too short, that we should enjoy the present, and that we should do things that make us happy…
A cyclical poem of trying to read/understand a note written in Romanian(?) - using links to reveal its translation. There is a strange air to this entry, a lot of unsaid and hints…
You are supposedly content with the work…
…and I was left confused…
Very much Kit's brand of trippy!
Through its soft but uncomfortable sound and its bare description, this entries does a good job of building and eerie atmosphere. You are truly alone there, and you should probably leave, but you find yourself questioning if you should maybe stay…
A short story in two acts: during your teenage years, when an older student gives you some advice, and later as an adult, meeting with that now-adult student and catching up. Strange form of prose. Confused thoughts during reading.
A strange take on “The Diamond Necklace” (“La Parure” - Maupassant)…
… and kind of meets Pokemon too.
CozmoPets is short and simple. Care for your pet, watch it grow, play some games, and get an ending. There are four pets to find and three endings to get, which depend on your actions. (I think the mini-games are random? Whether you win or not is by chance?)
The graphics and animations are sincerely delightful! I starved my pet, gave it unhealthy food, destroyed its psyche…
Overall, had a fun time!
This is a dungeon crawl, very similar to what you’d find in parsers, but made in Twine. You are a Barbarian, ready to do go on an adventure (or just hitting people…). If you manage not to die, you could solve the puzzles and maybe… open a shiny chest?
The writing of this entry is hilarious, taking the tropes of a barbarian character in your run-of-the-mill fantasy setting, and cranking up to dumb. The endings were very much to the tune of ‘Dumb ways to Die’…
Great job!
A snippet of a conversation between you and a fae, where the latter really wants your name. You can give it some push back (names are important), but the snippet ends before the conversation is concluded. Leaving to wonder whether we succumbed to the fae’s demands…
“Last week, under inauspicious stars, Jacob fell from the Ceiling to his death.”
And with this killer hook comes three distinctive short stories linked to one of Jacob’s body parts: his bones, his blood, and his flesh. All of which are gruesome, and sad, and strange. But the writing is so enticing, you HAVE to know what happened to Jacob’s body!
And what a quest this game is.
After finding the key ingredient to your breakfast is missing, you must leave the comfort of your abode and go to the nearest store. Unfortunately, you have to pick one between an indecently wide array of choice AND converse with the cashier. Will you fail or succeed? It’s very cute and sweet, and one ending made me giggle.
I also quite liked the little visuals added to the page. It was neat!
Have you ever gotten a custom Rolex as a gift at random in a supermarket for no reason? Me either. But wouldn’t it be weird? Wouldn’t you need to talk about it to someone afterwards? This is the premise of this entry. A silly conversation about a strange event.
Quite absurd!
I liked the formatting of the link, when the next page had previously been visited. It made replaying the different paths quite easy.
Being in love with someone can be so wonderful and so fulfilling, but it can also be draining, to the point of losing oneself. Waiting for your lover, or a word from them, you read almost macabre description of your environment, mirroring the anxiousness you are feeling.
This entry raises the question: do you stay and wait, potentially destroying your wellbeing in the process, or move on from the person who does not respect your time, but go through this heartbreak.…
2020 was a weird time. Stuck at home, with only a routine to keep us sane (did it tho?), many of us essentially went through a Groundhog Day period. Feeling like we were stuck in an endless loop, unable to break out (especially, since we couldn’t go out).
This entry does a really good job at harnessing that weird time.
A childhood friend disappeared, but you will never stop trying to find some answers. A meeting has been set between you and a thing, which may have some answers. But you are not there yet…
The descriptions in this entry are very vivid and coarse, very much like the setting of the story. I also liked the use of the mouseover to change some aspects of the story.
Live or die. This is not a choice you are facing every day, but it might if you are stationed in an extreme environment. Live or die. There are morals that bind us together, but do they matter when one’s survival is at stake? Live or die… But you will always remember…
I will just say this: that choice… DAMN!
You know when you look out the window and you have a random thought about a thing you notice happening outside, and instead of moving on with your day you just continue thinking about it, making up scenarios and answering hypothetical questions...
This is what this game is: a sort of wild tangent about postal workers and what they do while delivery mail (especially what they talk about and who they talk to). It is somewhat absurd, quite comical, and lovely in its mundanity.
The formatting and UI of the piece (shaped like an envelop, filled with all the required stamps, and sometimes extra stickers) propose a fun way to interact with the piece (and mimic how non-sensical/linear those wild thoughts can become). I really enjoyed clicking on the different postal-related images, to move the story forward or cycle through options.
A very fun way of using the medium!
Quite a sad piece about the end of things (life), and the lack of acceptance. No matter your choices, the outcome stays the same - the end does not wait for an eleven-hour miracle. But you know that already. You know everything was doomed from the start. Yet, through the tragic end, there is a promise of never-ending love, of hope, and of meeting again...
A really great take on the 500 words restrictions by removing all words except the subject and the verb. Coupled with some fun formatting and animation of the text, you get a very entertaining short game about a bird wanting a snack.
The game has a handful of varied and fun endings to collect, making any new playthrough feel fresh!
Theo is a short cyclical piece about falling in and out of love, and doomed relationships. I honestly forgot one-two passages in that you were supposed to be in a dream, and thought I was stuck in a loop - surprisingly, either interpretation worked!
I really liked the way the text was formatted in the passages, like pushing the eyes into a funnel (though a bit more contrast in the links would have helped extra).
Sidenote: It really had Goncharov vibes, in the doomed love/relationship or running after an impossible goal…
This was a tragic and visceral piece, and still strangely beautiful in its violence. The small details, like the barista looking away or the brush of the fingers, are simple but convey more than meet the eyes.
A really nice touch…
This epistolary three part-er recounts the shared moments between two people through the point of view of your partner, their hopes and regrets as life moves on. It is quite bittersweet and beautifully written.
Two short puzzles taking on different definitions of virus (computer/biological), where you play as an investigator (hacker?). The puzzles felt quite reminiscing of the ones you'd find in an escape room. A neat idea in 500 words or less.
Through a fantasy setting, a fairy describes his experience of finding and accepting their identity in the face of adversity. It is quite emotional and raw.
As a short prototype, this piece manages to tell just enough to hook the reader, and very little that it leaves you wanting more. From is ominous title to the tense descriptions, the writing manages to leave you with too many questions, and wanting to find those answers. It would be interesting to see where the author takes the story…
Also Armstead is a great name for a knight!
This very creepy and dark short piece has a killer hook and has as killer of an ending. The colour combinations for the theme and the unsettling music really adds to the macabre setting of the story.
While it is already satisfying as a short read, a longer version would be very intriguing indeed…
A very graphic and erotic description of two bodies coming together. The writing, as always, is excellent.
The use of a mouse over macro (to reveal hidden words) is akin to the hands discovering new skin and crease of a body, making the interactivity even more topical.
Really enjoyed this short piece.