đ±đ€đ± is a short and wordless interactive game, that relies only on emojis to tell a story. What story? Well, it is for you to figure it out!
Because I certainly didn't...
There is something so interesting about using a "language" that is know to all (emoji), but used so differently depending on people. Is đŁ unknown words or insults? What does đ€ mean to you? Is đša wind, a sigh, a fart???
When combined in a string, how do you decipher it into a proper sentence? When a whole page is full of them, how to you turn it into a coherent sentence?
As a whole it's a very fun puzzle! A very confusing one, and a very novel way to tell a story.
Au village de pĂȘcheurs is a short slice-of-life parser where your goal is to purchase some fresh fish at a fishing village a few towns over. Little issue, your child decided to come along on this little trip and be a little menace. This does not go over well with the only fish stall of the village.
The current version of the game has multiple unfinishable states, which the author is aware of and has been working on fixes. It also does not include hints or walkthrough. I was able to find one for sure one confirmed fail ending.
With that in mind, it is expected to struggle with the game, find what works and what maybe should be working but isnât. I got stuck multiple times, as well as had a full page of error messages through my trial-and-error input.
Still, I couldnât get away until I reached the end⊠any end. The game is charming to boot, with its dry humour, the exasperated and exhausted parent, the menace of the Child (also in capital in game), and the no-nonsense local fisherman. I found myself chucking at the descriptions multiple times, even when there probably wasnât a joke. And it was fun to just try things, even if nothing happened.
Even when frustrated with the parser itself, it still worked with who youâre supposed to play: a tired parent trying their best to accomplish just one task without finding the child. The game actually allows (Spoiler - click to show)you to leave without having gotten the fish or the child. Which⊠is the only one I actually managed to reach.
I canât wait for the new version to be completed so I can find the other endings and be as much of a menace as the Child.
Une simulation is a tiny parser game, where you incarnate a player about to try a new virtual game: a simulation of an escape room through a VR headset. The goal is to find the three keys required to unlock the door, each hidden behind a different puzzle.
The game makes it pretty clear what must be done, but if you have a doubt, there is a manual in the starting state listing the main commands, and a downloadable walkthrough. Though it can be solved without either.
For a first attempt at a parser, it was a smooth experience. I didnât really run into any issue. The puzzles were pretty logical and obvious enough that solving them was a breeze. Being limited to one room and a couple of objects does help - there are only so many possible interactions. Handling the plant was probably my favourite one out of all the different puzzles.
Le miroir dâOzivior is a relatively short fantasy escape room, in which you play as the friend of Ozivior, a student at a magical academy. Locking you in his room, he challenges you to solve his riddle: find his actual room and break the mirror.
The game is pretty simple, that even beginner parser players could manage to complete. It was tightly constructed, with just enough descriptions in responses to get the gist of the puzzle and how to solve it, as well as warnings of any change.
Hints are also available, starting from general to nudge you the right way, to more concrete/obvious ones. There is also a Win the game command to get to the end quicker.
And the vocabulary required is limited: examine, take/drop, enter/open.
You canât even fail at the game. As it lets you play on and âautomatically undoâ's for you if you break the mirror in the wrong room. No need for saves, or restarts, or undos, really. Itâs very beginner friendly.
The game left me frustrated in all the good ways - but thatâs more because I blame myself for not paying attention properly (or because I tried to brute-force the game to let me play the way I wanted to, even if it went against the puzzle itself).
The mechanic to go from room to room was pretty cool, and pretty magical. The way the rooms are essentially the same but differ depending on what you (Spoiler - click to show)choose to carry with you really adds layers to the setting. You learn more about your friend and his room, bit by bit. It is a matter of whether you keep track of the details (which I failed at too many times, it was embarrassing for me).
All in all, the experience is very smooth and charming (pun), and it made for a fun escape puzzle.
*La réclusion de Callisto* is a short textual adventure in the style of older CYOA books, both in form and content. Embodying a prisoner-jailer in a lonely island, you will recount your meeting with a very particular women sent to this prison. Mixing romance and unsatisfiable desires, the story pulls you into moral conflicts where your only solace is escape.
Though there are conflicting elements, I was certain from the start the tale was referencing Napoléon and his exiles on Elba/St HélÚne, being sent away in a tiny island away from everything because of his actions. But this was clearly set in some imaginary land, with a focus more on piracy. And of course, Napoléon was the actual prisoner during his exile, not really the jailer.
As for the delectable prose, it was more the tales of Dumas, especially the imprisoned scenes, that came into mind while reading. Even with the limitation in words, and the surprisingly large variation of the text, the writing is flourishing and swallowing us into the whirlwind of emotions felt by the PC. Though there are only three ends, the journey is more fun than the end.
*Terraâs Leap : Un rĂȘve incombustible* is a short sci-fi adventure, where we follow the ventures of Elio, a child in a faraway colony, dreaming that one day he will visit Earth. Earth's location being long forgotten, this task is not an easy feat! Thankfully, you get to meet multiple characters who have an idea about its location, though none are in the same spot. So you will need to decide how to get to it, considering you are still a child, and which person to trust, our of those strangers. Some of these choices do require you to sort of disregard logic, if you want to continue down those paths.
While the blurb indicate 19 endings, many of them end in the exact same way. Most of those are still pretty bad for the players as well - strangely, it is when you refuse to take the path pushed by the game that you end up with a more winning situation.
*Baston ou Ruse : LâĂpopĂ©e de Krug* is a short humoristic game based on Warhammer 40k, where you play as Krug, an orc that has no idea with what to do with its life. Though known for their brutish behaviour, some orc find a more cunning approach to conflict more interesting. So choices are put before you at every turn: Ruse or Force. Depending on what you pick, you'll end up with one out of 16 different orc job (and its related epic end where your life is praised still after your death).
The writing is very funny and made me laugh many times per path. It was very entertaining trying to find all the different endings (I found 8-9), since the text is quite varied from the branching. And this I knew nothing about W40k lore, it was a fun and intriguing introduction to this universe!
Biblioflam is a short fantasy adventure in Moiki, where you play as an employee of a strange and magical library (where no books can be burnt!) tasked with retrieving late book returns (the tome in question being 3 years late...). Mixing more RPGs aspects, like dice rolls, and consequential choices, the game offers a frustrating but still satisfying puzzle to solve (even if you mess up a bunch, it's still fun to play).
With the change of palette/fonts depending on the current environment, and SFX/background sound to add to the ambiance, the game is really playful and fun to experience. You too will ask to retrieve more tomes after!
Susi is a sci-fi story, set in the 22nd century, where we follow the eponymous character, a half-wolf half-humanoid AI, after feeling a bloody conflict against salamanders (also half-AI) that ravaged everything. Seemingly the last of its kind, Susi get to choose the path forward, whether it is destructive for themselves or the salamander, or more (re)constructive. 5 different endings can be found, I managed 4.
Through the POV of Susi, the story explores crudely different human traits (vengeance, avarice, goodness, etc...), showing that even with the disappearance of the human race, and the evolution of the AI in such a way they've left machines behind, the humanoid beings would continue to behave exactly like humans, with their vices and virtues, rather than the animalkind they embody (or a completely different path). Like ghosts, humans still stay, one way or another, influencing those left behind.
Similarly to the bad paths, who often rambled on and repeated itself, the good ending wasn't much satisfying either, having a bit more of an open end to the story, somewhat giving the feeling that the story only actually started at that point, with the passages preceding the final screen upping up the intrigue.
The author also warns on the game page that some passages could be difficult to read, as it alludes to sensitive subject, but the allusions is actually explicit (stated or depicted) and the execution felt more "edgy for the sake of being edgy" rather than making it central to the plot or having commentary on it: (Spoiler - click to show)suicidal thoughts can be willed away or push Susi into destructive suicide, sexual slavery is mentioned in passing once and almost forgotten, living under a dictatorship is played as a twist so to try to force you to take the "high-road" and forgive the oppressor
Lâabribus is a short fantasy story, where we either play as some sort of force controlling a magic orb (which can influence everything around) or the orb itself (still unclear on that, though it matters little to enjoy the game). At a bus stop, we/the orb meets different characters, which we can interact in some fashion (forge documents, tell the time, etc...). These actions can bring good or "evil" to those characters, with the last action defining which ending we get.
There are no issues with the game's construction (and being able to skip the intro is nice), but some of the consequences felt at times a bit too simplistic.