Besides being amusing, absorbing, excellently written, cozy and generally making you warm inside, the games by S. Woodson also demonstrate an interesting approach to branching in an interactive story.
There's a sort of contradiction in choice-based puzzleless IF. On one hand, linearity is usually considered a drawback; most players want to feel that their choices really matter and substantially affect what happens, want the game to be truly interactive. On the other hand, in a significantly branching story the player will only see a small part of what's written by the author, can easily miss the best bits; the ratio of the player's enjoyment to the author's labor is low.
It would be great to make the players restart the game and explore all the various plot paths; but motivating them to replay many times and read different variations of the same story requires some serious stimulation.
In the games by S. Woodson - this one, ♥Magical Makover♥ and Beautiful Dreamer - different story branches entwine and interact with each other to form a kind of higher unity; some paths throw light on enigmatic elements of the other paths, make you see your previous game sessions in a new way - and even revisit them because, as it turns out, you didn't pay proper attention to something curious. They are all different elements of the same picture, and you want to see the picture whole.
(Narcolepsy by Adam Cadre utilized the same idea, though less effectively: the crazy guy in the university plaza always gives you hints referring to other storylines.)
In both ♥Magical Makover♥ and Beautiful Dreamer, there's one "main" branch - the one which is central to the picture and which the player is most likely to find first.
In ♥Magical Makover♥, it's the one featured on the cover art - the only one where the protagonist's initial goal is reached. If, say, the player tries three different random products on their first playthrough, they get this branch with the probability of 60%.
In Beautiful Dreamer, it's talking to Cephiros about the moth - which has the highest priority among all the topics the protagonist may discover.
Get Lost!, which is much smaller than the former two games, lacks the "main" branch: all the paths are of equal importance.
A curious mix of Russian folklore and American humor. Being a Russian, I was delighted to see familiar fairytale motives and phrases like "speedily a tale is spun, with much less speed a deed is done" (скоро сказка сказывается, да не скоро дело делается), "are you here to shirk a task or to find one?" (дела пытаешь аль от дела лытаешь?), "three times nine" (тридевять), etc.
The game is rather old-school - even for 1998. The world is sparingly implemented, there are some minor guess-the-verb moments - but it's funny and light-hearted, the puzzles aren't hard, there are multiple solutions (be sure to check the AMUSING section), and the "good" ending really has a naïve fairytale charm (while the "evil" ending - the one where you (Spoiler - click to show)side with Katschei the Deathless - is, um...). There's a big maze in the game - but you won't need mapping it.
P. S. I was able to kiss almost everyone from the bear to Baba Yaga without anybody protesting. Well, I suppose being a prince has its benefits.
A series of scenes from the life of an opera performer (or a backstager, if you choose so) in an alternate reality version of the XIX century where doing opera is traditionally a female occupation - like in Shakespeare's time acting was a male-only profession.
I didn't find the overarching story about your theater's relations with the authorities really exciting, but the writing, the atmosphere and the richness of detail were good; the city of Tristendesande felt alive and interesting.
On the whole, the game was rather relaxing. There are some things at stake for the PC - your performances may prove more or less successful, the Opera may even be closed down - but you mainly go around eating delicious and well-described food, wearing elegant and well-described clothes, riding in carriages, singing in aristocratic salons, talking with mostly pleasant characters (there are no "villains" here, although there are conflicts of interests), casually seducing people and generally having a good time.