So I think I'm coming to learn something about myself: I don't like IF that starts in media res if, whether through flashbacks or clues in the writing, you are never given enough context to help anchor you to the story. I don't need long, detailed backstories, but I need something to help ground me. I don't feel like I got that in this piece. Eventually, the pure atmosphere of it did hook me a bit, but I feel it could have been much better.
You play a girl, kidnapped and imprisoned in a large dog cage. Your choices are largely how you decide to interact with your kidnapper as you attempt to plan an escape. This isn't my favorite kind of environment to be thrown in to, so the lack of any information about who these people were really left me confused and disconnected to the story. Eventually, just the sheer tension of the situations did grab me and made me eager to see what the next turn would be. However, the ending (at least the one I got) was (Spoiler - click to show)so abrupt and out-of-the-blue, with no denouement, that I felt cheated out of a satisfying resolution to all that tension. I needed more.
Your mileage may vary.
Yes, that's right, in this game you are a deck of sentient Tarot cards, crafted millennia ago, lost, found and passed down through the ages. But rather than only being a tool in the hands of humans you are beginning to realize your power to shape events, not just foretell them.
This is a pretty short and straight-forward game. Make some character choices at the beginning, that may influence the story options available to you or maybe just be filler text for certain scenes. I played through the game twice and it seems more likely to be the latter. Then just pick your path through some fortune-tellings and ownership changes. Read about the fates of the humans you come in contact with. And that's about it. Not sure if there are different endings or the same ending showing up regardless of which path you choose.
My favorite thing about the game was being able to choose certain adjectives along the way. Instead of the normal blue text of a choice link, some words displayed in yellow and would change when clicked on to a different word that also fit that part of the sentence. As an example, you might click on "short" to change it to "tall" before making your next branching choice in the story. Not sure if what you picked affected anything later or not though.