A beloved mech pilot is gravely wounded. This game tells its story through short passages describing the deathly scene and the intense feelings of the protagonist. There isn’t really branching here, rather, you will have to exhaust every option, reading what happened and the feelings running through at every angle. Once that is done, the game takes you to the ending scene. This structure effectively communicates the dire situation through different angles, and the game actually communicates the situation well through the use of brief prose. That said, there isn’t much of an introduction in the game, so you’d probably need to read the description for some necessary context before you begin.
By the way, the art is really good.
This game first begins with a puzzle. No, the solution is not that number on your portrait. If you want to know, play on. You have a couple of choices and will need to pick the right ones to get the solution and proceed with the story. Afterwards, you can try solving it and finding out what happens next. (A very interesting use of time there!)
The writing was a bit rough in some spots, but otherwise, this time concept was pretty interesting. Pictures are solid and there are a few sound effects. I played this on my phone, and managed to get it to work on landscape mode, although the display got jumbled a few times.
Remember, it’s only over at the END.
Another kinetic VN. Well... this one was made in ren'py.
Unlike most other VNs, the text box is somewhere on the top right of the screen, rather than the traditional location on the bottom of the screen. The text has a tendency to spill out of the black box at times, and it can get hard to read against the background.
This game does remind me a lot of "i hate trains", down to the kinetic VN style and the non-capitalized letters. It's also a melancholy and gloomy tale of meeting someone before things break apart. The art is simple, but nice and fits the vibe. (Minus the parts where it made the spilled text hard to read.)
It's a short choice based IF, but you really only get one choice here with just a mild impact on the story. You encounter the faeries, and the story draws you in with that mystical vibe before throwing a twist at you. It's a short story which doesn't go into that much detail and leaves a lot to speculation and guessing.
Anyway, you could always try it for a short read. I think I still prefer the other entries in the Neo Twiny Jam by this writer.
Woah. I'm not against nsfw content in general... but this is... I'm not sure what to say.
You're in a toilet. You can either do the small stuff or the big stuff. You can stand or sit. If you do it standing up, you make a mess. If you keep doing it, bad things happen. At one point, the smell is said to be 'palatable'. At this point, I'm unsure if it's a typo or not.
This sort of toilet humor might entertain someone else, but it's probably not for me. I'm planning to beat a hasty retreat now... and perhaps find someplace to sit that's not a toilet.
You're slowly laying bricks. It's not just an ordinary choice. The choices in the bricklaying process are shown in the form of concrete (heh heh) poetry. Still, after a while, frustration starts to build, as shown in the concrete poem you are slowly writing through your choices. The idea and overall effect is pretty cool.
I played this game on mobile, so I might have missed that last surprise mentioned in the description. Anyway, as per recommendation, I played on landscape mode.
Coins of Gold is more of a 2D puzzle than Interactive Fiction. In fact, it would be difficult for me to class this as an IF game even by very liberal standards. I have played some RPGmaker games on IFDB which COULD be argued to be IF, but it's harder to argue the point for this item finding puzzle game.
You head round a maze, picking up gold coins. There is some dialogue in the game, but just a bit. Graphics are pretty simple. Anyway, this is more a proof of concept, so it's not quite finished yet.
Another short story. This one has a bit more interactivity than the writer's other entry in the Neo-Twiny jam, with a few choices with mild impact on the story. The story is largely told in script form, and (given the word count limit) also ends pretty quickly.
I guess we never really found out for sure who the culprit was. I have my suspicions.
A short game about missing someone, with a nice color scheme and art. It's more of a linear short story than an IF, but that works for me. Given the 500 word limit, this one ends quickly despite the linearity, but all in all, still a nice short read.
Go on and take a look.
You are locked in a deadly battle with yourself. I mean "yourself". All mentions of your other self are put in quotes. There are a small number of options here between a violent and peaceful approach. The peaceful approach doesn't prompt you to restart the game, so I suppose that's "the" good ending.
I think this was supposed to a a metaphor for battling with oneself? Honestly, I'm not entirely sure.