Playing this horror game kept me at the edge of my seat. Line by line, the dialogue starts off fairly innocently in the first scene but quickly starts ramping up on the next. It rapidly grows in intensity as you find out more about a certain other character with a mysterious condition, and experience a story which raises strong questions about perspective and morality.
There are two sets of fonts, and one does a good job of introducing the nature of another character. I did get mixed up with who was talking at times, but it wasn't a big issue.
Still, be warned, this can be a difficult read if you're not used to horror, especially as the story really ramps up later with potential violence and terror. The story and suspense was something which kept me tapping the screen, trying to see what comes next, but reader discretion is still advised.
Short and simple, you have a final conversation moments before what seems to be the end. Usually, in zombie IF games I've played, my job is to fight the zombies. Here, I'm enjoying a few final words with a partner before the our likely demise at their rotted hands.
The conversation branches for a bit during the game, where you can explore a range of responses from accepting your fate, asking the usual range of contemplative questions one asks when doom is around the corner, or deciding that you can still fight. Nevertheless, as far as I can tell, the game converges on the same point regardless of your choices, where you can say one final word before the ending screen comes. As for what happens later, that's probably up to your imagination.
It's a short read, and you can play around with the different options which take you to the end of the game. There's also an undo button for your convenience.
Dream No More does a good job of creating the game's atmosphere with a strong selection of art and music to accompany the writing.
In this game, a dream architect talks to you about the different types of dreams, ways they have been created and used to manipulate people for a fictional organization and how these dreams possibly affect people. The choice of audio and visual elements to accompany this really helps to convey the vibe.
This is close to being a fully linear game, with mostly one-choice options, although you get to choose one of two choices at the end. Still, the draw of the game largely comes from the atmosphere and vibes.
It’s a simple game, but it was definitely entertaining, and made me laugh at times.
You’re the leader of a trio of comically incompetent criminals, and will have to guide their efforts in robbing a bank, while engaging in less serious banter in between breaking in and dealing with security. The entire game takes place through a group chat where you guide their efforts. Of course, these robbers have a knack for screwing things up in the worst way possible, but it’s definitely entertaining to read.
Whatever chat platform they used doesn’t seem to have an ‘edit’ feature, so there are plenty of times where someone will misspell a word and correct it with a second reply and an asterix. There are also some instances of uncorrected spelling errors, but this game takes place over a group chat, so it earns itself an unlimited pardon for any typos. (Since real life group chats have plenty of that.)
Despite countless instances of criminal incompetence, my group was able to successfully complete the heist. The ending comes fast and quick when it comes, but I was thoroughly entertained.
There is a good bit of content here, and it’s definitely worth it for an entertaining read.
All Cats are Babies appears to be a kinetic VN. You do not make any choices, not even fake ones, from the start to the end, and basically read a conversation between two people in a system which sorts cats, and the fate of one cat which could be bound for something terrible.
The dialogue is fairly interesting, with cute references to the things pet cats do, some talk on AI and its impact on work, as well as the ideals of standing up for something. On the VN side of things, there’s some simple art and music which fits the vibe. Still, it’s also quite basic as far as VN features go, with just simple backgrounds for each scene, and on the audio side, what I think is just one music track for the entire game.
It’s a simple linear VN project which provides a short and good read.
It's straightforward. A conversation between someone and a monster, with the option of playing both perspectives, one after the other. As you play through the content, it seems that more options get unlocked.
There is an undo button, but it's not really needed as the option to return to an earlier point to try another option always appears once you finish a playthrough.
It is a pretty short experience which you can probably finish in a few minutes, even if you're planning to explore every nook and cranny. Still, as far as the jam requirements go, long playtime isn't one of them, so I won't be judging the game based on that. The writing scares you a little, makes you think a little, and provides entertainment for the short time you play. I can grant four stars based on that.
Lone Signal is a good example of how to get a lot done with a few words. You play as a probe, venturing through the depths of space and encountering different civilizations, with their story told through meetings or transmissions. It's simple, but each story feels deep and really gets you thinking.
The game's biggest flaw is that it's largely linear in design (the game acknowledges this at the end). Still, I think the writing is good enough to justify a look.
There is also some simple but nice art in the game, with a star map to the left which shows your progress. The course of the game is laid out on the star map and is pretty predictable, but the game does throw a few surprise encounters at you every now and then.
I would recommend taking a look.
You're taking a long roadtrip on the outback. Sadly, nothing seems to go right as bad luck, vehicle problems and nature throw all sorts of challenges at you.
This is a short but fairly entertaining twine game, where you make decisions on how best to navigate the difficulties you face out in the wilds on your roadtrip, away from food, water and wifi. You get some choices every now and then, and bad ends are possible. Still, this game has a back button, so nothing stops you from rewinding to an earlier point to change your course.
There are some interesting pictures which add some color to the game. I think these are photographic images with a filter applied to make them look like color prints. It's a nice touch. There is also some music as well, which was mildly entertaining, although I think it detracted from the mood of the game at times.
It's free on itch and a good way to pass a bit of time.
A Pirate’s Pleasure presents solid writing and well written romance, set during a time where the Golden Age of Piracy is showing signs of coming to an end. You play the game as the female captain of your own pirate crew, boarding ships and seizing the loot while enjoying pirate pleasures in pirate havens with your (hard earned?) money.
Still, much of the game’s main mission takes place on dry land, where you wander an unknown place with a mysterious (in a bad way) item, trying to figure out what to do. That portion of the game gives you plenty of time to figure out your relationships with the various love interests while everyone works out how to get out of the tormented situation they have found themselves in. This item doesn’t feel very well-explained by the game as a whole, and the whole plot resolution where you return the item to where it should be also feels very contrived as you just seem to know where exactly you should go, right down to the very building and inside location. It just left me scratching my head when all was said and done.
Still, the romance elements are well done, even if each RO just seems really drawn to you by default. There are plenty of romantic moments and flirting even if this title doesn’t have anything explicit, and I liked it a a lot. I ended the game romancing the Governor and getting a pardon, moving on from a life of piracy. The game does give you the option to be a ruthless or honorable pirate (in the earlier missions, at least, since you’re not much of a pirate for the main mission), and also dangles the opportunity to officially move on from the life of piracy during the game. There are plenty of options to be good and evil, and decide your relationships with various characters, another part which I liked.
If you’re strictly here for a romance book, with a female lock and male RO lock, this game gets my recommendation. While the writing is generally good, plot and story are the game’s weak spots, and not something I’d recommend in the same way.
Choice of Kung Fu is a pretty enjoyable game, with strong writing, featuring plenty of adventure and a sense of progression. It provides a good amount of content for the word count.
There was plenty I was able to do, despite failing an initial three-part test in the game. I managed to set up my own school to train in the combat arts, avert a conflict, meet the Dragon Sage and romance a lovable fox spirit. Overall, there was plenty to like here. Despite my initial failures, I was able to overcome most of the game's challenges. Additionally, another part I liked was that you always had the option to display magnanimity and honor towards your enemies.
Still, some things grated on my nerves. I'm no professor of Chinese linguistics and culture, but I did notice that some names seemed to combine pinyin and wade-giles romanization systems, such as Bao Ho, a character, and Kuei Xian, a city. I would recommend using pinyin in general for a story like this. What I wouldn't recommend is using both together without consistency.
In another part of the game, the player can note that eight is a lucky number, nine is a symbol of longevity but eighteen is supposedly neither lucky nor unlucky. For that, check the wikipedia article on the number 18 and scroll down to the part on chinese tradition. (Although the number 18 could also have a certain negative interpretation.)
That said, I liked this one. It's definitely good for an easy and substantial read.