Reviews by ChanceOfFire

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One, by Karma Chameleon
I don’t get this one, July 12, 2025

A Neo Twiny Jam game with 160 words and ten endings? Hmm…

Here, you are shown a word, and are offered a choice of words which… you pick the one which relates to you most? I’m not too sure. With each choice, you get another choice of words and so on. After some time, you reach the end, which is another collection of single words depending on your choices. Some of the pages (not all) have some art to accompany them, and what is there is pretty nice.

I’m guessing that this game was supposed to evoke some kind of numinous or otherworldly vibe. Given the dark background and font choice (great selection by the way), I think that was the idea. Still, after playing though a few times, I still had that “I don’t think I get it” thought swirling around in my head. I’m not sure what to make of this one. Maybe you’ll have better luck than I do.

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People Fall, by Bog Pearl
Accidents happen, or maybe not, July 12, 2025

On this floating city, people just seem to fall off and disappear somewhere without warning. It’s part of life here. Just like that time when I played Mass Effect and found myself falling into some void on the Citadel space station probably because there was a hidden hole somewhere on the floor.

Meanwhile, someone you know disappears. But well… accidents happen, right? It’s the official story. The official story is always right. Right???

People Fall is a linear choicegame, with a small choice at the end, where you can decide how to react to something which just happened. Otherwise, the game is linear. On the visual front, the game does not have a lot, but the writing should be sufficient to entertain.

There doesn’t seem to be a restart button at the end, so you’ll have to mash that undo button or reload the game if you want to read again. Still, a bonus point for the undo button.

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petrichor, by abby blenk
Drop by drop, July 11, 2025

Out in nature. Rain is coming. It falls on your skin. Sensations and thoughts run through you. It has an almost mystical feel to it.

This game is a visual IF of sorts, if that's the best way to describe it. You click on individual raindrop icons, revealing a word and a short passage describing the feelings of being out in the rain within the lap of nature. With the writing, art and design combined, the end result was a surprisingly evocative experince which allowed me to feel myself feeling those raindrops while out in nature.

The art is pretty nice and fit the theme. Also, I can't believe I am saying this, but I think well-picked sounds and background music could have made this experience much more immersive. Still, I think what we have here is pretty good. Just relax, and feel the raindrops all around you.

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Take a Walk, by Andrea Blythe
Don't think, just enjoy the walk, July 11, 2025

I'm pretty prone to overthinking. If my life were a choicegame, the only option present most of the time would be to let thoughts run wild. Anyway, right here, we have a relaxing walk in the beauty of nature. You can choose to take a pause, keep walking, or let your thoughts run wild (like I do). Still, this adventure ends happily either way as you arrive at your destination.

Minus the choices, it is largely a straight road. You have the option of overthinking or doing something besides that. Your thoughts will run wild in another scene if you choose the former, although either way, you'll wind up at the next scene. This game is appears to be linear, and no matter what you pick, you'll still head down the same path where you're eventually too tired to overthink, and enjoy the scenery before you.

Still, it is an interesting read, exploring the idea of overthinking and how to resist it during beautiful moments in nature. I believe the art is mostly photographic images with a filter applied, which is good for consistency and effect. If you're feeling up to it, take a walk and try not to think too much, although nothing really bad happens if you do over here.

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Stimulus As Meditation, by JohnLee Cooper
My eyes hurt, July 11, 2025

Once you start this game, prepare to be bombarded by flashing colors and loud arcade music. You are given a pixel character to control, with basic 2D movement controls, and will have to navigate this flashing landscape, picking up some odd objects (leaves?) which will reveal a line of a poem each time.

The poem makes some references to the strobe effects and the constant bombardment on the senses. Still, I wouldn't blame you if you were too distracted by the flashing colors and blaring sounds to take in those words. The description talks about wanting to explore the themes of bombardment/spectacle/hypernormalisation, and it was certainly done here. Be warned, your eyes and ears might not thank you for it.

It's a game with a message, told to you via an indirect message with a blaring loudspeaker at full power. You can give this a go if you like, but please close the game if your eyes start to hurt, or you might be seeing strange colors even after you're done playing.

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Prepper Van, by Chris Pollett
1 of 1 people found the following review helpful:
I got a job... after fooling around, July 11, 2025

Prepper van might be the longest playthrough-wise and most gameplay-heavy title I've tried in the Neo-Twiny Jam thus far. With a simple looping gameplay system, along with an inventory system and stats, it does a lot with that word limit.

Disaster strikes. Sitting in your van, you have a choice of things to pick up, a choice of things to buy and a choice of a place to stay before the game tests those choices and what you have accumulated with a disaster. Your end objective here is to get a job before disaster consumes you.

Pretty early in the game, my parents threw me out for being a jobless bum. Still, all you need to do is work out how to survive day by day, accumulating as many survival items as you can, and eventually wait for your lucky break. After taking some time to work out the gameplay, and going through countless loops, I managed to get a job, thus saving myself from the disaster cycle. Maybe I'll be able to stay under my parents' roof now.

The art is mostly hand drawn sketches, but I did like the simple feel. This game does a lot with that 500 word limit, so I think that's something I can give a top rating for.

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A Quiet Evening, by Ether
A drink with your partner, July 11, 2025

It seems like you're out of tea. Meanwhile, you're just hanging around, enjoying a slow and easygoing evening with your partner. Maybe some other drinks are on the menu.

It's a simple story with a small number of choices. Each choice results in some changes to the story, but all of these are pretty relaxed and low-stakes options, for a story which is equally relaxed. It's a short but gentle read which I enjoyed. The cover art is pretty cute too.

Annoyingly, there isn't a restart button once you finish the game, so you'll need to reload the page if you want to play again. Yes, that's what the ending page tells you to do.

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Scrapbook, by Andrea Blythe
A sweet and positive read, July 11, 2025

The protagonist goes through their scrapbook, thinking through memories of their times in art camp and a special someone, told through the little things in the scrapbook. It's a surprisingly lovely read, and despite the linear structure of the game, I actually went back to reread it a few times.

This game is pretty straightforward in the visuals department, but I liked the choice of colors. The game is mostly linear even as you select different parts of the text to reveal more details. Still, there is a choice at the end which I really liked, and I think each option was solid and worth reading.

It's a short game, but it filled me with plenty of warmth with a small number of words. I did struggle with the decision for a bit, but I think I can give a perfect rating to this one.

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Soft Cocoon, by Air Gong
Stay calm, July 10, 2025

It's a short story of the protagonist's experiences as they undergo a surgical procedure. There were some parts which really moved me and kept me flipping the page, from entering the room to the feelings and sense of anticipation which come with each procedure.

The game is pretty much linear. It also adopts a black and white art style which also helps to convey the setting. The art is a mix of photographic images and very simple hand drawn stuff, but I did like the overall visual effect as a whole despite the inconsistency.

I think this is a good short read.

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The Star's Call, by KingDunnad
I'm trying to figure this one out , July 10, 2025

It starts off pretty normally. In this sci-fi setting, you say hi to one of your crewmates. You notice that you may not be feeling well. Suddenly, something happens and you start bringing the others to a terrifying end.

The visuals were nice, and I liked that effect on the photos as well as the overall design and layout. Still, I read the story a few times, trying out different choices (not that many) on each playthrough, and still couldn't quite get the story and the unusual plot twist. Maybe there's some brilliance I'm missing here, but I'm just not sure.

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