I've seen many interesting ways to fit a game in a 500 word limit, but this is a totally new ball game. Here, we have a game which makes a mind-blowing reference to the limit of five hundred words
Existential and mystery vibes run strong here in the writing. This is largely a branching choicegame, where you are told that you have 500 words before your very end. You can choose to accept it or flee from it, but you can't escape your fate. When the numbers go up and get close to 500, prepare to start counting your final words.
The music was pretty nice too.
I'm giving this five stars as this is the most creative take I have seen on the 500 word limit thus far.
This IF is structurally similar to Twenty Four, in that it is a linear IF which reveals lines of a poem with each click. The choices here are important words in the poem, highlighted to place emphasis on the important parts. Or at least, that’s how I read it. It’s a beautiful poem, revealed with each click, and the game description also provides a link to a video of the author reading it.
Wild Geese appears to be a poem by the late American poet Mary Oliver. I’m unsure of the poem’s current copyright status, and I’m guessing that it was used with permission to be included in the Neo Twiny Jam. It’s not specified exactly.
It reminds me of the Hosted Game, My Day Off Work, except that this is a comparatively nanosized entry compared to the six figure wordcount HG gigabeast.
You wake up, feeling lazy, and decide to figure out what to do next. In 2025, this usually entails putting your face before a screen. There are a few choices here, so a bit of branching in the narrative. Mostly figuring out whether to do the active stuff or the before the screen stuff.
On another note, the design and colors are pretty simple, but it looks pretty nice too. I can't quite put my finger on it, but I just like it.
Twenty four is basically a poem, built into a linear IF. Well, what you mostly do is tap the single choice and let the next line appear, until the entire poem is out.
The poem was still pretty amusing, poking fun at some of the more negative parts of being an adult. It was (thankfully) not too relatable to me, since I don't really mind doing the dishes promptly, but yeah, still a fun read.
A story told in a series of adverb verb combinations, both in the story text and choices. Yep, you get choices and branching here. Honestly, I got so distracted by the stream of adverb verb combinations that I could not quite keep track of the story. On the other hand, presentation is pretty good, with the text above and a large image below. Remember, this is meant to be played in fullscreen.
I am not really sure what to make of this experimental idea, so I'm currently not leaving a rating.
Our game begins with a picture of (...image analysis in progress...) Singapore, featuring the world's largest ferris wheel before the Entertainment Capital of the World decided that it wanted that title. Thankfully, our apocalyptic tale does not quite take place there.
It's a short choice game of humanity's final moments, in a sci-fi city which seeks to distract them with entertainment before life comes to an end. There are a small number of choices and branching, with the game showing the intense feelings of the final moments before it is all over. As with the writer's other game, the writing here is evocative and does plenty with the tight word limit.
It's a short but good read.
...and we're back with the second part.
This is pretty much a follow up to the first game, and my points remain largely the same. This short kinetic VN maintains the charm of the first, with the usual romance and a deepening mystery. I enjoyed the story as with the first
Again, the art is top notch and I liked the sound. Still, reading the text is yet another pain against the backgrounds
The third is does not appear to be ready yet, as of this writing. I believe the writer plans to release it down the line, just not yet.
It's an interesting short kinetic VN with a touch of mystery and romance, as the game goes through the experiences of the protagonist with someone they love deeply. The story is short, but it has a charming feel, and I liked it.
The art and sound is beautiful. Still, the text is very hard to read against the colorful background behind it. In game text also uses a different font from the title screen, although I think the title screen font fits the game better.
I think this one is worth a read. Still, you might have to strain a little to read the text at some parts.
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.