This is a really short VN, with two choices. You stumble across a troll who is smoking a blunt and asks if you want to share some of the good stuff. You can either accept or refuse, but either way, dramatic things happen regardless of your choice.
This was fairly entertaining, and I really liked the simple art style. That said, the writing was slightly rough, and I spotted a very small number of typos here and there. The animations were interesting, although the troll's arm got... separated from the rest of him in the first scene.
As I said before, this is pretty short, and you could probably finish both paths in less than five minutes. Still, I suppose it was solid for a small bit of entertainment in the jam.
Bonus points for being able to play this without a download.
With simple art carrying a hand drawn feel, suspenseful writing and an interesting premise, Year Sixteen is a short but entertaining VN. On another note, I'm a little more iffy on the choice of background music, particularly for the first half, but I didn't mind it too much.
Be warned, this story takes a darker turn. If that is not your thing, turn back.
You have turned sixteen. In the midst of all the celebrations, you learn of a terrible secret, once which may require you to head down a dark path. You have a single choice to make.
Speaking of the single choice you get here, it's not a traditional list of choices you get in the VN format. Instead, you have some object(s) you can interact with on the screen, which serves as your choice. (Interesting take on the single choice!) I managed to find two endings, and I'm not sure if that was everything. (Spoiler - click to show)You have to either push the button, or refuse to interact with it and let a hidden timer run out. Great idea there. Remember that you can still say no.
It was solid for a short bit of entertainment in the single choice jam. I liked it.
Another interesting concept in the Neo-Twiny Jam.
You are tasked with listening in on several locations, making deductions on whether there is intelligent life present and suggested further action. Read the text, listen to the sound, and decide what to report. At the end of all the rounds, the game hands you your report card.
It was a creative and interesting idea, although you only get a small number of rounds given the word count constraints of the Neo Twiny Jam.
Also, cool font. I like the sci-fi feel of it.
A woman writes letters to her husband who is out at sea, talking about other folks, her new hobbies and finally hoping for his return.
This IF is told in the format of a letter, although you get one branching option in the game, based on what the protagonist wishes to write about. The writing was sweet and charming. The art was nice, although I think the pink colors were part of the requirements for another jam.
It was a short and sweet read.
There are several steps to shooting an arrow. Still, not all is well. As age begins to catch up to you, the movements may feel harder, and you get the sense that it is not always what it used to be.
This is a linear IF, going through each step, although at each step, you optionally have the option to see how age has affected you. It is a good read, and I enjoyed it. There were some nice background pictures as well, although I couldn't see them entirely on my phone. Still, the mobile display is solid and readable, minus that.
Whew... games like Fallout 4 and Skyrim have inventory weight systems which keep track of the weight of everything in that massive backpack of yours. When it gets full, you'll need to jettison some of that stuff unless you plan on crawling away.
Right now, you have an item to bring to safety, along with a couple of other items of varying usefulness. At different points in the story, when things literally get too heavy, you'll need to figure out what to leave behind, and hope that it doesn't turn out to be useful later on.
Oh wait, is that a laser cannon, pointed at me? I think I left my really heavy mirror in the driveway. ZAP!
It's a really interesting concept which (intentionally or otherwise) really brings out the concept of encumbrance. I managed to get a good ending on my first try, so I guess I got lucky.
It is a very short but entertaining walk through nature, with plenty of descriptions about the sights all around. There is a bit of choice here as you get a pick of two locations, and after visiting one, you can end the trip or return to see the other. If you do finish the game, there is a convenient restart button as well.
The game is pretty minimal in the visuals department, but the color choice works. It was an entertaining short read.
Welcome to St. Comba's Academy. Your task here is to find some evidence of ghosts, and use it to propel you to online fame.
This is a pretty simple choice IF, with a few locations to go, each with a key encounter or item. It is not complicated, and you should be able to complete this quickly and easily. Some of the text changes depending on the sequence in which you find certain things, which is another plus.
The black and white layout works well for the game. There are a few sounds here and there, which added to the vibe and which I would consider a minor plus. Other than that, this was a short but fairly entertaining play.
Heart Friend feels like a series of powerpoint slides with some heavy slide transition effects. There were some parts where I *think* I had to click to move to the next slide, but otherwise, slide transitions are apparently all automatic.
Heart friend displays lines of a letter, told through multiple slides with a transition effect of sliding rapidly from one screen to another. As far as I can tell, transitions are automatic, and there doesn't seem to be a rewind function, so if you can't read the text quickly enough, tough luck. The music and backgrounds were nice, but the color contrast between the text and the background wasn't the best at times... but it was still fairly readable for me.
It's not entirely an interactive experience, since the page turning appears to be automatic. Still, you could always give it a shot.
Home is interactive fiction, I suppose. I've seen a fair bit of interesting takes on the genre within the Neo-Twiny Jam, even with the 500 word limit. This one is like the Do-It-Yourself book in the Diary of a Wimpy Kid Series.
Well, you're at home. You're presented a short bit of text describing where you are, as well as 2-3 choices to do something, although I don't think this affects the game. Then, you have a box to type whatever you want. Type your thoughts, feelings, or reflections, or perhaps just leave it blank or type something like 'hgiHggiGtrGjidhgdgM'. A timer bar (real time) runs at the bottom of the screen, and takes you to the next page once it runs out.
The game cycles back to the first scenes once you exhaust all of them, while reminding you what you typed earlier. I'm still kinda mixed on this idea. Maybe it's just not for me.
On another note, there was a really soothing feel from the music and color scheme. It was also pretty readable, as far as color selections go.