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The Island Of Rhynin

by Ilias Seferiadis

(based on 11 ratings)
Estimated play time: 5 minutes (based on 3 votes)
Members voted for the following times for this game:
4 reviews10 members have played this game.

About the Story

Many explorers have visited the island of Rhynin. None have returned.

You will be armed with only one tool: a spear, a hatchet, or a pistol. With that, you must survive the island's dangers and uncover its secrets.

Every choice you make will have a lasting effect. Thus, your fate lies solely in your hands.

Will you make it?

Awards

Ratings and Reviews

5 star:
(0)
4 star:
(0)
3 star:
(0)
2 star:
(5)
1 star:
(6)
Average Rating: based on 11 ratings
Number of Reviews Written by IFDB Members: 4

3 Most Helpful Member Reviews

9 of 9 people found the following review helpful:
A pointless colonialist story, September 6, 2025

You and an appointed "dark-skinned" English crew member are appointed to explore the Island of Rhynin. (Spoiler - click to show)At the end, you get to decide whether to kill him or not.

It's pretty easy to get to the ending. Despite the blurb's claim, none of the choices I made seemed to have any effect on the plot. My choices just increased/decreased my stats, which had no effect on the game.

And then, the ending, which is where the colonialism really kicks in.

(Spoiler - click to show)

At the end, the King explains, "You may also be surprised that we speak your language. This is because unbeknownst to you, an old group of explorers had once found this island's tribe in desperate need, and by the fruits of their generosity, they came to be their leaders. And I, who stands before you, am the last inheritor of those brave people."

I can only hope the author simply didn't consider the implications of this. The author imagined an island tribe simply couldn't lead themselves—they needed someone who spoke English to lead them. And they can't/won't lead themselves now, either; they'll obey whichever English-speaking stranger shows up and wins a duel.

The indigenous people have no agency, autonomy, or voice. The only indigenous person who speaks is a guard, leading you to the King.

And then, at the end, you get to decide whether to kill your dark-skinned crewmate (as far as I can tell, you automatically succeed if you try to kill him, regardless of whether you duel him or betray him), at which point, you become King.

You can also sacrifice yourself, in which case you automatically die, making your crewmate King. You can also try to escape, or murder the King, but both of those options automatically fail, and you die.

What was the point of this story? None of my earlier choices had any effect. The ending choice means nothing to me. The plot is nothing but a regurgitation of colonialist propaganda.

I think this would be a two-star game if it weren't for the dehumanizing colonialism. Instead, I'm giving it one star.

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2 of 2 people found the following review helpful:
ColoniAIlism, November 11, 2025
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2025

Exploring a mysterious island from whose bourn no traveler has returned is an appealing trope with deep roots in the pulps and Victorian adventure literature, but the problem is that, unlike the protagonists of these stories, this genre has lots of baggage. One issue is that, obviously, that “no traveler” bit has an implicit “white” in the middle; there are always indigenous folks who’ve been living there and the fact that they’re undiscovered would be news to them. Said indigenous folks are also nearly always portrayed as savages, unsophisticated cannibals ruled by superstition who turn childlike at the doughty hero’s displays of scientific know-how and manly courage. This kind of thing is a turn-off because of the real-world connection between these kinds of stories and the ideologies used to justify colonialism, slavery, and racism, but also because it’s boring – not only is it played out, it also tends to flatten all the characters involved into the world’s stalest archetypes. I’m not saying I write off any game with this premise, to be clear, just that there are some pitfalls here; with sufficient authorial attention to detail and intentionally avoiding slipping into the easiest, default ways of doing things, it’s usually fine!

Er, hang on, I’m getting an update here on the wireless – there’s ultra-generic, low-effort AI cover art? Oh, that doesn’t bode well…

Alas, this is a book one can judge by its cover: Island of Rhynin steers straight into every lazy jungle-island stereotype you can think of, with a story and gameplay that struggle to distinguish themselves from the million other times you’ve seen this sort of thing. There are no details given about why you’re exploring this place or what’s so interesting about it, so the setting never manages to be anything other than a series of cliches: the rickety rope bridge, the altar where heinous sacrifices are made to graven idols, the caverns where the natives lurk in outer darkness that mirrors their spiritual ignorance, ruled by the white man who saved them when they were too dumb to figure out how not to starve. So too do the plot beats fail to cohere into anything unique, with the discovery of secret passages, the revelation of the identity of the natives’ king, and the betrayal of your weaselly (and dark-skinned) sidekick likewise eliciting yawns. The ending is a little surprising, at least, but mostly because it comes out of nowhere – (Spoiler - click to show)there’s nothing about this place that seems appealing, why are we fighting to the death to be the new king?

On the plus side, the writing is pacey and moves through the tropes without getting bogged down, and the gameplay systems seem like they could be engaging: you have a continually-updating series of stats, ranging from raw health to more metaphysical matters like your competence, confidence, and “trust”, which I think has to do with the aforementioned sidekick. As you confront various challenges, these go up and down, but the impact is muted by the fact that the right answer is usually very straightforward to intuit, and there’s no branching – failure just dings some of your stats while success builds them up. It does appear that too-low numbers can lock you out some of the choices available in the endgame, but that sequence isn’t especially reactive anyway, and the perfunctory nature of the epilogues (we’re talking a couple sentences each) means that this can all feel like much ado about nothing. Meanwhile, what feels like a very consequential choice at the beginning of the game – whether you’ll take a spear, pistol, or hatchet with you – was revealed to be less significant than it seems upon replay, as it doesn’t change the choices available to you by nearly as much as you’d think: like, testing the planks in a rope bridge with your spear to make sure you can cross safely makes sense, but apparently shooting them with a gun(!) works just as well.

I don’t want to harp too much on the ways Island of Rhynin fails to make a major impression; it feels like the effort of a neophyte excited by the possibilities of IF, and god knows we were all there once. But thoughtlessly regurgitating a slurry of already-digested tropes doesn’t make for a memorable game, all the more so when a moment of thought would reveal that the tropes aren’t just played-out, they’re harmful – just a bit of mindfulness about this stuff when conceptualizing the game could have made a very big difference indeed.

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2 of 2 people found the following review helpful:
Shoot the unstable bridge to cross it, September 27, 2025

Despite the game’s description, this story is largely linear. You travel to an island with a companion, dealing with some challenges on your way, ultimately culminating in a final showdown with a few choices including seizing power, perhaps by betrayal.

Choices in the game affect your stats, listed at the bottom of the screen. Having lower stat scores may impact your access to certain choices later, but this is not very elegantly communicated, with a red line of text where the choice should be indicating the unavailable choice and which of your stats fell short. You have a choice to fight your companion at the end, and I think your stats affect the outcome, but the endings as a whole felt pretty short and anticlimactic.

Some parts of the game also didn’t make too much sense. For example, at one part, you encounter an unstable bridge, and can locate unstable parts of it by shooting at them with a pistol to find out. This doesn’t strike me as very realistic or practical. Yes, that helps you get across the bridge safely.

The overall story felt somewhat mediocre. The stat system was ok, I guess, but some of the choices around them weren’t good from a writing standpoint. It’s a short read if you want to take a look. The undo button is handy, I suppose.

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The Island Of Rhynin on IFDB

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