Not Much Time

by Tyson Ibele

Fantasy
2002

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>INVENTORY - Paul O'Brian writes about interactive fiction

This is fiction and interactivity at each other’s throats. As a player, I tend to be drawn more to story than puzzles, and consequently I was trying to cooperate with the demands of the story, but the interactivity roadblocked me from proceeding through the story until I had broken character rather thoroughly. Of course, it could be argued that in my desperation to find my aunt, I could reasonably be driven to tearing open her belongings, but really, I think I’d just call the police first. If only her house had a phone — so few IF houses do.

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