Snowed In is a cat-and-mouse-get-eaten-by-a-grue game. While on vacation the protagonist visits a forest and becomes stuck in a blizzard on their way back to their hotel. In the forest they find a recently abandoned cabin that they take shelter in, although it becomes apparent that the blizzard is not the only threat that they need to hide from.
Gameplay
The game begins with the player already standing inside the cabin. The place has been ransacked and there are bullet holes in the walls and furniture. Almost immediately the player hears weird noises and the sound of something trying to bash its way in. A grue.
The player is safe from the grue if they have a light source. But when the power goes out the player must (Spoiler - click to show) fend off the grue with a lantern. The gameplay’s main mechanic consists of scavenging for light sources until you reach safety. Eventually (Spoiler - click to show) the lantern runs out of juice, which forces the player to leave the cabin and seek sanctuary before they are left in the dark.
There is a strong sense of urgency in the opening segment of the game. The player gathers as many resources as possible they can before they flee the compromised safety of the cabin, knowing that they are being hounded by a grue in the middle of a blizzard. Even more exciting is (Spoiler - click to show) the presence of an unknown figure in the distance who seems to be in leagues with the grue.
While trudging through the snow outside of the cabin (Spoiler - click to show) the game says, "Out of the corner of your eye, you spot a tall, shadowy figure lingering at the edge of your vision. When you turn to look at it directly, however, it disappears." Eerie. If you have your lantern on the figure will throw a rock at it to break it. With this, timing in everything. If the player (Spoiler - click to show) steps outside too early with the lantern, they are sabotaged when "somewhere off in the dark distance, far away from the light, a rock is hurled in your direction. It hits the lantern, breaking it, and putting it out of commission." Clearly this mysterious person is helping the grue but their identity is unknown.
After escaping the cabin, the player essentially wanders around the forest until (Spoiler - click to show) they find a hotel, fighting off darkness and the freezing cold along the way. The only (Spoiler - click to show) plot development in this part is "Out of the corner of your eye, you spot a tall, shadowy figure lingering at the edge of your vision. When you turn to look at it directly, however, it disappears." Sadly, that is all that we hear about this mysterious figure and their motives.
Story/Characters
Game hints at a complex story but does not go anywhere with it. The protagonist's backstory is simple and clean-cut: A tourist who wanders the wrong way in a forest after dark, which works fine. The compelling story is about the former occupant of the cabin because there are hints and clues in the cabin that paint a picture of what happened to them and why they deserted their cabin. These clues also indicate that the forces behind this are still lurking in the forest which adds to the gameplay's atmosphere.
The cabin owner (Spoiler - click to show) left a message on the office computer explaining that they were hunted by a grue outside their cabin for days until they ran low on supplies, prompting them to abandon their home in search of help. There is also a business card and receipt listing a company called Lasting Solutions which seems to be the cabin owner's employer. Initially I wondered if Lasting Solutions had something to do with the grue, especially due to the lurking figure in the forest who seemed to oversee the grue's assault. Even though the business card and receipt do not mention any explicit danger my guess was that the cabin owner did something to tick off their employer. However, there is no follow up on this possibility.
The player does learn about the cabin owner's (Spoiler - click to show) fate, but nothing about the grue, the figure in the forest, or Lasting Solutions. In the forest the player finds a blood-soaked backpack with the initials CE, the same initials on the snowsuit in the cabin. It is probably safe to say that they were eaten by a grue while trying to escape but there is nothing more to learn about their story. When the player staggers into their hotel staff rush to greet them and the game ends without further discussion.
Design
Snowed In reminded me of It is Pitch Black, a Twine game where the player also fends off a grue using failing light sources scavenged from their surroundings. The goal is to survive long enough until help arrives or until the player reaches safety. It is Pitch Black has a short but compelling story that creates a feeling of overwhelming suspense. It is also backed up by excellent gameplay, creating a strong piece. Snowed In has a similar gameplay concept of fending off a lurking threat but lacks in story structure and plot, especially near the end where there is no follow up on some of the key plot points that the player encountered. Despite this the game is still exciting to play and there is no denying its suspense. It just leaves the player wishing for more.
Final thoughts
This review strives to provides constructive criticism for a game that is flawed but built on a solid idea. The game has suspense. You hear something trying to break down the door. You only have a matter of time to escape. The light in your lantern is failing and if you try to turn it off to conserve power you hear the grue scrambling around nearby. (Spoiler - click to show) There is a mysterious figure in the distance. All these elements create a suspense ridden horror game. In fact, despite the bugs that trip up the gameplay Snowed In has some of the most suspenseful moments I have encountered in interactive fiction. It short enough that I would recommend it to anyone.