This is another game that I would most likely have skipped if it weren't for the Free IF Playoffs. The moment I see "dating sim" in the description of a game, my interest drops to zero. Still, the intriguing provenance of this game, which was apparently produced by an outsider who has never participated in the online community, was enough to warrant at least loading it up.
With a blithe disregard for the tags on IFDB or other reviews (which I like to read after I've tried a work), I did so. My minimal interest was not increased by the Harry Potter-like feel of the opening chapter. A short time later, the game seemed like it was going to be over before it had even begun. Interest took an uptick when it became clear that what seemed like an end was actually just the beginning.
Here's where we get to the spoilery part, and like other reviewers, I recommend that you play the game before proceeding.
This is a time-loop game, and in terms of story structure it is well done. I agree with Passerine that author E. Jade Lomax has an excellent sense of how to anticipate changes to the player's viewpoint over time in a way that works well, though I felt that it failed to adequately convey how the protagonist must have felt after enough loops to span a normal human lifetime and more. After a period of exploration, one necessarily begins to treat each iteration as a chance to conduct one or two key experiments in how to affect the timeline. (Spoiler - click to show)As a memorable in-game description of science puts it, the player begins the process of "grinding the particles of the world down to answers and making new questions with them." The way that the description of events changes with the growing understanding of the total situation is remarkably smoothly implemented.
It does seem as though the opportunities for significant change are few and far between, but this is something of a necessity in a time loop of such scale. This is Groundhog Day writ large -- a Groundhog Decade or more. The time loop trope seems inherently more powerful in interactive fiction, where the player must guide the protagonist's discoveries and planning instead of being a mere observer, and Lomax explores many interesting ethical questions along the way. To achieve the implicit objective, the PC must become an interloper who lies, steals, commits acts of destruction that likely result in the death of innocents (and certainly result in large-scale destruction of property), and more. (At least, it seemed like that was the case; perhaps there are options to avoid such questionable trade-offs.) Are the "failed" timelines inherently unreal? Do your harmful actions somehow not count in them? Do the ends truly justify the means when trying to "win" the game?
In addition to the big questions, there are smaller ones. For example, a key NPC will more likely than not (Spoiler - click to show)go on a magic-induced rampage at a pivotal event early on, killing several people and possibly the PC. At a "later" point in the game, the player is presented with a choice that effectively asks whether or not to forgive her for something that she hasn't done in this cycle. Are you judging her for who she is in the here-and-now, or what you know she could be under the wrong circumstances? This question isn't new to time travel tropes, but it felt new here, stressing the way that both the player's and protagonist's perspectives shift due to the "outsider" viewpoint being experienced.
The "key scenes only" approach sometimes feels limiting. I would have loved a more fine-grained treatment of the plot -- one that starts to answer the in-game question (Spoiler - click to show)"How much are you changing things, by breathing and walking and sometimes being a little late for breakfast in unrepeatable patterns? How much is just the universe's randomness?" -- but I recognize that the complexity being managed is already quite large. The choice interface seems like an appropriate decision -- it's hard to imagine the same game with a parser. (Hadean Lands is the closest thing to it, but it has no need to implement NPCs.) To be sure, I'm probably underestimating the total complexity -- my own play took several hours but was far from a completist run, since I opted out of every romance thread. (A special hat tip to the author here: I truly appreciated that "none of the above" was an option for the romance subplots.) Since the PC can develop close but non-romantic relationships with various NPCs, it's clear that that the alleged dating sim aspect is driven by the author's diligence in exploring the potential of what RadioactiveCrow's review calls the "human connections" of the situation space.
This game is very good, but I'm going with 3 stars instead of 4 because there are a few places where it slipped a gear (i.e. seemed to be responding to things that had not happened or had happened differently, due to errors in state-tracking). The writing is a bit flat, as well, with a workman-like functional quality that doesn't always do justice to the scenes being portrayed. Relatively small improvements in either of those aspects would have gotten it over the edge. I definitely recommend this game both as an enjoyable play experience and as a rewarding subject of study in the craft of interactive fiction.