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Perform the ritual or suffer the curse.
7th Place, La Petite Mort - English - ECTOCOMP 2024
| Average Rating: Number of Reviews Written by IFDB Members: 2 |
The Column is a Cluedo-like game made in Twine, where you embark on an expedition to explore a desolate island, with a strange and cursed structure. To life the curse and save themselves, the team must trust each other - though the curse will try hard to break those bonds. There are two endings, which can be easily found (the game lets you skip back to the first choice to retry).
It’s beautifully written, with a very enticing introduction. A rag-tag team, each with its own specialisation and personality, stuck together on an island with no other choice but trust each other to get out? Sign me up! And the reveal of the column really built up my expectations for what was to come. That introduction does a pretty good job at laying down what you need to get to the mechanic.
And it’s an interesting mechanic, as a social experiment, focusing on your deduction skills from the information provided - though it doesn’t really punish you if you miss the mark in the combination of choices, even for the high stakes. Not knowing is the hardest thing, and the game forces you to rely on your assumptions to make a choice… and accept you might fail.
It’s a pretty tightly built game overall, but the selfish part of me kinda wished there was a bit more (especially with the introduction being about half of the game) - like getting a few more in-game days, or talking to the NPCs before/after the choices and make them sweat a little. Then again, there was a lot already for a made-under-4h game!
I liked the way this game was structured a lot. It has two major branch points, and at the end it lets you revisit them right away.
The game is about 9 archetypal people who land on an island in search of an archaeological treasure. Each is referred to by their profession, with you being The Linguist (like the game Clue, I guess).
In classic creepy story fashion, a curse appears that kills one and lures in others unless they can truly trust each other.
So the rest of the game is about talking with your crewmates and deciding who to trust.
I got one choice wrong the first time but replay was easy. I found the storytelling easy to read and clear in plot structure, and the countdown-days format sidesteps one of the biggest problems in choice-based IF: setting expectations for play-time. Quite of a few of the most popular Twine games are split into days with recurring patterns.
Overall, I did struggle a bit with understanding what clues were important in the choices, but this is honestly quite good for a 4-hour game and bug-free as far as I saw.
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