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Kept at a distance, December 2, 2019
This game’s genre is “grieving fantasy,” but it’s a specific kind of grieving. Nobody has died yet. They’re all about to die, making it similar to being diagnosed with a terminal illness.
The character reactions all seemed plausible; they react differently to their collective death sentence.
This game is interactive, allowing you to change some things in the brief amount of time you have left. I was happy that the author pushed beyond Twine’s basic “choose your own adventure” functions to use a range of features that included images and text boxes prompting you for typed input.
The challenge is that the setting actively discouraged me from investing in the story. It was tough to care about people and places when I knew they would be destroyed, especially when the game has warned you that there’s not much time left. The time limit also discouraged me from exploring and trying to understand the different characters, or the nature of their friendship.