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*OVER*

by Audrey Larson

(based on 11 ratings)
Estimated play time: 2 hours (based on 3 votes)
Members voted for the following times for this game:
5 reviews7 members have played this game. It's on 2 wishlists.

About the Story

Welcome to *OVER*, a go-on-vacation-with-your-homophobic-family simulator.

Wait, no.

*OVER* a piece of interactive fiction about losing your mind in an amusement park.

Hm, not quite right either.

Welcome to *OVER*, 66,000-ish words set sometime in the mid-90s at an All-American-Theme Park. It's a pick-your-path adventure, with three distinct endings, that is more novel than it is video game.

And, yet, who can confidently say where that line gets drawn anyway?

In the era of vacations with no cell phones, the revolution of cheap walkie-talkies was a short-lived, golden opportunity for interpersonal chaos. There's only so many channels, after all, you were bound to hear things that were certainly not meant for your ears.

What's the worst that could happen?

Awards

Ratings and Reviews

5 star:
(3)
4 star:
(4)
3 star:
(3)
2 star:
(1)
1 star:
(0)
Average Rating: based on 11 ratings
Number of Reviews Written by IFDB Members: 5

3 Most Helpful Member Reviews

2 of 2 people found the following review helpful:
Long twine game about big family gathering, vacation, and escape, September 11, 2025
Related reviews: about 2 hours

This is a long Twine game about a family of 19 that visits a theme park that (to me) seems clearly Disney-influenced (due to things like a water-based ride that takes a picture of 8 people at a time for a souvenir, or a hall of american history).

The overall structure of this game reminds me of nothing more than the Wikipedia summary of Jeanne Dielman, 23 quai du Commerce, 1080 Bruxelles, which has been voted the best movie of all time. I haven't seen it, but it's described as a very long, slow movie about a single mother who has a dull daily routine (including daily prostitution). Her day is shown in slow stillness over and over for hours, but then flaws enter her routine, and in the end she becomes violent and breaks out.

This game is similar. The beginning part emphasizes the chaotic and frustrating nature of a Disney (or Universal Studios) trip with 19 people. There are constant little arguments and clamoring from children and adults wanting to take a break and get a drink or food, etc. Like Jeanne Dielman, this story is (intentionally) paced painfully slowly, with large pages filled with large paragraphs of very similar, repetitive material. To me, this seems intentional, so that when the strange flaws begin to creep in (which I first noticed in a scene involving a mole), it becomes more shocking and strange.

There are two main protagonists I saw more than any other, Lou and a name you chose yourself (I chose Evelyn from Incredibles 2). I had great trouble distinguishing between the two at first, as speakers and act-ors change frequently in the middle of paragraphs, and spoken text is often written without italics or quotations. Here is an early sample:

The combination of smells only intensifies inside the park. Added to it now is the smell of melting rubber-shoe-soles, engine exhaust, caramel, horse manure, artificial vanilla. grandma is dying for a cup of coffee, does anyone else want anything? Three hands go up, two adults and one child. The two adults want coffee also, the child wants an ice cream cone. This earns a rebuke from her father. Ice cream! It’s eight in the morning! But grandma is quick, this is vacation! Let’s have ice cream!

While the protagonist whose name we choose is interesting and has some experiences meeting up with other local college students, I followed Lou more. Lou is older, a gay woman in her 30s, and not out to her homophobic family. As she ventures through the park and navigates interactions with her family, she also encounters a mysterious voice on a walkie-talkie channel, as well as an attractive bartender. The ending of her story was long, complex and unexpected.

I think the overall concept of this game is well-thought out, and it's clear the author has great skill at writing. In this case, they obtained the effect they desired, but I found it dense and not fully enjoyable. The suffocating feel of the large paragraphs, the confusion of switching perspectives and speech, it effectively simulated the 'big stressful vacation', but one maxim I've had over the years is "a perfect simulation of a boring or annoying situation is boring or annoying". However, I'm torn, because this same frustration in the early sections is needed for the setup for the big changes in the end. So I don't have any advice for this author, other than to give my own personal subjective experience.

Playing the game did make me reminisce a lot. For the last five years or so, me and my son have been part of a big family vacation to the mountains in Utah, where we wander around as a group of 17. Many parts of this game felt familiar, like navigating different political climates (some of my family are ardent Trump supporters, while others are lifelong Democrats) and the chaos of big groups and tracking down missing kids. Others were less familiar; we don't drink or have blow-out arguments, and we pick completely chill vacations without structure where we mostly swim. We do have closeted gay family, but the 'support' side is large and there is no open hate. None of this affects the verisimilitude of the game, and is likely not relevant to the author or other readers, but it's interesting to see how other people perceive the same life events as us. I have also, conversely been on non-family trips that had this exact suffocating feeling, desire to flee from everything, and buying a flight early. So a lot of this story rang true to me.

Another factor tied in to the whole 'frustrating setup, satisfying payoff' is that there isn't much freedom early on, and we only get freedom in choice as the protagonists themselves do. I was particularly frustrated early on where I had the choice to expose a family member's cruelty or not. I chose not to, but the game said something like, 'Yeah right! No, you do the other choice.'. Similarly, at the very end, for Lou's path, I had to choose between two major options. I chose the more cowardly option, and the game ended very abruptly, leaving me wondering if this was a 'fake' or 'bad' option and that I'd need to replay to see the other.

I commend the author's intense efforts and strong writing skill. For me, I felt a strong dislike for the world in the first half, but that was a reflection of the author's ability, and not the lack thereof.

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1 of 1 people found the following review helpful:
*OVER* review, October 28, 2025
by EJ
Related reviews: IFComp 2025

*OVER* is a long, sprawling game about a large family at what is obviously Disney World, although it is carefully not named, in the ‘90s. There are three main narrative threads, following a player-nameable college student with much younger siblings, awkward closeted lesbian aunt Lou, and cool grandma Phil. These plotlines all entwine around the walkie-talkies that the family uses to keep up with each other, sometimes also overhearing other families who have had the same bright idea.

I’m also from a large family and have been on Disney trips reminiscent of this, although by the time I was 20 we, unlike the family in *OVER*, had cell phones, Fastpass, and normalized sunscreen use. But that only does so much to alleviate the chaos of a sufficiently large family vacation, represented here in a cavalcade of sensory detail and busy descriptions of what everyone in the family is doing even if it doesn’t matter much. These are cut with the occasional biting observation: “Equality and fairness for a family vacation is oftentimes choosing the option that makes everyone equally upset.”

When I reached the end of the game’s first day, I was exhausted on the protagonists’ behalf—“Damn,” I thought, “all of that was only one day? And we have how many days left again?” (Which is exactly how I feel whenever I go on vacation with my family, even now that there are fewer small children involved.) Yet the prose has a compelling, even hypnotic quality that made me want to keep going.

If the game has one major flaw, it’s that although there are three protagonists and the college student seems intended to be the PC as much as there is one, it’s really Lou’s story that gets the most focus and is the most fleshed-out. I was a little disappointed—I wanted to dig more into those eldest-sibling woes—but Lou’s story is nevertheless very good. Its eventual (Spoiler - click to show)descent into a surrealist or magical-realist mode, as Lou becomes trapped in a time loop and then bursts through a mirror into a parallel universe, might feel disjointed or unconvincing to some, but it worked for me: the frenetic fever dream of the family vacation having finally reached such a pitch as to become divorced from reality entirely.

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1 of 1 people found the following review helpful:
Vacation all I ever wanted, October 19, 2025
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2025

Readers, a confession: I fear I was not a very fun child. Case in point, even when I was little I never much liked cotton candy. Sure, it looks pretty and it’s good enough on first bite. But there’s just so much of it, and every bite is exactly the same – the same unidimensional sweetness, the same airy-yet-claggy texture, with nothing to liven up the monotony of the march to the soggy cardboard at the end.

OVER is much more enjoyable than a stick of cotton candy, so this is an unfair simile with which to open this review. It’s got some characters who eventually grew on me, a nicely-granular look at the enervating logistics of a big family vacation, and entertaining period details. But I also found it way too long for what’s ultimately a simple story whose themes, characterizations, and gameplay don’t have much depth; at half the length, they wouldn’t wear out their welcome, but at over two hours, the candyfloss has time to turn to a gummy paste in the mouth.

Here’s the short version: a 19-person family goes on vacation to an unnamed theme park that is 100% Disneyworld, and over the course of five days, the two main characters – both queer women, one a 20-year old whose name the player supplies, the other a maybe-late-thirties aunt named Lou – come to grips with the ways they’ve allowed the demands of their big, homophobic family to push aside their need for autonomy and love, against a backdrop of low-key child-mediated mayhem and ubiquitous walkie-talkie use serving as a metaphor for garbled communication and the possibility of surprising connections. Everybody gets on each others’ nerves, everyone’s trying to convince themselves they’re having fun when there’s little authentic pleasure on offer, and just as Disneyland is a pleasant but generic façade over a grim capitalist reality, so too do the rituals of a loving family cloak disapproval, sharp elbows, and bigotry. Fortunately, both the 20-year-old and Lou happen across idealized love interests who offer an escape (though you can’t see how both of their stories resolve, since you have to choose just one to follow into the climactic sequence, which retroactively renders much of the slow buildup of the path not taken superfluous).

That’s not a bad story, but it’s not an especially complex or novel one to support a game that ran me well over two hours to get through. Characters are almost all slotted into a one-dimensional good vs. bad continuum, except for the children who are such non-entities they’re not even allowed names (this is a game with a lot to say about parenting and nothing to say about parenthood). There are a few small choices the player can make to affect the story, but they come infrequently and late – I mostly just remember them being of the form KISS LOVE INTEREST/DON’T KISS LOVE INTEREST. Instead, most of the gameplay consists of deciding which of the characters to follow for the next piece of narration, which always left me feeling like I was missing out on the full story (a feeling exacerbated by the game occasionally calling back to events that I hadn’t seen happen, or even been mentioned). And as for the plot, there’s not much that happens for the first three or so days of the five-day running time, besides the slow establishment of the character dynamics, low-key introductions to the love interests, and (in fairness) a kid puking on the awful grandma’s shoes – and things only pick up slightly in days four and five.

All that means that playing OVER can feel enervating, something the prose definitely contributes to – it’s wordy, and intentionally evades detail:

"The lines were long and dark, most line games were rendered inoperable, and tiredness made them all skirt around conversation. The kids talked about their plans for the coming days, which rides were high priority repeaters and which they barely felt the need to do once. The mom’s, Marian, and Lou talked about the weather, how poorly they had all packed, how nice it was to get away from home for a little while. Charlotte asked her mom about work, and they discussed some previously relayed story’s newest developments. Lou hadn’t heard that story, and didn’t feel like listening to a saga start to finish at the moment, so she asked Margot if she’d read any good books lately. It was a thing they had bonded over in the past, though their tastes weren’t similar, by any means, they both appreciated texts that were unusual, that you wouldn’t necessarily find on any of Oprah’s lists."

There’s a reason the author adopted this style, I suspect – with its busy-ness, its focus on logistics, and its monomaniacal fixation on form and allergy to substance, it clearly has some resonance with the Disneyworld experience it depicts. That same logic applies to OVER’s length, too – the brutality of long exposure to this place, and this family, is precisely what’s ground down Lou, and what the 20-year-old eventually comes to see as an existential threat. So subjecting the player to this very much furthers the work’s artistic aims. And it’s clear the author is writing from experience, and can include some wry or winsome detail when desired:

"A dramatic sobriety falls over her, so dramatic that it almost feels like she’s actually drunk, and she clenches her fists together tight enough to make crescent-moons in her palms with her fingernails, matching the sliver of moon in the sky."

It’s also the case that quantity can have a quality all its own, and by the end I did have some fondness for the sympathetic members of the cast. While Lou is a straightforward character not drawn with as much specificity as I’d have liked (I don’t need a ton of backstory, but there are a couple sentences towards the end that imply that she’s never actually been in a relationship, and if that’s true that should probably have been mentioned earlier), I still wish I’d been able to see how her story turned out, since after long exposure to her travails I couldn’t help but root for her. A fling with a hot, understanding bartender, which seemed to be where she was heading, won’t cure all ills but it certainly wouldn’t hurt, and it would have been a fun note to end on.

So there’s definitely enjoyment to be had in OVER, but it can’t overcome the fundamental mismatch of scope and richness: as the game itself argues, a week is way too long to spend in someplace as simple and cloying as Disneyworld, so better to make it a day trip or go to Rome instead.

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Game Details

Language: English (en)
First Publication Date: September 1, 2025
Current Version: Unknown
Development System: Twine
IFID: 88F3E99D-FAEB-424E-82E1-1073300EB47E
TUID: mlkc0f09jfjba2v3

*OVER* on IFDB

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*OVER* appears in the following Recommended Lists:

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Games with amusement parks/fairgrounds in them by Cerfeuil
Games that feature carnivals, fairgrounds, amusement parks, circuses, etc. Of any kind!

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