A game of smooch.click consists of three to four small vignettes, each of which ends when you make one of three choices; and then… a kiss! Of varying quality. Immensely varying quality, if you take into account the most negative ending, which is certainly worse than any real kiss has ever been. In the accompanying walkthrough the author explains the underlying mechanics, which I appreciate (and which motivated me to seek both special endings).
The vignettes are taken in random order from a pool of possibilities, which means that the emerging narrative is quite disjointed. In most cases, I would not be a big fan of such an approach, but for smooch.click, it works. What, after all, do you remember from the date leading up to that first kiss? Some moments, not a coherent story. And it really brings home the message that that delicate thing that maybe we can call ‘mood’, and that determines how our kiss will be received, that this mood depends on the smallest of events, barely noticeable, often indeed unnoticed.
This theme reminds me very much of Railways of Love. But that game worked towards a more serious, more profound conclusion, where smooch.click is happy to remain as fleeting as a kiss. Which is, in its own way, appropriate. Light but recommended