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Good-by. Good-by, world. Good-by, Mexico. Good-by, TIMED TEXT?!?!, October 14, 2025
by Andrew Schultz (Chicago)
Related reviews: ifcomp 2025

I'm reviewing a fellow author's game to give a signal boost to something sparsely reviewed before comp's end. However, I'll also note it's one where reading a review may spoil the effect. TLDR: please do work through the timed text.

140mb to download for an ostensibly ten to fifteen minute game is a big ask, even with download rates what they are. At 500 Mbps, this will take almost five minutes. (I was salty about this, having downloaded on the final IFComp weekend, stonewalling thoughts of hours or days I'd put off the reviewing I wanted to do. Then I got saltier when Unity crashed out due to insufficient memory. Again, my fault. I just had to close a couple web browsers.) So I really wondered what the payback would be, especially since I read in other reviews there was considerable timed text, which made me cringe when Twine came on the scene.

I can't say I'm very familiar with the history of regime change in Mexico beyond what is received knowledge, but it's made pretty clear here that you had 10 days of turmoil, and a lot of people got killed for potentially not much progress. Perhaps that's the point, that this sort of thing seems senseless, and people can get riled up into a cause. What's also made pretty clear is, you're about to die. You may or may not have regrets. The sergeant who will shoot you will be back in ten minutes. That's enough time to look back on your whole life.

The game often repeats the choices you make in your internal dialogue, typed out on the screen as if by a typewriter. This got me rather impatient for its end – yet I knew it was my end too, perhaps. I knew the end. I would be shot. But I did not know when the sergeant would stop by. Was it based on ten actual minutes of game time? Or would sitting and waiting draw it out?

The rambling internal dialogue works. It's not disjointed, but it touches on the people you met or should have known. For nineteen years old, you've had a life. You will have at least one child you will never meet. You wonder who will know or care you're gone. And of course you are confused. Some thoughts are the confusion of a nineteen year old, and some are stuff we're still not going to figure out. By the end I felt a bit callous I was doing small exercises as the timed text came up. The character was reflecting, but they needed someone to listen to them!

The choices don't seem to make a difference. This isn't the first work to use that trick, but in this case, it reinforces that revolutions we want are out of our control. But this isn't a particularly shocking revelation. So I was pretty much ready to just say, okay, this is has its points, but it is it really worth the disk space and the download time and so forth? What new does it bring?

(Spoiler - click to show)The ending had a payoff and I'm not sure if it's the one the author wanted, but I'm glad I stayed around to be blindsided. I was a bit surprised when the Sergeant did come back, even though with what I know about game and story construction, you were getting to the end of your own reflections and tying up loose ends. This time it's the sergeant who has three choices when he comes back. Namely, who gets shot first? And second? Okay, the second is two possibilities, as shooting the dead guy would probably get the sergeant yelled at for wasting ammo. But I found the mostly meaningless choice-of-three being in someone else's court effective. Despite rushing through some game choices, I suddenly found myself very very much wanting not to be the first of the three people that Sergeant chose to shoot. I heard what he said after people were shot (your friends, or what passes for such in war,) and I realized I was hoping for my friends to be shot. I also wasn't going to get to hear what he did, and I both cared about that and didn't care at the same time. An extreme example in favor of the aphorism "don't waste time caring what other people think," indeed. The flip between "let's get on with it" and "don't end already" might not work in another entry, or even with this on replay, but it did. It reminded me of things I wished to be over but I didn't have anything else planned. Of situations where I knew I should be getting more out of it.

So I think it has something over the Twine games back in 2015 that I saw, that discussed love more than your own mortality and what have you done with your life. They felt like a need for self-expression, and if they seemed autobiographical and self-focused, perhaps done more for their author or friends like them, they served a good purpose even if they bounced off me. This did not bounce, and it reminded me of another work from the dawn of Twine, Anna Anthropy's Queers at the End of the World, which I still appreciate. It seemed to open up the possibility of quick timed choice games where you don't, well, save the world. Both times, I was surprised how interested I was in this person very much unlike me. (How different? After, I looked back with a laugh about how my parents both wanted grandkids and warned me stridently against having a kid before I got to/through college and would thus be older than the narrator, with his one kid that he knows of. Different lives, indeed.)

As for presentation? I was kind of impatient that I didn't have at least a watch or something to tell time, but of course, it was 1900, back when computer games and the theory of game design weren't exactly a thing, and violent revolutions where a country's leadership changes hands wouldn't be centered around details like that anyway. But I liked the choice to close your eyes or not. You can't look at the line drawing of the sky and a mountain and have your next thought, which ... nice. There's sobbing on a loop in the background. It would've been easy enough to mute my speakers, but at the end, I realized I did not.

This entry had a much higher "what happens next" to "get it over with" ratio than I thought it would. Perhaps it's because I haven't read many such works about Mexico that it felt new. But it worked.

So, yeah, I was just surprised how after all that, which I thought I got tired of, I still didn't want to be the first to be shot. I had more things to think, honest! If only I could put a similar priority on my actual life more regularly. Maybe it's not the experiment the author intended to run on me, but I'm glad I went through it, as I saw it. I originally played this hoping just to boost a sparsely-reviewed game, and I was pessimistic I wouldn't have much to say. I can't say it was fun, but obviously the author wasn't going for that, and unlike some works not intended to be fun, I didn't walk away saying "Geez, that was really no fun."

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