The myth of Andromeda prefigures all tales of knights, dragons, and damsels in distress. Here, we see a retelling that looks at the structure of such stories from the perspective of Andromeda herself.
This time, the player is Andromeda. The iron manacles "are for you". The choices given to the player dictate the meaning of what it means to be chained to the rocks and rescued by Perseus.
There are branching paths that do make her opinions of the situation more nuanced, but the results are always the same. There's no escaping the role she's been forced into: she'll always be the princess to be rescued and thus a footnote in ancient Greek mythology, whether she falls in love with Perseus at first sight and sees him disappear off to another adventure, or whether she resents her father and Perseus for not being the heroes they claim to be.
This is one of the more successful Andromeda retellings I've come across, perhaps because it's a work of dynamic fiction. We have all these choices, and yet nothing can be done. She has to be chained, re-chained for the myth to persist and activate our imagination. No matter how the game is replayed, the player will always be Andromeda, suffering and sick forever. I doubt the game has a secret ending where Andromeda gets to run away; that would turn the game into a much rosier picture of liberation from patriarchy. A far nicer picture, perhaps, but it wouldn't be the Andromeda myth at all.
I respect Andromeda Chained for sticking to its guns. It depicts her thoughts, the world around her, the absurdity of the situation, and the miserable state she's in without a whiff of sentimentality. In this way, the game is quite sobering: it reveals that the fantasy of knights and dragons can only be realized by limiting the princess's agency. This is not an uncommon lesson, but it's done so well that it's worth relearning once more.