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Review

Untimely struggles..., November 22, 2023
Related reviews: ifcomp

Dysfluent is a fairly short slice-of-life story, where you spend the day as a person with a stutter, trying to get through their day. The game uses text animation to highlight the struggles of living with a stutter. While the game includes achievements, linked to choices throughout the story, there is only one ending.

Aside from my gripes with the timed text (more on that later), the game was quite enjoyable. I found the story especially quite touching with its representation of the realities of living with a stutter (the colour use for the choices were smart!*). Trying to go through the whole checklist of actions made me feel quite anxious (would I manage to go through the day before just calling it quits?), which was pushed further with the formatting of the text. Social interactions felt like a nightmare, and the flashbacks made everything worse.
*though I was a dummy, and put the same thing for the best and worst dish... played myself there...

Though there are heavy moments throughout the story, I felt like the game tried to be as light-hearted as possible (save for the flashbacks). You may have a bit of a hard time saying certain words, or get some weird looks from people, but you leave each sequence with what you needed or did the best you could. It sometimes felt like you struggled more with your own feelings than other around you? Which I makes sense if your upbringing laughed at the ailment or looked at you with contempt at best.

It was a bit of a bummer to find out you wouldn't get the job, but it also didn't feel much of a loss when it happened - partly because of the conversation you have with your friend just after the news, but also because there is not much information on the job itself or what the MC thought of the job. Was it a job where talking is required or an added bonus? Did we really want that job? Did we need the job? Was there outside expectations with getting this job? Why didn't we disclose that we had a stutter before*? Would it have changed anything if it did? Was the company open to accessibility? Did we prepare ahead of the job at all?
Just having to pick up a suit at the dry cleaner didn't feel enough, I guess?
*maybe because we feel ashamed, prob

I understand the choice of using animation and timed text to emphasise on the hardships of having a stutter, how seconds feels like minutes when words don't want to come out, how frustrating it can be to be blocked for no reason, how anxious it can make you knowing something requires speech... but the overuse and drawn-out length of the timed text becomes more a friction than pushing the point (especially as a fast reader). For many passages, I would be doing something on the side, waiting for the page to load fully before continuing to play.
As the animation setting is locked behind the ending (for understandable reasons, also makes replaying the game more smooth), I would advise a reduction of the use of the timed text (instead of bits of sentences, show the whole paragraph) or of the time between each block (at least by half, not more than 2s), or transforming it into a type-writer animation, or making the player click-to-reveal (trying to push the words out of their mouth).

Still... It was frustratingly nice.

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