Cup of Frost, Palm of Gold

by Emma Osborne


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Number of Ratings: 2
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1 of 1 people found the following review helpful:
A touching story & great writing, October 4, 2019

One of my favorite writers is Ursula Le Guin. This game reminded me of the beloved Earthsea series.

It shares the theme of children leaving home early, torn away from their families to gain supernatural powers, the convincing depiction of human emotions, and also the elevated, poetic writing style resembling that of myths and legends.

The game only uses the narrative, no visuals at all, but the descriptions create a distinct atmosphere and vivid picture of what is happening.

The story is rather short, but extremely branching. Almost every choice you make here leads to a different ending. Trying to unlock them all, I have counted 12.

The author took no shortcuts in developing alternative stories, fleshing each one out in full and lending it a distinct vibe. In fact, there are several stories packed in one: those of love, those of family, and those of rebelling against oppression. Some of those are inspiring, some are sad, and some are deeply moving. For me, coming back again and again to discover them all was totally worth the time. I don't think I spent more than 5 minutes on each replay as I am a rather fast reader.

I'd recommend this game to all high fantasy lovers, and to those who enjoy good writing and mythical tropes.

1 of 1 people found the following review helpful:
A polished fantasy/mythology twine game with extreme branching, June 12, 2019
by MathBrush
Related reviews: less than 15 minutes

I saw this game a few months ago, and I was pretty impressed. It has a beautiful story to tell.

The format is large pages of text with 2 choices at the bottom. The choices split quickly, so you get very little of the game in each playthrough. However, replay is quick and enjoyable. I've seen 3 endings.

The idea is that 4 siblings are chosen every few decades to become demigods corresponding to the seasons. You can choose summer and winter, love or war, peace or sadness.

I do wish their was less extreme branching, with more of the main story in each playthrough, and that it was easier to make decisions based on a strategy, but this is a stylistic choice.

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