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Anhedonia

by Maddox Pratt

2013
Twine

(based on 2 ratings)
Estimated play time: 8 minutes (based on 1 vote)
Members voted for the following times for this game:
1 review3 members have played this game. It's on 3 wishlists.

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Average Rating: based on 2 ratings
Number of Reviews Written by IFDB Members: 1
1 of 1 people found the following review helpful:
A simple game that considers the ontology of depression, October 23, 2025

Anhedonia is a Twine game about depression and how it saps the meaning in one's life. It appears that it’s a reflection of the author's own experience. Everything is told in first person. That said, I will refer to the narrator as "the protagonist." Consider this review as how I understand the game. I hope it reflects what the author had in mind when they created this work.

Gameplay is linear. I'd describe the gameplay as a train of the protagonist's thoughts. While progress is made by clicking on links to move to the next thought, the use of cycling links in some passages add interactivity.

Anhedonia keeps the word count to a minimum, and there are simple but well-designed drawings that add polish. Some of the art is even animated! The visuals also pair well with the font. The dark grey text almost looks like handwriting and there are red links. Fade-in-fade-out text effects are sometimes used to tell the story.

The protagonist looks at the difficulties of living with depression and mental illness, which include the societal belief that you just need to "try harder," medical professionals not taking you seriously, concerns about affording medication if you lose your insurance, and more. But the game's focus is centered on the concept of "anhedonia," which also serves as its title.

"Anhedonia" is an inability to experience pleasure and is often associated with depression. While the game does not explicitly provide anhedonia's definition, it's conveyed through the story. The protagonist no longer finds joy in not only things that once made them happy, but also in things that reinforces one's awareness of being alive. This includes physical sensations that engage the body which now feels muted.

The game does, however, define another word:

semantic saturation:

the phenomenon whereby the uninterrupted repetition of a word

leads to a sense that the word has lost its meaning

Next, the game says that being mentally ill is "not a question of semantics but of ontology."

If I understand this correctly, the protagonist is drawing a parallel between the loss of meaning within a word, and the loss of meaning in their life because of depression, both of which involve some form of repetition: the repetition of a word vs. repetition of depression in everyday existence. The result? The loss of meaning. And loss of meaning can imply that pleasure is lost as well.

I think the game summarizes itself when it ponders,

how does one separate illness from self

A recurring theme is how the numbness of daily life can cause one to be desensitized to what it's like to feel numb to begin with. If depression is all-encompassing, it becomes difficult to identify where "you" start/stop and where the mental illness begins.

I'm going to leave it at that.

Now, I encourage you to play it so you can experience the story for yourself and form your own interpretation. Gameplay is only a few minutes long, and I think the low word-count will appeal to players. Visually, if you're looking for inspiration, Anhedonia is a great example of a Twine game with a simple yet polished appearance.

I imagine that creating Anhedonia was no easy feat for the author, and I appreciate the time and effort put into the game’s creation.

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This is version 1 of this page, edited by autumnc on 12 March 2021 at 3:55am. - View Update History - Edit This Page - Add a News Item - Delete This Page