“Alone” plunges the player into a desolate landscape. Its stark, spare descriptions suit the aftermath of an apocalyptic epidemic, but, unfortunately, it doesn’t follow through on its characterization of the shell-shocked, exhausted player-character we are introduced to at the beginning of the game.
Nevertheless, “Alone” consistently displays effective game design. Its puzzles lead to each other in a logical progression and establish the game’s backstory unobtrusively. The puzzles themselves aren’t particularly inventive, but they are engaging and, for the most part, sensible. There are a few exceptions, though. For instance, the player is expected to remove a cash-register’s money tray, even though the description of the register tells the player that the PC knows money is useless after the apocalypse.
The game’s implementation is just as spare as its landscape, sometimes too spare. The PC can’t, for instance, open the door of a junk car or examine the food in a hydroponics lab. “Alone” could also use a lot more synonyms for both nouns and verbs to help the player navigate its environment. Scalpels are not also knifes, gas masks and gas cans get conflated with each other, and panels can be touched, but not pressed.
But, “Alone’s” combination of a stark tone, suitable to its environment, and solid game design, which guides the player through the post-apocalypse, works well.