Don’t you worry, there’s two more acts to go! I just don’t know how soon they’re coming out.
(also thank you for all three reviews I’m quite flattered)
Don’t you worry, there’s two more acts to go! I just don’t know how soon they’re coming out.
(also thank you for all three reviews I’m quite flattered)
Conductor’s Gambit is a short game of luck created in Twine, where you play as a prisoner of the threatening conductor. Though he intents on murdering you, he gives you one way out: play his little card game. If you win, he’ll set you free. If not…
The game is one of chance only: you draw a card, and if it is higher than the conductor’s you win a point, if it’s lower, you lose one. Reach 6 points (or go down to 0) and the game ends. It’s a bit like a Russian Roulette, if you didn’t die from the bullet right away. Since you are at the mercy of Lady Luck, there isn’t much for you to do. But the game does a pretty good job at keeping tension. And the winning end made me chuckle.
After the Janazah is a beautiful short interactive piece, where you follow the protagonist going to the funeral of their baba, and converses with another woman, dressed in a bright red, as the body is put to rest (I am not sure what relationship they have, but they seem to be related in some fashion). They exchanges words about the deceased and memories of them (the good, the bad, and the ugly), and their families interferences. The simple and short writing is effective, but it is enhanced by the melancholic background and use of pixel art. Very touching.
the sword of justice plays a sick bassline is a tiny kinetic piece made in Twine mixing the superhero genre and your regular teen slice-of-life. You are a teenage superhero on a job, when you realise you’re going to be late for a gig! What’s a teen to do?!
The tone is pretty zany, and really what you’d expect from a teenager story. Different priorities, hard rolling of the eyes, jabs at everyone. It’s stilly, but fun.
Please Don’t Reap my Soul, Mr. Grim Reaper is a short Twine game where you attempt to trick the Grim Reaper into putting your soul back into your body after a nasty fall. You have a couple of options, all of them pretty silly and funny, leading you to the end. If there was a message to this game, it would be: be careful of what you wish for.
Anyways, it was a fun short time.
WAKE UP is a horror Twine piece inspired by the creepypasta of the same name, in which following a traumatic event you fell into a catatonic dream state, unable to wake up, unable to remember what happened to you, until you find a note telling you to wake up. Like the original text, the game does a great job at adding unease to the text, with the protagonist not thinking much of the note at first, to feigning concern. Nice.
A Reverie Of You is a dreamy poetic entry, with a long form poem displayed on pictures. The aesthetic is nostalgic, seen in the filters used on the picture, the interface behaving as if you were seeing pictures with a slide viewer (complete with sounds!), and the text appearing slowly, like calm waves on the beach. The poem is a celebration of life, of all the little fleeting moments you share with people, of the warm feelings other make you feel, of the dreams and disappointments, of the details that stick to your mind never forgotten. Pretty touching
peelings is a kinetic entry made in Decker about love, and how you can explain how it feels by comparing it to peeling an orange (or a tangerine). It is a sweet piece, and very comforting, that reminded me of times when there would be tangerine at the table for dessert, how we would peel them together, help the younger ones get their quarters more easily, putting them in each other’s mouths with a smile, or gathering the peels and squeeze it to release their oils (aiming it at eyes if we were cheeky). I really liked it, it made me feel warm inside.
Reminisce is a short visual novel, where a Chronicler shares with you stories of the people she met, especially focusing on the themes of loss and dealing with grief. Each snapshot finished with the same mantra, repeated chorus throughout the game. A cycle never-ending. Remembrance. Requiem. Rebirth. Repeat. It is simple but very evocative in the writing and the accompanying illustrations.
Mouse Train is an adorable tiny adventure in Twine, where you play as a little cutesie mouse boarding a train, but not remembering quite why (or why they are wearing their best scarf!), and also realising they forgot their ticket. Between the ominous train conductor to hide from, and trying to find why you are on this train, the game is well-rounded and so sweet. And the interface. Gosh, it’s so tight and well-done.
I fessed up right away to the conductor, didn’t want to carry the guilt of not having a ticket.
Carry On. is a short sci-fi Twine piece, broken into two scenes (seemingly unrelated? I am not quite sure, the break between the two is a bit jarring/confusing). You are a space farer at the start of a mission, looking for your captain, and finding more than you asked. That second part is a bit chilling, and made it feel like the whole was some sort of demo or prototype for a larger piece (it does set a bit of mystery/confrontation that would make for a neat game).
Based on the author’s TTRPG: The Whimsy Collectors
A Whimsical Search is a short Twine piece, inspired by Tarot cards, where you play as Sage, the owner of a whimsical shop where you can trade in traits. A hermit comes in, looking for a tale, and it’s your job to fulfil the request (if you accept it). It was cute, and like the title suggests, whimsical. I liked the inclusion of the Tarot cards and what they represented in the story.
You is a tiny interactive piece focusing on the start and the end of relationships. The two paragraphs story lets you cycle through different options to create your own little final piece. The starts can be cute or maybe a bit creepy, and some pitiful, but the endings tend to be sadder, with only a hint of bittersweet. It makes for (bitter)sweet stories to downright depressing, depending on the options on the screen. Very much build-your-own-story.
I think this was made with Inform? There’s a GLUXE file in the game…
You Died Sixty Seconds Into the Apocalypse is a short humoristic apocalyptic piece where you play as an artist in a recording room when the apocalypse starts. Like the title suggests, you didn’t make it very far. But, maybe you still tried?
Through crude snips, the short game was pretty entertaining. The final line was funny!
maybe if i can find the right words. is a short emotional Twine piece about friendship drifting apart, and the induced anxiety of experiencing your friends ghosting you. You flip through snapshots, describing different moments of the feeling friendship, as you wonder what went wrong, and what you could do to fix things. But it’s pretty hard to fix things if the other person doesn’t interact with you.
One small thing, the interface kept flickering in the colour of the page when I clicked, which made reading a bit annoying.
Thread unlocked. is a short interactive chat-sim like piece. Following a rough discussion, a (Forum?) thread is unlocked, enabling you to post something. Unknowing of the previous messages, you are given four different choices of words, leading to one of 36 different possible sentences (which you don’t know the content of either).
Ranging from short and sweet (which really makes you wonder what happened in that thread), to pretty antagonistic (which also makes you wonder what kind of arguments we had to deal with), with so few words, the piece does a pretty good job at giving a limited snapshot of what you could see after a Forum argument, when tension has supposedly died down and everyone has moved on. How so little words can really swift the vibe of a thread one way or another. Words that you know will just kill the thread for real, or see another way of doubling down (and maybe some stronger moderation action).
There is something slightly triggering about the first four words on the screen: Thread Unlocked. Slowmode Off. As some sort of slithering anxiety finding its way through your throat and tightening it more and more, as the worry, of people barging in back in and restart the argument that required the thread to be locked in the first place, just… bursts (these threads are emotionally draining).
I don’t think I’ll be able to look at another locked thread and not be reminded of this piece. Also a good reminder to pick your words… or just avoid posting? Yeah… sometimes it’s the best way of action.
hehehe im mentioned on the page hehehe
Bluebeard’s Not-Wives is a kinetic retelling of the Bluebeard story, in which you play one of the wives of Bluebeard ahead of the marriage. Except, the prose breaks the original mould about Bluebeard and his wife. Bluebeard is not some tyrannical blood-thirsty husband, but a misunderstood soul dealing with prejudice. And though the wives are never to be seen, you are not fearful of this terminal fate, for living as society demands of you actually feels like death.
The entry does a wonderful job at building the story, bringing the pieces together in such a lovely way, leading to a very touching end. It was very sweet, and though I would read a whole book of this, perfect the way it just is.
Thanks for the review!! I didn’t expect that positive a response so I’m glad it came off … in a good way.
Up until now I was sure Sophia wrote *Bluebeard’s Not-Wives… That confused me
The One With Antlers is a fantasy mini-piece, where a knight returns to the castle with a Princess (which he probably rescued?) but meets a strange man on the way. Approaching it, they realise the man is more creature, with antlers and hooves: a satyr blocking their path, a dangerous aura defusing from it. There are a few options to go around it, though, none really lead to a happy resolution. A neat darker retelling of the princess rescue trope.
Oh Father, Please is a short interactive piece about a trans experience, being outed to an unsupportive parent and abused by said parent in retaliation. Your father, outraged by the new information, demands you give up parts of yourself to appease his sensibilities. You get to choose (or refuse) which part you can leave without to deflect his anger - the more important to your identity, the calmer he gets. But all comes with a price. Staying authentic to yourself bring his wrath, relenting to his request forces you back into a role that does not fit with you.
It’s pretty sad.