The Hound of Ricsige by The Bentomologist
Playtime: 15 minutes
This made me want to talk about:
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I’m not sure I’m against this mechanic generally, but I found the implementation of having the player make choices for both people in the conversation to be confusing.
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I played for a number of loops, and there was more stuff to discover in there than I initially expected e.g., you can be invited elsewhere, although you don’t seem to be able to go; you can do your psionics homework
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It made me think about how simply adding a looping mechanic is a very effective tool to invest the conversation with significance. Although I didn’t see this explicitly spelled out anywhere, over time I kept wondering if one of the two conversants committed suicide afterwards or something like that. If that was the intention, I do think it could have been more interesting if there had been actual clues about the future in the text.
Notable line:
My one fervent wish:
I wanted the game to feel more finished, to reach more of a thematic end point.
Overall, a short timeloop story with a questionable payoff