The story appears to be buggy and broken in many ways, despite only being a simple twine game.
Alright, I guess.
No other game/interactive story has made me as nervous and apprehensive as this one.
The gameplay completely lacks substance. As far as I can tell, it's nothing but uninteresting menu based combat. I suspect the creator got too caught up in the particular values they wanted to preach that they lost sight of how to preach them best. You can be as particular as you want about your game's morals, but it won't make a bit of difference if the delivery has no impact.
Also, the resolution slider was completely broken and the menus seem to be designed with the assumption that you have a 16:9 monitor, which is a quick way to piss off anyone with a different aspect ratio.
No way in hell is this game with $8.
Great concept and art style, but brought down by its flaws (bugs galore, janky cam) and lacking in substance. Ultimately, I'd love to see this concept redone with the same art style and better execution.
It's funny for all of about a minute and a half.
I don't really get it.
A fun mystery story/strategy card game with a simple yet extremely interesting core game mechanic. The art is hideous, but the gameplay is more than good enough to make up for it.
Minimalist, playful, wonderful little toy. The only bad thing about it is that I wish it were longer! But it would be well worth the money despite the length.
The goals are unclear, and there's nothing particularly fun or interesting about the game. It's just not very good. No way in hell is this worth $10.
This game is a good example of some things to avoid when taking gamepad input. First, if you're going to support the analog stick, don't treat it as 8-directional input. Second, this game's menus annotate what the B button does in the bottom left corner, and annotate the A button's function in the bottom right. This is the opposite of their positions on the gamepad, causing confusion and difficulty due to mixed signals.
It also illustrates another problem: game input should be as direct and immediate as possible to facilitate the player being (and feeling) fully in control. Barring that, it should be sufficiently abstract as to be forgiving. Further, if user input is to be context-sensitive, it should be based on things that are easy to judge at a glance, like position or direction, not things that require more interpretation over time, like speed or hidden state.
This game parses analog input incorrectly (compounding the fact that the analog stick is already hard to control precisely), straddles an awkward middle ground between direct and indirect input, and changes movement behavior in a non-obvious way based on speed, creating frustrating and unintuitive controls in a game that should otherwise be very fun.
It is cute, though. They don't lie about that.
They're walking simulators. One of the 6 is broken. Oh well.
An interesting little experiment, but there's no way in hell this is worth $10, or more than 10 minutes of anyone's time.
I don't have the context for what this even is, so it made no sense to me. Oops.
Glorified RNG simulator, gets boring after an hour or so of the same shit over and over.
It's a short, cheeky commentary on how censorship targets sex more than violence. It's funny, but ultimately not worth much.
Game consists mostly of boring and clunky cutscenes punctuated occasionally by somehow even more boring and clunky gameplay, in service of a somehow even more boring and clunky story. A perfect example of how excessive cutscenes and poor control schemes can drain every last bit of fun out of a game that could have been good. It's an absolute chore to play.
Very buggy. Bafflingly, it loaded without sound the first time, and then somehow crashed, even though it's a web game.
I don't get it.
Makes no damn sense.
Short linear twine tone piece. Not a game.
Requires the player to memorize a bunch of input timings. It's obvious as a player, but I can see how that's the kind of thing a developer might miss, since by the time the game is finished they will have memorized them all anyway. Still, don't expect a player to react within half a second of loading a room.
A novel concept, but it's as confusing as you'd expect.
Less of a game and more of a slightly interactive novella (player choice doesn't seem to have any lasting effect on the story). But as a novella, it's bang-on. Totally nails its central themes, lots of clever writing, and a total gut-punch ending.
Still, I'm not sure I would have paid $10 for it.
An intriguing sense of style and character is wasted because the creator doesn't understand basic principles of game design.