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A jam submission

EstrangedView game page

A Twine experiment made during the Public Domain Jam 2015
Submitted by Galejade (@lecrivaillante) — 4 hours, 10 minutes before the deadline
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CriteriaRankScore*Raw Score
Most innovative use of the source material#113.2073.429
Staying true to the source material#143.4743.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Thanks a lot @Jupiter_Hadley! :)

Neat story. I included it in part 2 of my Public Domain Jam 2 compilation video series, if you would like to check it out :)


Thanks @KaraJayne! :) What you said about anxiety is really something I had in mind while making the game, I'm glad you saw it ^^

About a longer version? Heh, why not! :) We'll see!


I really enjoyed this. I like how this works to portray the strangeness of The Double, and how the blackout mechanics accurately depict derealization, which is what I think the source material can be read as describing. The blackout mechanics also work well, since you only hear what your anxiety allows you to hear, see what your anxiety allows you to see. I would love to experience a longer version of this :)


@Norbez: Thanks a lot for taking the time to play my game and write such a detailed review. I'll do my best to answer some of your questions, but I don't want to spoil the experience too much for others -- I'm quite interested in seeing diverse reactions, and it's quite funny to read your reaction then @JKGiih's one, hehe. (and I agree, Doctors are not always reliable! :D)

I'll probably write some post-mortem, but here are a few keys:

- the more you play, the less choices you'll have

- but you can play the scenes in any order you want

- you can even replay some scenes depending on the choices you've made

- it's "freely inspired" by The Double; I mostly focused my game on the "mental disorder" aspect. Mental disorder usually affects memory and interpretation.


This was a pleasantly avant-garde experience. The blackout mechanic fits well with the theme and I think you've done a great job bringing out new meanings from the text with it. I could see myself enjoying a longer game in the same style with more choices and multiple endings.

By the way, I identify with the character just fine and find it perfectly logical to see doctors as traitors by default.


I get why you called the love the "love interest", so it could be either gender, but those words have no personal meaning. They're stone cold, and give the "love interest" no real life.

So I thought this was just . . . ok. I would have liked if you could choose whether to do 1 of the 3 options, not go one by one, which makes no sense. And that ending, honestly, feels like just an excuse to end it, like you made this and just threw a random "doppleganger" thing in there. I don't think it amplifies or improves the source material; it only nods to the book, not absorbs & enhances it.

I wish you the best in future projects. Also, replied to your comment on HummingBird Haunting. Thanks again for playing.


Also, why do things black out? I can highlight them with my mouse to see them, which greatly weakens their effect, but why?

What I see is that making a "bad/evil-ish" choice even once removes you from any other good choices. Why? It gives the impression that one should never snap. Is that the message you were trying to give? I am 100% confused.

The ending also is confusing, makes no sense. Does that me there is a good me and an evil me inside?! I don't see how that even aligns to the source material, really. Also, it makes that whole friend things from the beginning meaningless, of no value but to press buttons. Though, when I replayed and confirmed the request, it showed me Doctor & Work text on the 1st page also. Is that a glitch?


Honestly, don't really like how text is added to the page; it confused me at times, turned the game into finding where the next segment of text was.

Choices sometimes made no sense whatsoever, such as the choice of "not speaking to this traitor" at the doctor. I don't know why he's a traitor; I just got here. I know it's clearly the "wrong" or "evil-ish" choice to make, but I have no idea why that choice is on screen.

Also, asking him for more medicine makes no sense, because I have no idea what medication the narrator is taking; I didn't know he was even on meds! I think you should have displayed a normal day for the narrator, give us a feel what he's like normally, and then put us in the current scenario. You give no context, which weakens the choices of the game very much.



Thanks for your feedback JohansenIndustries! I removed the fullscreen button, you were right, unfortunately the screen is not scrollable for some reason :/ I didn't have the time to check this thing properly.


I found this really interesting.

However, at least for me, the game doesn't work in fullscreen. I though it ended in my first - fullscreen - play-through.