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As the other comment mentions, I was also not sure what to expect within this game with the title of "Stars in the Daytime." Certainly, I was not expecting the police/senior center/gambling violent drama that ensued. The scene is set for the game with some basic background information about the role the player is stepping into-- a cop that has entered back into the force to help with a certain mission. Once this foundation is set, the player then moves forward in the mission and choices are offered that create different possible scenarios. The setting of a senior center and being told that the situation is not as simple as it seems creates an element of uncertainty and suspense within the game. Then, the player is offered their first choice. They can either be looking for trouble, fun, or Bob. My first choice was trouble. This immediate choice led me through several passages of narrative that eventually leaded to my demise. I was not offered choice within this narrative-- it simply led to my death with no chance of survival. However, this makes sense, as I did say I was looking for trouble. Well, with that being my first choice, I was prompted to restart and tempted to try again, this time saying I was looking for something/someone else. The second choice of looking for Bob also proved not to be fruitful or to lead to any narrative. This was an interesting choice to subvert player's expectations. If you choose Bob, you are simply told that Bob is not there-- plain and simple. Okay, so I guess the next available option is "fun." I restarted and tried this option out, which led to the most narrative development and player choices out of the three. The setting is then revealed to be an illegal gambling place, which contradicts the immediate setting of a senior center. This is an interesting subversion.  You can choose to play different moves in the game of Blackjack, and then the dramatic elements of the narrative come into play. A conflict scenario unfolds and the player is offered a variety of choices within this scenario. I think the high stakes of the scenario mimic the critical thinking that would need to come into play if this situation was playing out within real life. Many of the options led to death (like the other two), but killing the man with a spear leads to injury and ending up in an ambulance, but allows the player to reach the end of "chapter one." This definitely leads me wanting to know more about this situation, and it was also revealed that this game was inspired by a book, which is interesting and I would be curious to explore this more. The game, especially when the "looking for fun" option is chosen, utilizes a seemingly rapid pace. You are in a life threatening situation and you need to protect yourself and others, and are forced to make the decisions that will determine everyone's livelihood. However, the affordances of Twine and the game allow for the stakes to be lessened somewhat in knowing that you can choose to restart and try again if you make a decision that leads to death/failure.