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tintwotin

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A member registered May 24, 2025 · View creator page →

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https://tintwotin.itch.io/kaspar-hauser-the-soul-murdered


An interactive historical fiction based on the life of Kaspar Hauser. Your choices determine his fate and the nature of his soul.

Kaspar Hauser (30 April 1812 – 17 December 1833) was a German youth who claimed to have grown up in the total isolation of a darkened cell. His claims, and his subsequent death from a stab wound, sparked much debate and controversy both in Nuremberg and abroad. Theories propounded at the time identified Hauser as a member of the grand ducal House of Baden, hidden away because of dynastic intrigue. However, there were also allegations that Hauser was an impostor.

So far I'm the only user of Kinexus. Close to no players of the games. Branching narratives/interactive fiction is dead an arrival.  So, choose your battles wisely.  What are you up to? 

Thank you.

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A psychological horror where you guide August Strindberg through a haunted, theatrical world. Your choices will determine the nature of his art, his sanity, and his soul in a race against a rival who may be more than just a man.

The game is a tribute to the life and works of August Strindberg, specifically structured around the three major phases of his career: his Naturalistic tragedies, his occult "Inferno" period in Paris, and his late Expressionist "Dream Plays."

Play: https://tintwotin.itch.io/azraels-manuscript



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Right now, a new interactive fiction editor/authoring system is released every two days. Don't ask me why. Maybe BC of Vibe Coding. I've done a fairly advanced editor myself (Kinexus - it's free, can be found in my profile). But adding music, images, video and speech etc. is not super welcome in the very conservative interactive fiction community, which mainly consists of writers and readers.  So, it is very much about reading and writing text, and not so much about designing immersive gaming experiences. But I seriously doubt there is any money in any sort of classic cyoa/interactive fiction today. So, if you want to do it,  then do it for the fun of doing it. Don't expect it to grow into a somewhat decent income at all. 

The Demon storyline (example):

Dostoevsky’s The Possessed (also known as The Nihilists or The Devils) captures the challenges of our time with dazzling force. That’s why I’ve spent a great deal of time creating a modernized game adaptation: The Fire. The game lets you interactively explore the dynamic web of human destinies and ideologies that ultimately burn everything down. Play The Fire here (NB: not for children): https://tintwotin.itch.io/the-fire


The game has been updated, with even more of the original game added.
Also, the update includes an important bugfix, which means you'll need to pick up all trophies before you can finish the game. 

Thank you for the comment. I've fixed a bug that allowed for going to the DM without all of the trophies found. This should be fixed now, and an additional plotline to Hades has been added.  

https://tintwotin.itch.io/zork-i
The legendary interactive fiction game, modernized. Explore the house, descend into the Great Underground Empire, collect the Treasures, and find the path to the Stone Barrow.

Zork I is a 1980 interactive fiction game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom.  This is an adapted version by tintwotin. 

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I've done multiple games in my own Kinexus editor, but I'm running out of steam. I had next to zero content related feedback on my work, and I'm not really sure what to improve and which direction to take from here. Should I do more gamified novels (like the Fall of the King and The Man Who Thought Things), or transform more novels in the public domain to present themes (like Faust (by Goethe), or Provisional(The Trial by Kafka)), or focus on the original stories(the rest of the games)? Should I focus more on video, images, sound, speech or just text?

The games can be played here: https://itch.io/c/6268695/interactive-cinematic-fiction-created-in-kinexus

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A canceled filmmaker makes a pact with an AI in a desperate bid to revive his career - only to find his reality starting to unravel. Play: https://tintwotin.itch.io/faust-directors-cut
Try my new narrative experience: “FAUST - Director’s Cut.” developed with my editor: Kinexus.

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Help Dave and Golubiro to solve the mystery of the missing 12 feet high glass fiber pig:
https://tintwotin.itch.io/dave-and-golubiro


@JennKTV As you haven't responded to the replies here, please close this thread, or if there will be no reply from Jenn, then everyone should know that offering your games here is just a waste of time. 

Thank you!

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https://tintwotin.itch.io/the-fall-of-the-king

Enter the raw, unforgiving world of Johannes V. Jensen’s The Fall of the King. Follow Mikkel Thøgersen, a restless soul torn between love, violence, and fate, as he moves through Denmark in the shadow of King Christian II. Encounter the brutality of war, the passion of doomed romance, and the downfall of a king whose reign shapes the lives of all around him.

In this interactive adaptation, your choices guide Mikkel’s path through betrayal, obsession, and destiny. Will you seek honor, surrender to desire, or carve your own way through history’s chaos?

A game adaptation of Johannes V. Jensen’s “The Fall of the King”. Translated from Danish. The novel is in the public domain.

This game has received completely new visuals. 

Play: https://tintwotin.itch.io/the-commute

The Commute - is a story about the terrifying freedom of a single decision. The gears of the city are slipping. You are the wrench. Your daily ride is cracking at the seams. A man has a birdcage for a head. A musician's tip jar holds a dead beetle. The city is whispering back at you.

Your choices are the only thing holding reality together. Or tearing it apart.

The Commute - is interactive fiction - created in my own editor:
Kinexus: https://tintwotin.itch.io/kinexus

More games authored in Kinexus: https://itch.io/c/6268695/interactive-cinematic-fiction-created-in-kinexus

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https://tintwotin.itch.io/provisional

A modernized game adaptation of Franz Kafka's 'The Trial', set in a contemporary society governed by an oppressive AI bureaucracy. Your choices determine how you navigate, endure, or defy a system designed to break you.

The game was created in the Kinexus game editor: 
https://tintwotin.itch.io/cyoa-studio






Better now?

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This is a small beautiful interactive,  animation film,  game demo made in Kinexus, testing the new video+audio scenes for interactive fiction games. 
https://tintwotin.itch.io/leo-sat-on-the-old-stone-wall

Try Kinexus interactive fiction editor here: https://tintwotin.itch.io/cyoa-studio

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3 games I've developed in my own game editor:

https://tintwotin.itch.io/genz



https://tintwotin.itch.io/hauntology-interactive-cinematic-fiction



https://tintwotin.itch.io/the-man-who-thought-things

The Editor:
https://tintwotin.itch.io/cyoa-studio

https://tintwotin.itch.io/the-man-who-thought-things

Paris, 1905. You are Dr. Francis, a brilliant young doctor, a man of unwavering science and cold, hard facts. Your world is one of order, diagnosis, and the rational explanation. But when a patient named Boutard is dragged into your ward—a man who can seemingly conjure impossible objects from the ether—the foundations of your reality begin to crack.

At first, it is a mystery. A phantom cigar in a sealed cell. A scent of tobacco where none should exist. But the inexplicable soon becomes personal, and the mystery descends into a living nightmare.

The original novel, "Manden der tænkte ting," (1938) was written by Valdemar Holst (1888-1952), who worked as a dentist, also wrote surreal and dark stories about the depths of the human mind. The game was made in my game editor Kinexus: https://tintwotin.itch.io/cyoa-studio


This is the editor: https://tintwotin.itch.io/cyoa-studio

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And here's my previous game set in the 1990'ties: https://tintwotin.itch.io/hauntology-interactive-cinematic-fiction

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I'm not super familiar with playing interactive fiction/novels, other than as I kid I coded cyoa games and text adventures when that stuff was new. I can imagine that has developed quite a lot since then, so how does my take on a cyoa hold op against today's standards? 

https://tintwotin.itch.io/genz

I ended up coding an editor for authoring cyoa games, and this is the latest I've made in that editor. 

Anyway, would love some feedback. Thank you!

Thank you! Releasing games on Itch sometimes feels like throwing things into the void. So, knowing that at least one person had it running successfully, means a lot!

Connect ... to Disconnect. 

https://tintwotin.itch.io/genz





The game was developed in my free cyoa editor, Kinexus: https://tintwotin.itch.io/cyoa-studio

Interesting. Do you also have a html2exe solution?



https://tintwotin.itch.io/hauntology-interactive-cinematic-fiction

You are trapped. Not in a prison, but in a beige cubicle, in an endless loop of yesterday's work. The future has been cancelled, replaced by a bland, recycled present.

But the system is starting to fray. A flicker in the screen. A melody from a forgotten pop song. A door to an archive that doesn't exist. You are haunted not by the past, but by all the futures that failed to happen.

Uncover a corporate conspiracy at the heart of reality itself in this interactive story inspired by the eerie concept of hauntology. Will you chase the ghosts of what might have been, or will you be cancelled too?

This game was created in my free game editor - CYOA Studio:  https://tintwotin.itch.io/cyoa-studio 

Added scene view, for a quick overview of which scenes contains what. So, now is there both tree view and scene view. 

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Hi, for a limited period of time you can get/use my CYOA Studio for free. It is a powerful tool for creating, styling, and exporting choice-based narrative games, interactive fiction, and interactive graphic novels. It runs entirely in your web browser, providing a complete workflow from writing your story to packaging a distributable ZIP file for itch.io. 

Try it: https://tintwotin.itch.io/cyoa-studio

Demo game created with CYOA Studio:  https://tintwotin.itch.io/the-commute






Features

  • Visual Story Creation:
    • A rich text editor for writing your narrative.
    • Easily add, edit, and link choices between scenes.
    • Integrated Generative AI Tools:
      • Image Generation: Create and add unique artwork for your scenes directly within the editor.
      • Text Processing: Use AI to rewrite or expand upon your story text.
  • Interactive Story Map:
    • A collapsible tree view provides a clear visualization of your story's branches.
    • Status icons instantly show the start scene, dead ends, orphan scenes, and which scenes have images or audio.
    • Safely rename scenes with automatic link updating across all choices.
    • Search and filter your scenes to quickly find what you need.
  • Live Player & Preview:
    • Instantly playtest your game from the start or the current scene using the built-in player.
    • Launch a full, clean preview of your project in a new browser tab at any time.
    • Modern Player UI: The exported game features a clean, overlay-based UI with quick access to menu, sound toggle, and exit functions, ensuring an immersive experience.
  • Integrated Asset Management:
    • Select image and audio files from your computer using a file picker or by dragging and dropping them directly onto the input fields.
    • The studio automatically copies them into your project folder on save, ensuring all asset paths are correct and ready for export.
  • Powerful Style Editor:
    • Customize the visual theme of your game, including layout, colors, fonts, padding, background images, and even global background music. Your custom style is saved with the project.
  • Batch AI Processing:
    • Automate image creation for all scenes that are missing one.
    • Optionally use AI to automatically generate image prompts based on your scene's text.
    • Globally add artistic suffixes (e.g., ", cinematic lighting, 4k") to all generated images.
    • Includes tools to safely delete all image paths or all prompts from your project at once.
  • One-Click Export:
    • Export your complete, playable project as a self-contained .zip file. This bundle includes the game, your custom theme, and all required assets, ready to be shared or hosted.
    • The exported game is optimized for both desktop and mobile browsers.
    • Export specific data, such as all AI image prompts, to a structured .json file for analysis or external use.
  • Single-File, Zero Installation:
    • The entire studio is a single .html file. It runs directly in your browser with no installation, servers, or dependencies required.
  • Local-First Project Management:
    • Works directly with folders on your computer via the File System Access API. Your project, including the story file and all assets, is saved locally, not in the cloud. The app tracks unsaved changes to prevent data loss.
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The Commute is a new piece of interactive fiction I created using my self-developed CYOA Studio (A Choose Your Own Adventure editor). The editor can be tested here: https://tin2tin.github.io/CYOA_Studio/
Try the strange game experience here: https://tintwotin.itch.io/the-commute 




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Since my game Abyssal Ascent had zero tags (until today) was the most successful(views+play), it seems to me that they do not matter much. Thank you for investing time in that write-up. You may have missed that all of my games are single-file-html games and not done in an engine, which may explain the simplistic visuals. However, your overall tone, makes me think, that this is no fun place to be, and I should rather spend my time elsewhere.  

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My biggest refererer site is Reddit: 125 from posts on the few subreddits which doesn't auto ban you. From itch my profile page: 22. Other Itch refereres are less than 10 or so. Posting on Discord, YT and X (have 3000+ followers), doesn't lead to any traffic. 

So, I guess that supports your explanation, that Itch is mainly a hosting site, basically. 

Seeing Abyssal Ascent being more visited and played than the other games, I wonder if that is due to the image could look like ingame graphics, and the other thumbnails doesn't look like ingame graphics. So maybe there is a takeaway there? 

Downside to this is a consideration whether it is worth investing countless hours in making free "presents", if no one bothers to open them. 

I've just released a 6th game on the Itch platform (Tiki Bar Breaker). I think most of them are okay polished and all of them offer some fun and decent gameplay, so I wonder why the number of plays is that low? Is it the thumbnails? Is it the genres? Am I doing the accompanying text bad? Or is this just normal? https://itch.io/c/5812613/tintwotins-collection

Billede

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Updated with additional bricks and additional 15 levels, including no-built zones, and stun, and sturdy, but non-recyclable bricks.

And a dev log: https://tintwotin.itch.io/tiki/devlog/1011955/updated-breaking-breakout

So, try it out, and let me know if I'm the only one who enjoys this kind of crazy fun. 

Or let actions speak louder than words: beat those global high-scores!

Welcome to the most exclusive bar on the island, where the cocktails are abstract and the competition is fierce. Tiki Bar Breaker is an elegant, one-on-one duel that blends strategic defense with fast-paced arcade action. 


Play it here:

https://tintwotin.itch.io/tiki

How to Play

The game is played in two phases: The Build and The Duel.

The Build Phase

This is your chance to mix the perfect defense. A selection of gems will appear in your palette at the bottom of the screen.

  • Place Gems: Left-Click on the playfield to place the currently selected gem from your palette.
  • Remove Gems: Right-Click on a gem you've placed to return it to your inventory.
  • Start the Round: When you're satisfied with your wall, hit the Start Round! button to begin the duel.

The Duel Phase

The Sun Pearl comes into play!

  • Objective: Your goal is to get the Sun Pearl past the opponent's paddle at the top of the screen. Each time you do, you advance to a new, more challenging level.
  • Defense: The gems you placed are your only defense! The opponent's paddle will try to return the pearl. If it gets past your shoreline at the bottom, you lose a life.
  • Recycled Gems: Each time the pearl shatters a gem, that gem type is added to a queue. You can place the "Up Next" gem anywhere on your side of the field during the duel to repair your defenses on the fly!

Features

  • Strategic Duel Gameplay: A unique twist on the classic brick-breaker, where you must strategically build your wall and then adapt mid-duel to survive.
  • Elegant Tiki-Drink Theme: Journey through multiple levels, each with a unique, static background and color palette inspired by a classic tiki cocktail, from the warm oranges of a Mai Tai to the cool blues of a Blue Hawaiian.
  • Whimsical Hand-Drawn Art: A minimalist art style that comes to life with wobbly, hand-drawn outlines, satisfying particle effects, and impactful screen shake.
  • Atmospheric Tropical Soundtrack: Chill out with a relaxing, tropical soundtrack that perfectly sets the mood for a duel on the beach.
  • Global High Score: The game will remember your highest score, challenging you to master the art of the Tiki Bar Breaker!

Hey everyone,

My game, Watching Paint Dry, started as a joke about meaningless clickers.

The goal was to create the most boring parody imaginable, with "Boredom Points."

But while testing it, forcing myself to stare at the wall, something shifted.

The mindless task became meditative; my brain quieted down and started noticing details.

I realized the experience wasn't empty—the meaning was in the act of focused observation.

So, I redesigned it completely, swapping satire for genuine mindfulness.

You now earn "Focus" to upgrade your perception and mental fortitude.

It became a game about finding the profound in the mundane.

The wall isn't just a wall; it's a mirror reflecting your own consciousness.

It was a strange journey from parody to philosophy.

You can play it here: https://tintwotin.itch.io/watching-paint-dry

Where is the cube placed when you start the game? Can you make a screenshot? And tell me what is your resolution and operating system?

Arrow keys for rotation properly could be included, but it wouldn't work as freely as rotating with the mouse or with fingers on a touch device. 

Right mouse is typically cancel, and should work like this currently. 

How do you find the difficulty levels(too hard?) and the tournament mode?