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tpoe

7
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A member registered Aug 23, 2018 · View creator page →

Recent community posts

My goodness, I LOVED the interactive button feature so much in this game. Every piece of this game was so beautifully crafted, light and bright and whimsical. The jinn killed me almost immediately (just like every Choose Your Own Adventure I've ever read) but I wanted to play again and so I did. I played through each of the options and it left me wanting more. What a gorgeous construction, and what terrific writing. I really hope you continue to create these interactive narratives, and give me more of the story. I'd love to read more of your works.

Wow. Wow. Wow. I just finished the game and ...wow. This was so novel, this was deliciously creepy, and achingly sad. I don't want to spoil this for anyone except to say that you captured loneliness, madness and memory so beautifully here. Also the feeling of walking into a room and not knowing why you are there. Gorgeously written, exquisitely crafted. I experience something like this, and it makes me want to know what you'll do next. You must promote this. This interactive narrative is an experience I'd recommend to absolutely anyone, as this is just incredible. Also and to conclude, ...wow. You've got a fan in me, and I'm following you on itch.io. I hope you continue with this work.

This was an incredibly moving experience. I learned about food insecurity in Afghanistan, how families all around the world are struggling, and how there is kindness still in these horrific times. This was beautifully written and made with the same kind of kindness your characters embody. You did kind, thoughtful things in the construction of this game (even offering little encouraging notes for the player (should they feel any trepidation about their choices). You made the player feel wonderful at the end of the game as well about helping Talha. I wish more games did this for players. This was a beautiful, sad, eye-opening experience. You should be enormously proud of this work. I felt very emotional after I finished it (I cried but in a very good way). You have a very strong, very sweet narrative voice, your game has that embedded in it. There is kindness embedded in this game and that is rare (and wonderful).

This was really compelling, I had some of the images of Lost in my mind as I read this. I liked how you captured the feelings of chaos and quick decision-making with the economy of choices. It was very impactful and readable. Nice work.

This was a lovely piece of writing with a terrific Oregon Trail structure. Some very interesting choices in the game, including the tension between Zhao and Xian. I felt genuinely happy to have brokered a peace between them. That was very visceral, emotionally satisfying for me. It was reminiscent of the campfire, small group dynamics of Dragon Age. Lovely, lovely, lovely. 

The introduction with the artwork and sound of rain did a wonderful job of creating a Blade Runner-like atmosphere. The use of sound in the narrative really elevates this work. The writing is part incisive contemporary social commentary and part warning. Genuinely affecting work. I decided to burn it all down and disagree and interject, and I got a zero satisfaction rating. This was emotional. This would make an excellent corporate culture simulator. I played through a few options because the atmosphere was dark, creepy and very moving. Ignoring and not interjecting felt worse somehow, but that story with the older woman was a really nice respite. You should be incredibly proud of this game Excellent, excellent work. 

There are some really compelling ideas in here. I could see this being an incredibly valuable social media educational tool about how to maintain safety while online dating. I could see this being expanded by crowdsourced stories of bad social media encounters and worse dates. I liked the idea of being able to select from the various options, and the enjoyed my safe vicariousness while wading through bad dates to learn quickly the outcomes of each encounter.