12 comments
  1. awesome application of a branching story – parallelism in storytelling is something I haven’t seen much of, and I think it’s a really rich design space that has yet to be mined throughly. Good job, this is definitely convincing me to incorporate parallelism in my next game!

  2. This is using Twine in one of the most interesting ways I’ve seen. Parallel storylines are rarely explored in fiction because they are hard to write. However, this format is used as a clear and effective storytelling device. I like how you can see all nine stories developing. It would be interesting to see what you (or others) can do with parallel storytelling with an very (more) complicated storyline. The way that you used text was clear, clean, and simple. Great job!

  3. The game is both interesting and easy to understand. Putting most important information on the link text are very effective for understanding. The grid layout for 9 characters are innovative. I instantly understand what is going on here. And I am curious about what is going to be to happen next. I am wondering if the nine grids are customized with different color and font, I would be more emotional connected to these guys. I love it.

  4. I liked the concept, especially the parallel stories being displayed on the same screen. I often got annoyed when the game transitioned before I was able to properly read the text. I did not feel like I was in control of the pacing at times, which frustrated me, because I read at a measured pace.

  5. Great idea, great execution. The story itself is quite interesting, I wanted to know more about the characters. I also like how the game design and mechanics themselves are well suited to the theme of the story. The character deaths seemed a little bit forced, but it probably would’ve taken a lot of story to flesh them out fully.

  6. Very poetic kinda game. Reminded me a lot of the animated movie ‘9’ with so many clones kind of characters interacting with each other. Visually it is beyond whatever anyone else could have done *reasonably* in twine so see 9 different boxed stories was an awesome experience.

  7. I enjoyed having the story from several perspectives. This was especially interesting if One claims to be special and the others protest. Each of them having last thoughts of each others betrayal or bitterness, was interesting. I liked the concept and the execution was great. I would like to see more stories in this format.

  8. Spectacular piece. Every step of the way I thought I knew what was going on, ‘oh i get it’ but ended up surprised every time. The way you have to click for each character builds a relationship with them in a strange way. Your experiences are relatable but unique so even in my brief playthrough I developed a fondness in my interactions. This made the ending so much more impactful. i loved it. Your color scheme and visual hierarchy did a fantastic job of eluding to another ending or a hope, but ‘me myself and i’ was cruel just like the world. Exciting because the openended finale makes it seem like maybe number two is still around. Just like a good movie this game kept me thinking after it finished.

  9. Beautifully executed. I enjoyed the way the game caused my sense of identity to oscillate between individual and collective. I did only play it once; it didn’t leave me feeling like there were any terribly different outcomes available, which is totally fine. My only note then is that if there are wildly different endings available, you may want to adjust the ending to make that possibility felt.

  10. The layout was brilliant and it was executed so cleanly. I enjoyed playing as nine simultaneous perspectives–not something I’d experienced before. This project had a nice cadence to it. The explicit explanation was just enough to make the implicit things work. The story had a nice rise in the action: all the screens killing off the respective numbers, and then the escape. I enjoyed this one a lot.

  11. The structure of this was really executed well. I just wish that the slight differences between the clones had been exploited more–it only really comes up when they take the pills and have their final thoughts. It seemed like the presence of the other clones’ perspectives were trivial, and weren’t really used later on in the game to create any branching. This facet of the game definitely could’ve been explored more.

  12. I like the way it developed – abandoning the clones being in lockstep with each other solved some of the narrative issues we talked about the first time (namely, how One decides to be the one to survive). That said, I agree with Sam that this should either have been developed further or dropped – it currently occupies a strange medium (in my eyes) of semi-autonomy that isn’t reminiscent of identical clones or schizophrenia, which I still think are the two extremes.

    That said, I still love the concept and the ending where you wash off the number and remember your previous selves offers a slight redemption for being heinous and choosing to survive as the original.

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