Awful UI and Clunky Mechanics Wrapped Around a Bloated Narrative
The first inescapable pain-in-the-ass is that the developer intentionally removed the navigation UI during the ENTIRE introduction. Twine games, simple as they are, have a native navigation system that allows you to move back and forth between the pages. It's only reasonable, after all, in an HTML game where you can accidentally click something just scrolling through. This usually comes in a side panel with your save options and information about your stats and stuff. You need to click through about 15 minutes of content before this even appears for the first time.
As for the game itself, it's decent, but completely unexceptional. The premise is your usual superhero origin. Wrong place, right time results in a freak occurrence where the MC gets supernatural gifts. In this case, you get to share a body with an internalized psychic supervillain/narrator/ingame tutorial. Yay!
I wish I could say more about the writing, because at times it's quite good. But the primary issue is that it's just a lot of word salad. Things are often more verbose than it needs to be. And in a text-only game, you really want to emphasize differences in characters (and subsequent character descriptions) in more than just differences in adjectives. Every character is described in roughly the same manner: a bit about their height, their hair color, their bust and butt size, and a bit about their clothing or style.
All the paragraphs are formatted roughly the same, the tone of writing is consistent throughout, and the descriptions all cover the same thing. It all feels like procedurally generated characters rather than distinct individuals.
When done this way, you end up drowning in a sea of adjectives and none of the characters feel distinct. In a text-only game, you really need to lean in on your descriptions. They should feel like visually distinct characters in description. Instead, they're all cookie cutouts with different color dialogue.
The actual gameplay is acceptable but ultimately uninspired. There's a surprising amount of random resource management and grinding to get anywhere. Most of the content is gated behind a fair bit of grinding, but the grind isn't interesting or done well. And when you get to what should be the proverbial carrot, it's once again, the same style of writing as the rest of the game. Adjective salad, a blocky couple of paragraphs, bright colored dialogue, and the scene's over.
Characters should be a bigger strong point. At times, the game delivers. You'll explore interesting personal relations or complicated situations. But in the end, there's too much reliance on the powers of the MC for the kind of drama the story tries to push. You can't really have complicated interpersonal issues when you can simply mind control the other party. This results in a weird limbo where the author is going for some earnest stories but the tension comes from narrative necessity rather than in-character reality. You kind of just have to shut off your brain and go with it.
There's nothing wrong with the game per se. But there's little to make it stand out either. In a text-only game, you need really strong and vivid writing to make it stand out. Instead, we have something dialogue heavy mess (and campy dialogue at that) with procedural descriptions. It's playable, but leaves you wanting. I've already forgotten some of the names of the characters even though I played the game thirty minutes ago.
The first inescapable pain-in-the-ass is that the developer intentionally removed the navigation UI during the ENTIRE introduction. Twine games, simple as they are, have a native navigation system that allows you to move back and forth between the pages. It's only reasonable, after all, in an HTML game where you can accidentally click something just scrolling through. This usually comes in a side panel with your save options and information about your stats and stuff. You need to click through about 15 minutes of content before this even appears for the first time.
As for the game itself, it's decent, but completely unexceptional. The premise is your usual superhero origin. Wrong place, right time results in a freak occurrence where the MC gets supernatural gifts. In this case, you get to share a body with an internalized psychic supervillain/narrator/ingame tutorial. Yay!
I wish I could say more about the writing, because at times it's quite good. But the primary issue is that it's just a lot of word salad. Things are often more verbose than it needs to be. And in a text-only game, you really want to emphasize differences in characters (and subsequent character descriptions) in more than just differences in adjectives. Every character is described in roughly the same manner: a bit about their height, their hair color, their bust and butt size, and a bit about their clothing or style.
All the paragraphs are formatted roughly the same, the tone of writing is consistent throughout, and the descriptions all cover the same thing. It all feels like procedurally generated characters rather than distinct individuals.
When done this way, you end up drowning in a sea of adjectives and none of the characters feel distinct. In a text-only game, you really need to lean in on your descriptions. They should feel like visually distinct characters in description. Instead, they're all cookie cutouts with different color dialogue.
The actual gameplay is acceptable but ultimately uninspired. There's a surprising amount of random resource management and grinding to get anywhere. Most of the content is gated behind a fair bit of grinding, but the grind isn't interesting or done well. And when you get to what should be the proverbial carrot, it's once again, the same style of writing as the rest of the game. Adjective salad, a blocky couple of paragraphs, bright colored dialogue, and the scene's over.
Characters should be a bigger strong point. At times, the game delivers. You'll explore interesting personal relations or complicated situations. But in the end, there's too much reliance on the powers of the MC for the kind of drama the story tries to push. You can't really have complicated interpersonal issues when you can simply mind control the other party. This results in a weird limbo where the author is going for some earnest stories but the tension comes from narrative necessity rather than in-character reality. You kind of just have to shut off your brain and go with it.
There's nothing wrong with the game per se. But there's little to make it stand out either. In a text-only game, you need really strong and vivid writing to make it stand out. Instead, we have something dialogue heavy mess (and campy dialogue at that) with procedural descriptions. It's playable, but leaves you wanting. I've already forgotten some of the names of the characters even though I played the game thirty minutes ago.