3/5 - Average
Average for the genre, average experience, average everything. The writing is forgettable (especially dialogue) and any story is almost nonexistent. The sex content is fine but lacks meaningful context to really make it interesting or erotic.
While Fairytale is a mind-control focused game, the first comparison I found myself drawing was Love and Vice. I think a lot of what's done right should be taken as a lesson for the developer of Fairytale. There is a grind in Love and Vice, but progress checkpoints are rapid and there are multiple ways to grind the same stats so that you're not seeing the same interactions and scenes over and over by necessity. Mind-control absolutely changes the flavor of the erotic content and the path from mundanity to fantasy, but including the hesitation, conflict, and closeted lust in dialogue that Love and Vice does so well would do great things for Fairytale. Honestly, it's almost a necessity in HTML games that are very much tuned for dialogue-heavy experiences.
Credit where credit is due, though - the Quest system is great and helps avoid mindless spamming of events. The game functioned perfectly and navigation was fantastic. No click-on-seven-different-buttons-to-go-to-sleep nonsense that pervades HTML games. As a first foray into making an HTML game, I think grimm has done very well for themselves.
Average for the genre, average experience, average everything. The writing is forgettable (especially dialogue) and any story is almost nonexistent. The sex content is fine but lacks meaningful context to really make it interesting or erotic.
While Fairytale is a mind-control focused game, the first comparison I found myself drawing was Love and Vice. I think a lot of what's done right should be taken as a lesson for the developer of Fairytale. There is a grind in Love and Vice, but progress checkpoints are rapid and there are multiple ways to grind the same stats so that you're not seeing the same interactions and scenes over and over by necessity. Mind-control absolutely changes the flavor of the erotic content and the path from mundanity to fantasy, but including the hesitation, conflict, and closeted lust in dialogue that Love and Vice does so well would do great things for Fairytale. Honestly, it's almost a necessity in HTML games that are very much tuned for dialogue-heavy experiences.
Credit where credit is due, though - the Quest system is great and helps avoid mindless spamming of events. The game functioned perfectly and navigation was fantastic. No click-on-seven-different-buttons-to-go-to-sleep nonsense that pervades HTML games. As a first foray into making an HTML game, I think grimm has done very well for themselves.