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The Temple of No is a 2016 text adventure game by Studio Crows Crows Crows. It was written and voice acted by William Pugh, co-creator of The Stanley Parable and Accounting+. Developed in Twine, it was published for free on Itch.io.
You Are Jeff Bezos is a satirical text adventure game, developed and released in 2018 by indie developer and writer Kris Lorischild, then known as Kris Ligman. The game's premise involves the player waking up one morning as Amazon founder Jeff Bezos, and being tasked with spending his entire US$156 billion fortune.
The game was created using Twine. It uses pink text to navigate through the story and purple text to change a word within a particular node of the story. Readers put in information at the start of the story, which will change the text slightly. [2] During certain points of the story, the player is asked to draw sigils on their skin. By the end ...
Twine emphasizes the visual structure of hypertext, and does not require knowledge of a programming language as many other game development tools do. [5] It is regarded as a tool which can be used by anyone interested in interactive fiction and experimental games.
Howling Dogs is a Twine game and piece of interactive fiction created by Porpentine in 2012. [ 1 ] [ 2 ] The game is text-based [ 2 ] and includes occasional abstract pixel art. In 2017, the game was included in the Whitney Biennial .
Arc Symphony was developed by Matilde Park and Penelope Evans using the game engine Twine. [3] [6] Both of them had prior experience with fan communities: Evans mentioned having been a member of message boards for the game The Sims 2 as a child and having nostalgic feelings for it, while Park said that although she did not miss old websites, bulletin board systems and mailing lists, they still ...
The game was originally written in 2015 by Matthew S. Burns and Tom Bissell. Bissell had previously worked on AAA franchises such as Gears of War and Arkham Asylum. [1] Burns aimed to explain to video gaming fans how chaotic and difficult a creative project can be, as he felt critics and fans would often wonder "why didn't the devs just do this" when he felt there were barriers that prevented ...
PC Gamer 's Richard Cobbett praised the game for keeping the protagonist's true identity a secret until the end, showing how "toying with a single preconception can make for something incredibly clever". [1] In Anastasia Salter's book on Adventure games, she calls 9:05 subversive and praises how it defies the player's expectations. [5]