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usually for valentine’s day, i draw a picture of some mean lady subjecting a girl to some kind of medieval torture device. this year (because i forgot), i did something different. i made a game about a messy queer break-up. happy valentine’s!
i’ll be honest: i made this whole game just so i could write a scene where a girl licks water off the foot of another girl while buried to her neck in the desert. but then i asked myself: why is this girl buried to her neck in the desert? such questions are the seeds of stories. girls who end up buried to their necks in the desert, i thought, aren’t always the most honest banditas. here was an opportunity to explore a conceit i haven’t really spent that much time with: a dishonest narrator. twine was a perfect fit: thanks to the ambiguity of hypertext, the player character can complete her schemes even if the player doesn’t know explicitly what they are.
click here to play and the robot horse you rode in on.
if you like, you can grab the twine source file.
7 comments
I endorse this game because it has one of my favourite videogame sights (purple-yellow gradient-fill sunsets).
Speaking of sunsets, that opening passage reminds me of something I wrote awhile ago.
Another beautiful piece.
I want to play these games.
are you unable to?
Sorry, I meant in a… a…
Fuck, I’m trying not to say “I meant like a proper game”, but I can’t think of any other way to put it.
Then dress it up! Say the characters and landscapes are so powerful that they make you want to explore them in the more traditional ways you’re used to, with graphics and sound and whatnot.
Thanks, Davidmarchand. That’s exactly it.
Awesome setting and backstory! It’s been a while since i’ve played a game this original AND so easy and enjoyable to get into
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