A small game written for the IF Demo Fair at PAX East 2011. It showcases a competitive conversation system: as Medea, you are attempting to get the choir on your side in your verbal debate with Jason.
A short example game created to accompany the essay "Co-Authorship and Community". It gives the player a kind of freedom that is not seen in any other interactive fiction: the freedom to determine what the state of the world is at the beginning of the game. (Version 2 is a 2010 update.)
Standing in front of a London brothel with the clear intent to enter, our protagonist's future may seem dark and foreboding. But perhaps an unexpected and life-changing experience is waiting for him.
Comes with a manifesto about the relation between interactive fiction and sexuality, and its importance for our spiritual health.
A pure story-less puzzle game featuring logical puzzles based on the idea of the fugue: your commands are performed by four different actors, but with increasing delays. The version with music features Daniel Bautista's rendering of Beethoven's Grosse Fuge on electric guitars.
They shot you in the leg, the sheriff or one of his men, but you still managed to get away. You always manage to get away. And while they're off pursuing you to, who knows, perhaps Colorado, you have quietly made your way back to where it all began. What better place to rest?
In "'Mid the Sagebrush and the Cactus", the player will have to use a tactical combination of talking and fighting to survive a meeting with David -- the son of the man he has just killed.
It's your last night together, for literal fuck's sake, but your husband is 'not in the mood'. Can you convince him to fulfill his marital duties?
And will that bring any solace at all?