Twine games today are texting to show off. As a free tool for people who want to make games and people who already make games, the platform lets anyone make an interactive work and share it with others. Anyone can download the programme for free, watch a few tutorials, and start using their skills right away after they do so. As a result, there are a lot of games in the Twine game pool that show off a lot of different types of creativity. Not all of these games are good, but many of them, like the top Twine games below, are very interesting and worth playing.
Twine games need good writing and a good idea to work, and not everyone is good at these things on their first try. Some of the most popular Twine games add new perspectives and interesting communication methods to the traditional choose-your-own-adventure story format, which makes them more interesting. A lot of people are interested in Twine games, but they’re still a small group. They have the potential to make games more appealing to a lot more people.
Queers in Love at the End of the World Maximizes Minimalism
In her book Queers in Love at the End of the World, Anna Anthropy talks about people who are gay and fall in love. In this game, the player and the person they love are at the end of the world. It’s a simple choose-your-own-adventure story. A timer on the left side of the screen shows how many seconds are left to go. No, I won’t. Taking her hand? Tell her what you think. Or do you hold her, too? You’ll be led down a different path with more text to read, but the time is running out. When the timer runs out, the game is over. It’s easy. It’s not very subtle. The text says that you can’t help but wonder what happened if you had made a different choice. The game can be replayed and you can choose another path, skip the text you’ve already read, and finish before the timer runs out…but it still runs out, and everything is still wiped clean.
It’s not the same as spending the last 10 seconds of your fictional life with someone you love in a game. In this 10-second game, there is a lot going on. This is what makes Twine great. Queers in Love at the End of the World doesn’t use graphics, voice acting, or any other things to make its point. Instead, it only has text, choices, and a timer to make its point clear.
The Uncle Who Works For Nintendo Ruins Your Childhood
Michael Lutz’s The Uncle Who Works for Nintendo is very different from other books. This game doesn’t rely on short time-frames or minimalistic design. Instead, The Uncle Who Works for Nintendo uses illustrations and music to make the player feel like they’re part of the game’s world. It makes the game even scarier if you know about Creepypastas like Pokémon Black, BEN Drowned, or other popular hoaxes from video games. But anyone who has ever had to deal with a liar will know what’s going on in this game.
People who keep playing get more things to do and the horror gets worse as they do so more often. When you get all six endings, that is just one part of the whole thing. The more you play the game again and look for the holes, or fill in the gaps with information you’ve learned as the game goes on, the more you’ll get out of it. Though this Twine game has original art and music, it still comes down to text and links. The most interesting thing about The Uncle Who Works for Nintendo is how well the Twine format fits the story. Fear comes from glitches and not knowing what will happen. This game would never work in a AAA format because people are afraid of that.
With Those We Love Alive Leaves a Lasting Mark
They both have simple plots. Queers in Love at the End of the World and The Uncle Who Works for Nintendo are both about gay people who fall in love. I don’t think this is true for Porpentine’s With Those We Love Alive. When you play this game, you are the servant, employee, or handmaiden of the terrifying Empress. It’s set in an alien world where the player is the servant, employee, or handmaiden of the Empress. As a long game, it can be hard to remember what you’ve done or where you have been.
A lot of time goes by and there aren’t any big changes. That’s a good thing in and of itself. In the beginning, things seem to be going in the same direction as the game. Then, somewhere in the middle, things start to change. To make the game even more confusing, the player is told to write a sigil of their own design on their arm. This is a new idea that has never been used before. Many games have an impact that lasts for a long time, but very few games make this impact physical. When a game leaves the screen and leaves a mark on your body, it’s an interesting choice. With Those We Love Alive is unique, and Twine is the perfect way to show off its unique experience.
plan, plan, plan
It can be good to start playing around with Twine right away and see how it works by playing around with all the buttons and clicking everything you can. It’s also good to have a plan in place before you start playing with it. The best thing you can do is come up with some kind of story. It doesn’t have to be a complicated storyline, but having a theme or genre in mind will help you keep things on track while you figure out how Twine works. So even if you just say, “I want to make a horror game,” and write down what makes horror games cool, that’ll give you something to look at and help you think of new ideas as you learn more about Twine’s features. This is a good way to get started.
The more you get used to Twine, the more complicated your stories can be, and the more plots and character threads you can have. Start small and finish something simple while you’re still learning. You can always have two projects going at the same time, one big one and one small “test” project.
Make Your Choices Matter
The first piece of interactive fiction doesn’t have to be huge or personal, even if you start out small. Try to think about how your choices will make your player feel, and make them choose between emotions rather than just narrative choices, like in a video game. It would be okay to make choices like “go left” and “go right” as part of your game, but better choices would be ones that have more emotional or narrative weight. There are a lot of ways to give your players more to think about, even if you’re only giving them the illusion of having a choice. You can add visuals like “choose the oak door” or “choose the walnut door.” Choose the door that makes you think of Sara, or choose the door that makes you think of Pedro. The more you think about the choices you make in your interactive fiction, the more unique and personal they will be. This will help you make them even better.
Giving your players a lot of options will keep them interested in your Twine games, and once you learn how Twine works, you can even write multiple sprawling endings for your games that your players can choose from.