Chains

Player Rating3.51/8

"Too few ratings to be ranked"
based on 57 ratings since 04/23/2016
played 453 times (finished 72)

Story Difficulty8/8

"mosie through a minefield"

Play Length4/8

"A well spent lunch break"

Maturity Level4/8

"need to be accompanied by an adult"
Contains content that may not be suitable for persons under age 13. If this were a movie, it would probably be PG.

What is the purpose of life? My short, Angsty, Emo game holds none of those answers. It's intended to be relatively serious, but if you take a step back it's pretty funny. It's written a bit metaphorically, so if that's not your cup of tea, I won't waste your time. Otherwise, enjoy.

Player Comments

The general idea of the story is nice, and it appeals to me in a certain way that is hard to describe. Unlike most, I can relate to the situation the character struggles with in the beginning, being alone and locked up in a room by myself. There are a few things that I found strange about the storygame p, however, so let's just get right into that.

The character has been stuck in the cell for months, yet when he first meets the girl, he doesn't no remember anything before waking up. I'm pretty sure he wouldn't know how long he's been locked up if he couldn't remember anything at all. There's a but too much development attempted with the characters too. He is immediately falling for her without even knowing if she's here to help or hurt him.

The coiled snake is introduced in a way that makes it seem like we've already come across it before, yet we haven't. We know nothing about it; why it's here, where it came from, and what the point of it is in the story. I think a better introduction should be assessed and inserted in an updated version if this story.

I also don't like how we are told to not give up, yet all of the choices say to "Give Up". Having more than one of the same choice is pointless and only confuses the reader, so I recommend taking care of that. I'm getting the feeling you lost motivation with the story after the boy and girl meet, and threw in the whole snake situation to put an end so that you can publish it.

Besides all of this, it isn't that bad of a storygame. It can be fixed very easily, and I also recommend changing the font. I hope to see more from the author in the future.

3/8
-- Nyctophilia on 3/7/2017 9:48:44 PM
It's well-written. Maybe a few too many "meaningful poetic imagery" moments, but nice to see something with some effort put into it.
It seems as though this may have been intended as an illuminating portrayal of either depression, unrequited love, or both (it's a bit murky. ). If so, it doesn't really work: the narrator constantly berating you for giving up when it's the only available option comes off as didactic, forced, and self-indulgent.

On the other hand, it's an absolutely brilliant success if it was meant to evoke the frustration experienced by friends/family of the depressive.

Any semblance of caring I had about the character or what happened to him quickly vanished as I realized no matter what I said or did, he was just going to sit there and moan about the futility of everything.
I just wanted the story to be over already, and yet to my great annoyance the narrator continued to blather ad nauseum about the character's despair and helplessness.

Which is a masterful depiction of depression.
on the one hand, you're experiencing tremendous pain and suffering that you can't find a way to escape, and when you try to explain it to anyone, they roll their eyes and tell you to get over yourself.
On the other hand, someone you care about is suffering, and anything you do to try and help gets met with either nihilistic apathy or them wailing that you just don't understand.

So, yeah. As a polemic on self-loathing it's fairly adequate.
-- Sethaniel on 4/23/2016 10:57:13 AM
I'll be honest, I quite like this. I like the way it went around in circles and the harder you try to struggle the faster you sink. Depression is a spiral and I think this story was quite a clever way of giving an example of this way of thinking. It is depressing and it definitely won't be to everyone's taste but subject matter aside I like the way you wrote and presented this.

Personally I think the solution is to change perception and not see a prison but as many different means to escape that can be tried and tested continually, readapted and reattempted until you hit upon something that succeeds. Changing perception is not easy of course and this game doesn't offer any solutions (or if it did I didn't find them) it gives a realistic portrayal of effort and eventual despair. The message is a dark one but it's unfortunately a realistic one :)

I'll be interested to see what other people make of this :)
-- Will11 on 4/23/2016 5:42:47 AM
Fairly good, I like the connection between the two people.
-- ImTooHot2Die on 4/29/2017 3:12:46 AM
Part of this reminded me of my first story. Part of it. I don't know, just going through 7 passages of "Give up" is a bit depressing (which I guess is the intention here).

I get the message that's being sent here - it's the feeling of helplessness. In that respect I think it was conveyed very well, but there wasn't much beyond that. Replaying this game a few times afterwards didn't really reveal anything else.

Either way, it reminded me more of a Twine game than anything else.
-- Saika on 2/27/2017 4:46:15 PM
Also funny as hell when you think about it, but that might just be me.
-- Reaver17 on 8/28/2016 1:22:36 AM
Very clever, bit of a cruel result but I get that, very clever indeed.
-- Reaver17 on 8/28/2016 1:17:26 AM
Ok I tried to avoid giving up and it still ended with "give up"? Sirousness dude WTH?
-- Girl America on 6/27/2016 6:33:52 PM
I gave up the whole time. Over a dozen choices said, "Give up"
1/8
sorry, you had potential.
-- RedofPalletTown on 5/6/2016 6:17:43 PM
too much "give ups"
-- Honeydusk842 on 4/30/2016 12:32:58 PM
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