Six Months Demo

I’ve been griping about Six Months since the beginning of time and I’ve never showed more than about 8 people a single scrap of the actual goddamn game.

Time to fix that!

Head here to play the prologue and first month of Six Months.

Head here to download the twine source file and a local copy of the demo.

From the demo’s About page:

Six Months is an interactive novel about family, power, revenge, and faking it until you make it. I consider it an anti-Game-of-Thrones: it’s a fantasy story where nobody is a genius schemer, nobody’s titillating cruelty looks even the least bit cool, and the grand wars and gestures of “epic” adventure have realistically fucked-up consequences.

Six Months has numerous choices and will have more than three unique endings, but I don’t consider it to be a story “about choice.” It’s more about the ways I can use its unusual, color-based “grammar” to make the reading experience itself interactive. Hypertext lets me mess with meaning, timing, and emphasis in ways that normal text does not.

I’ve been working on Six Months for over two years. Its current version contains over 85,000 words. It takes most readers about four hours to read through months 1-4. (I am currently writing Month 5.)

My goal is to eventually release Six Months as part of an interactive story collection with several other tales from the same fantasy world, some of which use different “text mechanics.” It will be a primarily tablet-focused experience, with additional releases on PC and Mac.

How long will it take me to finish? I have no fucking clue. I have a day job. It’s a significant portion of my free time, though, and has been since 2014.

The Mystery of Skull Island for Teacart 1K

Teacart 1K was a game jam I participated in a while ago. It used the Sharecart save format– a shared save file which all jam games read from together. Editing values on the save file with ONE game may affect all the other games in interesting ways!

You can play all the Teacart games together using this loader.

sbaitso

Our game, The Mystery of Skull Island, is a loving “homage” to Fallen London, an excellent browser-based interactive fiction game which you should definitely go play. Like Fallen London, Skull Island uses a card-based decision tree structure. Each “turn” in Skull Island draws random event cards from one of three different “decks.” Each card contains several thematically-related actions– sometimes they’re different solutions to the same problem, but other times they’re just “a bunch of stuff you can do in this place/time/with this person.”

I’ve always like the freewheeling attitude that Fallen London has toward players’ purposes and goals. You can’t easily “set out” to do stuff in the card deck. The cards just fall, and you explore their hidden crannies and opportunities as you see fit. It very effectively simulates the feeling of living in a place, of passing time in a world bigger than you. In most RPGs, you are the master of your own fate, but in Fallen London, you are merely a denizen of a city much more complicated and dense than you could ever hope to master. When you really surrender to the writing and the setting, the experience of playing can be very cool. There’s a feeling of endless possibility every time you encounter a new card. (Unfortunately, the dark side of this philosophy is that you end up doing a lot of “story grinding” to unlock certain kinds of new content. It’s not for everyone.)

Skull Island basically copies this attitude toward player agency– you only get three cards at a time, and most of them are just menus of different weird little activities and dumb little jokes tangentially related to one another by a common location or character. You may discover endings as you go, and choose either to explore or ignore them. You may load up a Sharecart file that already has all the endings unlocked! Who knows?

The Mystery of Skull Island project was led and coded by Jim Crawford. The art is by Rachel Sala and the music is by Ryan Ike.

Detective City on Itch.io!

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UPDATE: Detective City has been moved! Take a look at THIS BLOG POST!

Its new home online on itch is HERE!

We made a new version of Detective City with ADDITIONAL POLISH!

It’s available on itch.io!

This version of Detective City will run in your browser! It also comes with a downloadable version of the game’s source files.

Please feel free to steal our code and/or directly cannibalize our game for any reason. If you’d like to talk to me about this game and how it works, hit me up on twitter at @lmichet.

About The Hive Abroad

The Hive Abroad began as an experiment to see if I could write a short story consisting of discontinuous, kinda-“randomized” vignettes which nevertheless maintained a sense of emotional heightening despite their non-linearity. I wanted the reader to choose the order they read the passages, but I also wanted the experience to feel as if it had a proper beginning, middle, and end.

The challenge in writing this story was that although I had some knowledge of what the reader’s experience would be like, and some control over the order in which they read the passages, I did not have complete knowledge or complete control. Writing like this for a game is much easier and more comfortable, because in games we’re used to giving the player agency, used to urging them to take responsibility for and ownership of their actions. But when I write something where the reader has NO agency in the story’s events, I am used to being the one with all the responsibility and ownership. But this isn’t the case in The Hive Abroad.

So, this felt weird to write. It was sort of an exercise in psyching myself out.

—–

Basically, the story is made up of around 25 short vignettes arranged in four major “tiers”. The later tiers contain more serious, sad, or frightening events than the earlier tiers. The later tiers also require you to have encountered certain setting information which is explained in the earlier tiers– for example, the nature of Marun’s morphing abilties, or the names of the three different planets on which Sam lived his life.

When I first began writing the story, I was using weird Twine passage setups to create “loops” that were otherwise impossible in Twine’s markup language. However, this became very tedious; every time I wanted to add a passage or move a passage from one tier to another, I’d have to make huge changes all over the project.

During Indiecade, however, Andi McClure graciously wrote a little piece of javascript which allowed me to make these changes much more quickly. The final version of the story would not have been possible without her help.

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An earlier, appealingly-symmetrical version of the story. Andi’s macro allowed me to restructure this story many times before picking my favorite version.

The macro she wrote allows me to name all the passages that I wish to include in a timeline of sequential events, then allow the player to explore left and right along that timeline. I always start you off in the middle of the timeline, giving you options both forward and backward in time. If you read in one direction for a while, then “turn around,” the macro will skip you over the passages you’ve already read and take you beyond them to the next unread passage. If you reach one end of the tier, you will no longer have hands pointing in that direction because you won’t have the option to proceed any further that way.

Here’s a diagram of one way you could possibly read the second “tier” of events:

order

So, I know which passage in the timeline the player will read first: the middle passage. I also know which two passages they may read last: the earliest and latest passages. This means that I can put more “intense” events at the beginning and end of the timeline, and I know that the reader won’t encounter either of these until they’re at least halfway done with the “chapter.” This will result in gradual emotional heightening throughout the chapter, and allow the transitions between the tiers to feel stark and interesting.

However, this control is incomplete.  I have no idea how the player will explore the middle of the tier, how many times they will double-back, or even how many pointer-hands will be on screen for the second half of each tier. My control over your moment-to-moment experience is incomplete and uncertain. But– to take a step back– I have much more complete control over the emotional heightening of the entire story as it progresses from the beginning tier to the final tier.

For example, I can put more disastrous, intense, traumatic events in the later tiers. I can put events in the later tiers which play off the reader’s familiarity with the characters. I can do a lot of different things to ensure that the reader’s experience– although unpredictable– has the overall average emotional arc that I want it to have.

This is pretty amusing to me. Although I have no idea what any given minute of your reading experience will be like, or how jarring any individual transition may be, I do know what the “overall experience’ will be like. I have more control over the general than the specific. I’m usually all about specifics: in my current project, there are sections I’ve played close to fifty or sixty times, slowly changing the wording and the interaction sections bit by bit. The Hive Abroad forced me to take a step back and let things go.

—–

Aside from Twine, I know no other tool that would have let me write something like this so easily. In the future, I’m interested in possibly using Twine for other non-“game” writing projects– projects which use randomization and non-linearity to expand their stories in ways that don’t necessarily involve game-like experiences.

Here’s an example of a project which actually accomplishes that: a fan-made web version of Cory Doctorow’s novel Someone Comes to Town, Someone Leaves Town which randomizes several characters’ names every time they appear. In the original version of the book, the characters’ names change every time they are used, keeping only the same first initial. Reading it as a text which actually changes the names randomly for each reader creates an experience which is more personal and, I think, better representative of the book’s core themes. If you’re going to have a story with themes of uncertainty and ambiguity, why not use digital tools to actually create that uncertainty in the text itself?

And, going forward– if I’m going to use nonlinearity in a story again, why not use it in a story where disorganization, randomness, uncertainty, or disjointed time are important themes?

If I ever had to write an “artist statement,” I’d probably say that I think the way in which a digital story is told should somehow reflect or enhance its themes. Swan Hill was about a guy buried in his own thoughts– so I used digital tools to actually bury his thoughts inside other thoughts. I’d love to write a nonlinear, non-game story where the core themes of the tale are more deeply expressed by the story’s non-linearity. I don’t think The Hive Abroad really does this, but for me it’s a good stepping-on point.

—–

When it come to games, my favorite story-games all use unique story-delivery methods to further express their core themes, pulpy as those themes often are. Pulling the trigger in a Mass Effect interrupt feels as brazen and ballsy as an action-hero must feel when they step into the middle of a discussion and escalate shit with a gun. The thing the player does– the physical action of pulling the trigger during the NPC’s speech– mirrors the emotions in the scene and the overall escapist fantasy of the game itself.

The best recent example of this kind of wizardry is Pry, a mobile game nominated as a finalist for the Narrative award in the 2015 IGF. The player navigates the story with pinching and spreading gestures on the touchscreen. The text opens and closes like an accordion of folded paper, revealing or hiding details. These same gestures are also used to control video storytelling moments: sweeping your fingers apart will peel open the character’s eyes and play a video of the world around him. Pinching them closed will pull up the character’s “unconscious,” where rapidly-flashing images and text give you hints about the deeper meaning of exterior events.

The physical actions Pry forces you to perform while reading actually mirror the themes of the story. Eyes, wounds to the eyes, photographs, bright lights, moments of peeking voyeurism, and other vision-related themes and symbols are important to Pry’s plot. The protagonist spends most of his interior time agonizing over his motivations for the deeds he regrets, and the player slowly learns more and more about the degree to which he is culpable for the story’s central tragedy. You peel apart the text to open an eye, reveal a truth, expose a guilt– first-person video sequences are literally hidden between the lines of the story. If your finger slips on the screen, the pages may snap shut again, hiding the video behind a glut of evasive, frantic, stream-of-consciousness babble. This “prying” motion makes the story more than it would otherwise be. This is the kind of narrative magic I’m interested in. It doesn’t have to be about physical motions or touchscreen gestures or polished video sections, either: some Twine games have already accomplished stuff this dee using only text change macros.

Anyway, bottom line is that I’d love to write a non-linear short story that uses its non-linearity to create something big and resonant by uniting plot, themes, and narrative delivery. I’ll be thinking about this while I work on my other projects this year, that’s for sure.

Detective City – Global Game Jam 2015!

I spent the last ~48 hours doing the Global Game Jam at USC, running pretty much on adrenaline and diet Cokes. I teamed up with Rosstin Murphy, Kent Sutherland, and Meagan Trott to make Detective City, a comedic, randomized choose-your-own-adventure game about a disgraced detective determined to clear her name. You can find and play our jam build here! Look at the bottom of the page for a download. The game is an .html file that will run in your web browser.

Detective City is one of the more-successful jam games I’ve ever worked on. It marks the first time I’ve ever written my own working macros for Twine, too. (A little bit of Code Academy Javascript goes a long way when all you need is randomization, ha.) I wrote the “engine” that controlled game progression and powered our randomization features, as well as a couple tools to help us stay out of Twine If Statement Hell. I guess this makes me the “lead programmer” on Detective City? Hey, I’ll take it.

We were lucky enough to win the judges’ choice “Writing/Theme” award. Here’s our awesome trophy:

We also recorded a “speedrun” of our game to make our jam page more exciting. Take a look at my mad clicking prowress:

Our team will be fixing some bugs in our game and releasing a more-polished, spell-corrected version sometime soon. I’ll probably also crap out a postmortem. But here are the major points about Detective City you should probably be aware of:

  • It is legitimately extremely funny. I was surprised at how good our jokes were with little sleep and very little time.
  • The art Meagan made is extremely rad. It fits the theme perfectly and is also hilarious.
  • There is an insanely huge amount of content in this game. There’s enough for four full playthroughs with no overlap– though you’ll get overlap from playthrough to playthrough thanks to the RNG, I’m sure. STILL, there’s a TON of stuff in here.
  • Like most collaborative writing games I’ve made at jams, we chose to split the game up into large regions and assigned each to a specific writer, with very little overlap. Although we wrote the beginning and end of the game together, we were mostly able to churn out this huge amount of content because we were each charging away at a different part of the story and combining them using StoryIncludes. If you ever do a text-based game with more than one writer, I strongly encourage splitting everything up and going as far as you can to reduce or eliminate interdependence. It makes the experience a lot more relaxed when you know that you don’t have to hit any content quota, or that your writing isn’t dependent on anyone else’s time or energy. We had a great ability to accommodate any reduction in scope, and even sliced out several entire regions right before the end. At previous jams, I’ve worked on narrative-based projects where extricating chunks of the game was a lot harder, and those projects have always been way more stressful and, in the end, less successful.
  • In fact, I’d go so far as to say that text-based jam games should basically never be linear. If they’re randomized, or select from a pool of vignettes or events, they seem to be a lot more fun and easy to finish over a weekend.

Progress on Six Months

I’m still working on my sequel to Swan HIll, a novella-length twine game called Six Months. I’ve been working on it now for about six months off and on. (Ha!) My recent move to Los Angeles has left me pretty isolated, without a lot of things to do or people to hang out with IRL– so I’ve had a lot of time to work on this project. So I’m charging ahead!

I’ve got the feel and direction of the experience nailed down, I think. Six Months is a murder mystery, but it’s not a solveable murder puzzle. There’s no inventory, no clues to pick up. You see, the joy I get from reading detective novels has never been in the solving of the mystery or the revelation of the killer, or anything like that– I like detective novels because they’re often great character studies (of the detective). I want this game to be more like that.

The main character in the tale is the asshole duke brother from Swan Hill. Before I wrote Swan Hill I was actually writing a story in which Simon played a major role and his brother Robert, the Chancellor wizard guy, was only a background figure– so I’ve had Simon in my head for much longer than I had the protagonist of Swan Hill. Simon’s a bit of a fucked-up guy. He’s very much at home in his duchy, where he’s been in charge of everything for years– but he’s heavily reliant on his family and on the privileges he gets from being the biggest fish in that little pond. When he heads to the city to solve this crime, he has to figure out how to handle himself alone for the first time in his adult life– which is hilarious, because he’s around 40 years old.

Six Months focuses on a ridiculously risky situation Simon puts himself in after an emotional reaction to a relative’s murder. Instead of letting the young, incompetent king and his grasping military policemen handle the investigation, Simon invokes an old-school rite that gives him jurisdiction– so long as he successfully finds and personally kills the perpetrator within six months.

My focus in college was medieval and early modern Europe. During this time, extensive urbanization changed the way people related to their superiors, inferiors, and governments– specifically with regards to the amount of casual violence between individuals, and between individuals and the state. Simon’s problems in Six Months were written with these changes in mind. Although these fictional “six month pledges” are still legal in his country, nobody does them anymore. Culture has changed, but the law hasn’t, and powerful people like Simon still have access to legally murderous acts of revenge. Simon’s friends and family often argue that he shouldn’t have ever made this vow, and while playing as Simon, you may find that you agree.

So Simon has to figure out how to resolve this oath without completely destroying himself and his family. Would it be better to deliberately fail the oath? To accuse the wrong person? To solve the case properly and do the duty everyone expects from him? Because his case is so public, he risks causing harm to various suspected minority groups in the kingdom if he encourages the military police to pursue them. And on top of this, his family has a certain ‘history’ with both of the major groups that may have been responsible for the murder.

Add to this the enormous unresolved emotional baggage Simon had with the murdered person, and you’ve got a mystery that’s less about finding and punishing the evildoer and more about “how do I fix all of this while feeling the least like shit?”

In order for the audience to feel like this is a worthwhile tale sitting through, they’ll have to desperately want to see the solution to Simon’s problems. They’ll have to want him to not feel like shit! To this end, I’ve reduced his assholery. He also spends a lot of time in “fish out of water mode,” so that I’ll have excuses for explaining things to the reader. I feel like this is a big contrast to most of the standard “gritty fantasy” fiction that people read today. In stories like Game of Thrones, we expect to see clever characters brilliantly tricking one another in the gilded, got-your-shit-together halls of cackling political genius. But in Six Months, for reasons both mechanical and thematic, you’re gonna be piloting a guy who does NOT have his shit together AT ALL. (I sometimes worry that too many of the characters in this story have too little of their shit together!)

Anyway, that’s where my brain is on this story so far. If you like slow-burning low-key mystery stuff, and if you have great sympathy with people who don’t have their shit together, you’ll probably like this story a lot.

For a different view on where my head is right now, here are the kind of books I was reading immediately before drafting out the first outlines for this story. They all influenced me in different ways while I was figuring out what kind of story I wanted to tell. I wish I had a list of all those early modern europe urban history books I read in college, but I don’t, sorry. 😦

  • Tinker, Tailor, Soldier, Spy by John LeCarre
  • The Dogs of Riga by Henning Mankell
  • Shriek by Jeff Vandermeer
  • Good Bye To All That by Robert Graves

Some stuff I’m currently working on

Almost precisely one year ago, I finished writing Swan Hill, the Twine game I am most proud of creating.

I am currently working on two different stories set in the same low-key fantasy universe. One, currently titled “Witch Stuff,” I hope to finish in time for the IF Comp, though this is unlikely. The other, provisionally named “Six Months,” will be extremely long, and is a direct sequel to Swan Hill– but featuring completely different characters. I’ve currently written about a fifth of it. My ultimate goal is to distribute all three of these stories as a pack on itch.io for 0+ dollars.

Really, though, my ultimate goal in life is to create fantasy and sci-fi writing so low-key and melancholy that only whales can hear it. I adore humor writing and a lot of my stuff is pretty manic, but when I sit down and choose what projects I really truly care about, those projects are always sad and quiet. The world in which I set Swan Hill is pretty much just Sad Wizard Town, USA. Get ready for some sad fucking wizards! Sadder than you’ve ever seen before!!

I’m also trying some new stuff with these stories. While choices in Swan HIll were based entirely on a handful of booleans, both Witch Stuff and Six Months feature stats-tracking as the main means of controlling choice in the game.

I’m also taking some risks with story structure and text-change mechanics. Witch Stuff uses a mechanic which I’ve never seen used in a Twine game before. I wish I could show it to you, but that would disqualify me from the IF Comp. Hooray! (Not hooray. Not a huge fan of their competition rules, tbh.)

On the other hand, the thing I’m currently testing with Six Months is that I’m making all the stats reflect people’s opinions about you, rather than innate things about you as a person. It’s always bothered me that RPGs assign morality stats to a person and then use these stats to restrict your options. Humans are crazy; they can change their minds at any point, contradict themselves– whatever. If you’re gonna use stats, you might as well use them to track what people think about you or what’s going on in the world around you– stuff that really does represent the cumulative effect of your behavior. Currently, there are two major stats in Six Months. One controls a child’s opinion of you; the other controls a king’s.

Hopefully, in about six months, I’ll be ready to start thinking about hiring an illustrator to draw up three cover images for these stories. Until then, it’s nose-to-the-grindstone– which will be hard, because I’m simultaneously working on an additional story-game for a completely different platform. And also I have my day job to worry about.

Whatever. It’ll be fun.

Spaceship Carptain — Naked Twine Jam

pso_carpfeeding[1]Spaceship Carptain is a game I made for the Naked Twine Jam taking place today.

Solve a puzzle/mystery as a giant fish covered in worms!

The theme of the Naked Twine Jam was Twine games without CSS or Javascript. I plan on adding both of those things to Spaceship Carptain after the jam, before I host it here in my own site.

If you are stuck, try combining actions in different orders and repeating certain actions over and over again like a robot.

There are two deaths in the story and one ending. The difficulty is low, particularly if you read all the text closely. This is the first puzzle game I have made with Twine.

Twine without CSS or Javascript

I recently learned that an online Twine jam was going to be happening this weekend. It’s a “Naked Twine Jam”, where all submissions must avoid using any CSS or Javascript modifications whatsoever:

Twine is also very easy to customize. However, while visual modifications and external modifications can produce lots of interesting results, they aren’t at all necessary to tell compelling stories.

For this event, we’ll all work within the creative restriction of using only the basic Twine program with no CSS or Javascript modifications. If you don’t know what that means, then don’t worry about it! Just download the program here and start playing around with it.

I haven’t actually completed many Twine projects I’m proud of, but all of the ones I’m deeply invested in involve a LOT of javascript plugins and CSS modifications. My favorite thing about Twine is the versatility you can achieve through unusual text behaviors and page layouts. A lot of my favorite Twine games ever would be impossible without javascript plugins. Breakfast on a Wagon With your Partner, for example, could not exist without the cycling link macro. All I want is for all my friends to become insanely powerful would not have the same crescendo without the targeted CSS macro. Anhedonia has important audio and visual elements that would not be possible without javascript and CSS. Without those elements, it would be a completely different kind of art.

I have no problem with the idea of a “naked” Twine jam– in fact, I’m already participating– but it is making me realize how much I value customization and specialization in Twine projects.  I’m fascinated by words changing and behaving uniquely on-screen. I like cycling links, unfurling sentences, etc. Not all of my projects use these kinds of behaviors, but I really like them, both in my work and in others’. I like that Twine allows authors to add this functionality.

Fact is, when you add new behaviors to onscreen text, you can actually say new things. I recently met with another writer who’s interested in new ways of presenting nonlinear narratives, and during that conversation we talked a little bit about how the artistic possibilities of hypertext are unrealized by the tools and platforms people have been using to consume digital writing. When you add cycling text to a page, you can actually communicate in new ways that you could never could before. When you add “unfurling” text, the possibilities for communication expand again. To make an awkward analogy, when it comes to the communication of ideas, these features are less like fonts and more like entirely new words.

Twine is special because it’s accessible, but it’s also special because it can be incredibly complex. You can make Twine behave in extremely specific and unusual ways, which in turn allows you to say very specific and unusual things that can’t be quite said in any other way. If I’d been writing Swan Hill in linear form as a short story, I could have communicated the Chancellor’s inward-looking attitude in a number of different ways, but I couldn’t have possibly communicated it in exactly the way that I ended up doing so. And I have the replace and revise macros to thank for that. That’s the kind of thing that I value about Twine.

Nevertheless, I’m enjoying the challenge of making a game without CSS or javascript modifications of any kind. I’ll probably go back after the jam and spruce it up before hosting it on my own website, but until then, the story looks a little like this:

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More word stuff I’ve enjoyed recently

Aliens by James Cameron

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I recently read the shooting script for Aliens. If you enjoyed that movie (or any well-made action movie), I highly recommend you take a look at this script. It’s pretty damn excellent. Use the above image to find a good copy to read.

Destroy/Wait by Pierre Chevalier

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A beautiful little Twine poem. Strong imagery. A melancholic mood.

Solarium by Alan DeNiro

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Structurally complex Twine story in a post-apocalyptic Cold War setting. The story is told in a looping, circling style, which Alan previously used in We Are the Firewall. His stories bring the reader back again and again to the same passages, but give them opportunities to experience those passages differently. He is the only Twine author that I know of who currently uses this style in this particular way. Besides the fun structural stuff, though, this is a wonderful story with a surprising and satisfying ending. Very much worth playing through completely.

Broke Down by Saguaro

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As you read each passage of Broke Down, you have the ability to add or remove detail, making the story more or less complex. Sometimes the details you add are interesting and funny. Sometimes they hurt, a lot. I like this (and Solarium to a certain extent) because I like stories that have “mechanics”, that have consistent and interesting ways of changing or presenting the text. One day I want to write a story that has a whole bunch of link “mechanics” like this one, all interacting in unusual ways.

Device 6 by Simogo

device_6_screen07[1]device_6_screen02[1]

Simogo previously created Year Walk, a popular iOS game about Scandinavian legends. Both Year Walk and Device 6 present worlds which the player must explore via strange and novel navigation methods– methods which encourage a refreshingly frank and direct interaction with whatever’s on-screen. Unlike Year Walk, however, Device 6 is a textual experience. It’s not hypertext, it’s not parser– it’s something completely different and weird.

Instead of linking to new areas or entering commands, the player scrolls along vertical or horizontal panes and lines of text that twist and turn to imitate the shapes of the imaginary spaces the story takes place in. Pictures appear in frames and slowly scroll or pan by beneath the text as players swipe from side to side. Some of these panes contain pictures of ancient electronic equipment, which the player manipulates using obscurely-labelled buttons. Sound, too, is central to many of the puzzles. A few gems require the player to do unusual things to the iOS device itself in order to uncover the solution.

The game’s visual presentation is all about layers– layers of text, layers of images– and the story itself echoes this. There are several nested layers of narrative in this game, and nested protagonists, too. Some of this is never completely explained.

It took me only about an hour and a half to play Device 6. I completed pretty much every puzzle within 5 minutes or less. None were particularly hard, but they were all satisfying to solve.

I highly recommend taking a look at this game if you have the time and money.