Historical setting


Voices is a strong, story-driven parser game told from the perspective of a mysterious invisible figure, whom we learn more about throughout the game. The narrator is the figure, while the PC is a young girl they speak to.


Prepuberal Prince of Denmark wannabe peels the deep implementation layers of his parents' home. Exceptional atmosphere, flourishing prose and dark, dark humor abound.

Gamlet is a missed chance for a classic. It's deeply unsettling and funny at the same time, but the effect is somewhat spoiled by the ending sequence. The ending itself is mildly interesting, mainly because it reveals a lot about the game's author - which probably wasn't the intention of the author itself.


Can Troy, the handsome daredevil autoist, live up to his "sterling" reputation? What secret threatens the career of the talented singer, Miss Melody Sweet? With the help of the mechanical genius Aloysius Pratt, can Troy and Melody thwart a madman's evil plan?

A light-hearted melodrama set ca. 1910 about a heroic manly autoist, his sidekick, and a beautiful young opera singer. It features fairly easy and accessible puzzles and a good deal of humor.

The Duel in the Snow

This work tries (not without success) to reconstruct the atmosphere of classic Russian novels of the XIX-th century. On the other hand, it lacks character development and background somewhat. The story is quite linear. Lots of scenery is implemented, but it doesn't provide for any significant interaction, and seems to be there more to the effect of showing how absorbed in his thoughts and memories the PC is and how little he cares about the surrounding world. I found the central (and practically only) puzzle not sufficiently clued, although it can't be called unfair.


You walk purposefully down the sidewalk, looking neither left nor right. You don't need to look; you can tell you are being watched from whispers overheard as you pass by.

"Poor Amelia..." you hear somebody say. Poor Amelia, indeed. You hurry on, not caring to hear any more.

Reaching the Lucky Strike, you force yourself to climb the steps and push open the doors, stopping just inside to let your eyes adjust to dim light.


Muddy's plan done landed you and your partner in the hoosegow. Now you're fixing to rectificate the matter before the marshal introduces you to the business end of a hangin' rope at dawn.

Whom the telling changed

You're a prominent member of a shepherd tribe in the ancient times. Every full moon, everyone gathers to hear a tale of even more ancient times. Only, tonight the telling will change the fate of the tribe, and it's up to you to get it right. The tension, virtually inexistent at first, builds up in perfect gradation. You can't miss the climax, it's obvious.