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About the StoryAn entry into the MCDream minicomp, this game tries to capture the essence of a vivid dream its author remembers having many decades ago.
"Dreadwine" uses the expectations of IF to emulate the frustration of a dream. There are places and props in the game that look like pieces of a puzzle solution, only the player is never allowed to put them together, to resolve things as he wants to. Instead, other events unfold and the player is swept along with them. At the time, I found this a bit baffling, but in retrospect I think I see the point: dreams are full of struggles like this, attempts to do things that never quite become possible. The best we can accomplish is to wake out of that state.
-- Emily Short
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Should Dreadwine be judged as a game or as a conveyor of the author's emotions? As a game it provides little of interest, few interesting interactions and a solution that is arbitrary and unsatisfying. As a vector for emotion it fares rather better. [...]
The town has a drab sullen atmosphere suffused with a sense of forboding. The author writes very well and manages to create his dream with economical English that is interesting and evocative.
-- David Jones
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When the seventh day comes and it is time for you to return to the castle in the forest, your sisters cling to your sleeves.
This is version 4 of this page, edited by Edward Lacey on 19 April 2013 at 3:14am. - View Update History - Edit This Page - Add a News Item