A delightful one-roomer, charming and funny. Bonus points for the purrrrrfectly ingenious hint delivery system.
Interesting setting - by far the best part. NPCs sometimes surprisingly well-drawn, sometimes a bit trope-y. When the dialogue worked, which it didn't always, it worked well.
What was up with the cheese smell? Never figured that out.
Puzzles were occasionally a bit formulaic - find the green widget to use on the green whoozit, et cetera.
Loved the game, which had excellent writing and world-building, as well as a refreshingly different focus on which commands propel it forwards. Not examining objects and merely talking rather than talking about things with NPCs ensures a nice and breezy pace, though it should be said that the player doesn't have much control about how the plot of the game will unfold. But player autonomy isn't really the point of the fast-paced, low-difficulty research management sim that is Superluminal Vagrant Twin, anyway, and that's not a bad thing - rather, the focus is on exploration and discovery. The true strength of this game is its fresh and creative setting. I had a wonderful time navigating its strange, surprising galaxy, having been tossed in media res into the aftermath of a war that is never fully explained and whose factions don't even begin to map onto our current human modes of being. Marvelous!
I didn't get very far with the game, but enjoyed the writing, as well as stumbling across or puzzling out the various combinations of objects that yield results - some of those results really quite delightful. Tiny example: (Spoiler - click to show)Breaking the window on the fourth wall unlocks some running commentary by the author.
Doing certain things makes you lose the game, but unfortunately this occurs with a few turns' delay... so the "undo" command wouldn't save my bacon (har har). I quit after losing this way a few times.
The amount of objects is a tad overwhelming, though perhaps that's hard to avoid given the game's gimmick.
I encountered a few strange bugs, none of them game-breaking. Trying to examine the hatchet a couple of times gave me information about the bird instead, for instance. And though I was allowed to take the rifle at some point, before that it seemed to parse my effort as if I were trying to take the (immobile) mantle.
Anyway, my overall impression was positive.