Dysfluent

by Allyson Gray profile

Slice of life
2023

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- Max Fog, March 25, 2024

- Vulturous, February 16, 2024

- pieartsy (New York), February 3, 2024

- Jaded Pangolin, February 1, 2024

Pachyderm Ponderings, January 4, 2024

by JJ McC
Related reviews: IFComp 2023

Adapted from an IFCOMP23 Review

Hey, can you see me? Can you hear me? There’s this giant elephant just sitting here, happily trumpeting away. I wanna review a really interesting IFCOMP23 entry, can you hear me ok? This thing not in the way? It is? How about if I stand over her… no? Here? No. Maybe if I TALK LOUDER… Can we try to work around “TRRUUUUMMPETT.”

Ok fine. Let’s talk about the elephant first.

This work boldly engages one of IF’s most troubled conventions, the dreaded
Timed


Te…

…xt

I get why this is often problematic - it presumes to render a dramatic intonation and pacing that plays off an actor’s (or narrator’s) line delivery and stage business. The problem is SO MUCH of a performance goes into those things, and in text, the reader supplies most of it. The odds that a reader will have the EXACT same mental performance as the author is extremely small and requires a writing talent that few, so very, very few, are capable of generating, let alone sustaining. And when it misses, hoo boy, it can be borderline offensive in its abuse of the reader’s time.

This is a work about a day in the life of a person struggling with her stutter. It shows its cards almost immediately with a dream sequence featuring timed text. My heart sunk a little as I struggled with the wading-through-jello pacing only to be delighted when the dream was revealed! Yeah, that felt like a slo-mo struggling dream! Then to be deflated again when I realized, no, waking world behaved that way too… kind of.

When applied to the protagonist and their difficult attempts at communication I thought the delayed text worked like gangbusters, especially when infrequently paired with quavering font for extra spice. Just a super strong thematic use of the technology - I was right there with the protag, feeling their frustrated discomfort! Where the timed text did not work was when applied to anything outside the protagonist, ESPECIALLY NPC dialogue or actions. If I had one suggestion it would be this: trust the reader to block ‘normal’ (boy do I regret that word) dialogue and events in their mind without the delay crutch. Including the protag’s mental process, there is no reason for that to be slow either. Eliminate all instances of timed text EXCEPT where reflecting the protagonist’s communication struggles. Not only is it perfect there, it would even further contrast her struggle with the world around her. And maybe keep it for that opening dream sequence too. Also the typing effect during flashbacks was pretty good. Really, just be more judicious and intentful about it.

There, have we dispensed with the elephant? Get outta here Jumbo. Wait, before it lumbers off I want to clarify, notwithstanding some NPC drag, on balance I found the delayed text upside far outweighed the downside. Clear? Ok, off you go big guy. No wait! I also want to say… no, now I’m just trolling you. Silly elephant. Buh-bye.

So how about the rest of it? Low key excellent. It’s the kind of work that doesn’t trade in High Drama. It builds its drama through mundane tasks and activities, complicated by the protag’s stutter. Crucially, it is not an endless slog of failure and misery. It is a series of minor victories and defeats that just build into an affecting portrait of CONSTANT low burn struggle. The use of colored text to indicate options that were going to be more difficult was really powerful. As the day went on, I got a small charge of angst whenever red text showed up. The prose did that! The work smoothly and effectively laid the groundwork!

I also appreciated the use of text-entry boxes, which can be a point of friction for me. When asked to name the protag, which was before I really had the measure of the piece, I did my usual “roll fist on keyboard” and delivered “Mkhcgd.” Jeebus I really did her no favors there. Later I applied my new favorite expletive “Hoobidy” and documented my love of Pie and well known antipathy for Broccoli. It’s not on the game that the protagonist is meant to struggle with the former, but sail through the latter… which is kind of hilariously counter-narrative. None of these I considered game breaking, rather, the sad humor shone through maybe more clearly because of my inadvertently adversarial choices. And I got to be periodically delighted with outbursts of ‘Hoobidy’.

Sad Humor is really a great phrase for this piece. Gimme a sec to just pat my back. When ordering a card game gift, I cry-laughed at the title “Tricky Troubling Trivia.” Noooo world, why you do that to us??

I didn’t even realize how warmly this game had crept up on me, until I recognized the sheer dread this particular choice prompt evoked:

- (Focus on giving the best possible answer.)
- (Focus on being fluent.)

There was real white-knuckle tension during the (Spoiler - click to show)job interview and I had somehow gone from ‘quietly critiquing the artistic choices’ to ‘deeply Engaged’ without even realizing it. The outcome was just crushingly perfect too. I can’t get away from calling the timed text overapplied and Notable to gameplay, but despite that the writing, plotting, choice architecture and winning protagonist moxie got me Engaged without even realizing it. I considered replaying when done, but timed text is REALLY a barrier to that, and a quick peek at achievements suggested other variations wouldn’t speak to me as strongly and directly as my first playthrough. So I left it lie.

Though reading that one achievement was titled “I’ll have what she’s having” was a hair’s breadth away from pulling me in anyway.

Feels like the elephant should make a final appearance to tie this review together, doesn’t it? Jumbo? No? Man when he leaves the room, he LEAVES THE ROOM.

Played: 10/31/23
Playtime: 30min, finished
Artistic/Technical ratings: Engaging, Notable intrusion
Would Play After Comp?: No, I feel like the story I got was the most appealing to my sensibilities?


Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Powerful game about living with a speech impediment, December 19, 2023
by Vivienne Dunstan (Dundee, Scotland)

This is a really thought-provoking Twine piece about speech impediments and specifically stuttering. It puts you in the shoes of a chronic stutterer, trying to get through a busy day, and experiencing lots of problems as a result.

First of all I need to address the timed text issue. It’s used throughout. Timed text is a bit of a nemesis for me. I read really fast, and hate waiting for text to slowly appear on screen. However given some of this timed text was capturing someone struggling to speak and get sounds out I feel guilty for saying I didn’t like it. In fact I think that particular use of it was fine, and appropriate. I just wish that the rest of the game’s text e.g. the descriptive sections in between hadn’t been often timed/slow too. Let people who want to read those quickly.

The story is a mix of the current busy day and flashbacks to younger you. Initially there aren’t many real choices, but later they are more numerous and significant.

Colour coding is used to indicate how approachable different things you might say are. The default colours could have problems for colour blind people. Fortunately there’s a setting at the start of the game that can switch them to a better palette. Though this is still likely to be problematic for someone who can’t actually see any colours. At first I thought showing the colours before you make a choice was revealing too much too early. But then a chronic stutterer probably has a good idea of which phrases might come out most successfully.

Overall I found this really evocative, leaving me with lots of thoughts and a better understanding for what someone in this position experiences. I wonder if it was semi autobiographical. It definitely felt as though the author knew what they were writing about, and communicated the feelings of the stutterer so well.

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- dgtziea, December 13, 2023

1 of 1 people found the following review helpful:
Communications breakdown, December 5, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

Dysfluent is part of a subgenre of IF that foregrounds the experience of living with a disability. I’ve played a number of such games, focusing on autism, OCD, social anxiety, and I’m sure there are many others I’ve forgotten, and beyond the subject matter they tend to have common threads: they’re most often short, choice-based, and allow the player to engage with the disability via a central game or interface mechanic. I’d also say that much of the time, their focus on the subjective experience of a particular challenge understandably gets prioritized over traditional IF elements like narrative, character development, or gameplay; they tend to be immersive and dramatize short, intensive events that don’t leave much room for such things. There’s nothing wrong with making those choices, in my view – I’ve found many of these games effective and memorable – but I think I’d internalized the necessity of this tradeoff to such a degree that it felt deeply surprising to me when Dysfluent demonstrated that it’s eminently possible to depict a disability in an informed, sensitive way, while still including a plot arc, impactful choices, and a well-characterized protagonist, without any significant compromises required.

As the title suggests, Dysfluent’s main character lives with a stutter, which makes the quotidian tasks that make up game’s plot – picking up a gift for a friend, attending a celebratory lunch, and interviewing for a new job – a bit of a minefield, and one with a lot of minute-to-minute uncertainty. While sometimes your speech impediment manifests in very intense ways, other times it’s relatively minor, and you’ve developed a host of workarounds and other strategies to help manage it. This means that the player’s actually given a fair degree of agency, since the interface allows you to see the likely difficulty level of the various dialogue options you’re given; you can decide that in a particular situation it’s more important to be understood quickly than to take the time needed to get out exactly what you intended to say, or just wave at someone rather than say hi to avoid the dilemma entirely.

I never felt like there was a single right approach, as the different contexts the game offered for these interactions shifted my sense of the tradeoffs. Dysfluent also does a good job of making these decisions important both internally and externally. The protagonist appear to have had their stutter since childhood – and per some flashbacks, are carrying around some trauma from some callous and clueless behavior from parents, friends, and teachers – and feels a lot of pressure to avoid discussion of, or calling attention to, it. As a result, the choices aren’t simply cold-blooded exercises in optimization; they also impact how authentic the protagonist is able to be, both with themself and with their friends.

It’s nice that the game doesn’t make this too one-dimensional on the other side, either; I didn’t feel judged when I decided to give a fake but easier-to-say name when picking up coffee because I just wanted to push the easy button. Dysfluent also isn’t a total misery-fest – I certainly respect games that lean into that approach, but it’s also nice to see protagonists in these sorts of games get a win. Despite a little bit of difficulty communicating, I was able to get exactly the right present for my friend’s birthday, which helped get the game off on the right foot and reassured me that my choices could have an impact. And while some of the other interactions didn’t go so well, I was OK with that; when bad things happened, it generally seemed like a logical consequence rather than the game trying too hard to make a point.

The elephant in the room is the omnipresent use of timed text. This is unavoidable given Dysfluent’s subject matter; it’s the obvious mechanic to represent the stutter, and it definitely helps the player experience the frustration of not being able to get out what they want to say. Still, there’s no two ways around the fact that this design choice does mean intentionally frustrating the player, and I do think the annoyance factor could have been tuned slightly down without harming the marriage of gameplay with theme – in particular, timed text is sometimes used when it doesn’t seem necessary, like delaying your internal thought processes or dialogue from other characters.

On the positive side, the game does allow you to turn off the delay after finishing it, if you want to go back and try to make different choices or gather some of the achievements you missed your first time through – again, it appears that there’s a lot of branching, and that achievement section is quite robust. So those “new game plus” options are a nice convenience, but also an indication that the author’s thought about who Dysfluent works as a game, not just as an experience, and it’s all the better for it.

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- EJ, December 2, 2023

- Egas, December 2, 2023

3 of 3 people found the following review helpful:
Game depicting struggles of stuttering, November 22, 2023
by MathBrush
Related reviews: 15-30 minutes

This piece was good for me, I think. I’ve encountered different people with stuttering over time, and some of them I was kind too and some not. I had a group when I was younger that was both in church and scouts together. I never hung out with them alone but it was essentially my “friend group”. There was one guy who had a strong stutter. As a whole we often didn’t treat him well, and I regret it looking back.

Now I have a student who stutters a lot, due to having a stroke in his youth. I find it a lot easier to have patience with him and listen to his thoughts. He’s also an incredibly prolific writer (having written over 200 scripts each over 20 pages for a tv show idea he has.)

This game presents the experiences of one person with a stutter. They have a day to go through a list of chores and tasks.

I thought it was effective. It does have timed text but I made it work by playing it on my phone during a very boring work meeting where having it long and drawn out was a benefit. And I imagined the game itself as someone with a stutter and practiced being patient with them. After all, a lot of things that you would never do or like normally are acceptable or good when dealing with disabilities (like someone with IBS having frequent smelly farts).

My ex wife and son both use wheelchairs so it was interesting to see how similar some experiences are across disability, especially with other people under or over estimating the difficult of tasks. (Like “come to my house! It only has one step up, a few inches, that shouldn’t be a problem, right?)

So overall, lots of polish and good work and helped me reflect on life and saved me from a boring meeting.

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Untimely struggles..., November 22, 2023
by manonamora
Related reviews: ifcomp

Dysfluent is a fairly short slice-of-life story, where you spend the day as a person with a stutter, trying to get through their day. The game uses text animation to highlight the struggles of living with a stutter. While the game includes achievements, linked to choices throughout the story, there is only one ending.

Aside from my gripes with the timed text (more on that later), the game was quite enjoyable. I found the story especially quite touching with its representation of the realities of living with a stutter (the colour use for the choices were smart!*). Trying to go through the whole checklist of actions made me feel quite anxious (would I manage to go through the day before just calling it quits?), which was pushed further with the formatting of the text. Social interactions felt like a nightmare, and the flashbacks made everything worse.
*though I was a dummy, and put the same thing for the best and worst dish... played myself there...

Though there are heavy moments throughout the story, I felt like the game tried to be as light-hearted as possible (save for the flashbacks). You may have a bit of a hard time saying certain words, or get some weird looks from people, but you leave each sequence with what you needed or did the best you could. It sometimes felt like you struggled more with your own feelings than other around you? Which I makes sense if your upbringing laughed at the ailment or looked at you with contempt at best.

It was a bit of a bummer to find out you wouldn't get the job, but it also didn't feel much of a loss when it happened - partly because of the conversation you have with your friend just after the news, but also because there is not much information on the job itself or what the MC thought of the job. Was it a job where talking is required or an added bonus? Did we really want that job? Did we need the job? Was there outside expectations with getting this job? Why didn't we disclose that we had a stutter before*? Would it have changed anything if it did? Was the company open to accessibility? Did we prepare ahead of the job at all?
Just having to pick up a suit at the dry cleaner didn't feel enough, I guess?
*maybe because we feel ashamed, prob

I understand the choice of using animation and timed text to emphasise on the hardships of having a stutter, how seconds feels like minutes when words don't want to come out, how frustrating it can be to be blocked for no reason, how anxious it can make you knowing something requires speech... but the overuse and drawn-out length of the timed text becomes more a friction than pushing the point (especially as a fast reader). For many passages, I would be doing something on the side, waiting for the page to load fully before continuing to play.
As the animation setting is locked behind the ending (for understandable reasons, also makes replaying the game more smooth), I would advise a reduction of the use of the timed text (instead of bits of sentences, show the whole paragraph) or of the time between each block (at least by half, not more than 2s), or transforming it into a type-writer animation, or making the player click-to-reveal (trying to push the words out of their mouth).

Still... It was frustratingly nice.

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1 of 1 people found the following review helpful:
Empathetic, November 20, 2023

The main thing I knew about this game going in was that it makes significant use of the "timed text" mechanic. While I did find it slightly too slow at times, and wasn't sure it was needed as prevalently as it was used, it didn’t impact my enjoyment of the game, and definitely served the author's intended purpose. It's also very nice to be able to turn it off on subsequent playthroughs.

Anyway, on to the rest of the game! I felt for the protagonist a lot; the game seemed to really capture what it’s like to go through life with a stutter, and how difficult it can make everyday interactions. The flashbacks to childhood were quite sad, witnessing this struggling child be ignored and othered (the My Cousin Vinny one especially...). I enjoyed the gameplay, and how it was never a matter of picking the “right” option--rather, it’s left up to the player to decide if they’d prefer to stumble over ordering their favorite food, or smoothly order a food they hate. The color coding of the choices was a good way to indicate how fluently each option would come out.

Ultimately, the game isn’t about beating the stutter; you’re simply experiencing what it’s like to have it, and coping with it however you think is best. I played through four times, interested in seeing the differences between a covert, overt, and middle-of-the-road approach, and enjoyed each playthrough (and getting all but two of the achievements!).

One point of critique is that, regarding the job interview plotline, I would have liked some more background on the PC’s adulthood experiences, in addition to the childhood ones. I wondered if the stutter played a role in them leaving their previous job, and what it might mean for future job prospects. I think more of an exploration of the PC’s dreams, and to what extent the stutter has impacted those dreams, would add a bit more depth. But on the whole, a great game that accomplishes its purpose very well.

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- Ann Hugo (Canada), November 16, 2023

- Edo, November 6, 2023

- Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid), November 2, 2023

- Sobol (Russia), October 28, 2023

3 of 7 people found the following review helpful:
Great educational game, October 20, 2023

Good Job

Note: this rating is not included in the game's average.
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- sartz, October 16, 2023

- Zape, October 13, 2023

2 of 2 people found the following review helpful:
Very effective, October 6, 2023
by Victor Gijsbers (The Netherlands)

Allison's game is a very effective piece that puts you into the role of someone who stutters, as they get through a day in which they need to perform several tasks that involve talking. Interactivity is key. By giving you the choices that the protagonist faces, and letting you live through their successes and failures, Dysfluent does more to generate understanding of what it's like to stutter than a non-interactive story does. The use of slow timed text, usually a big no-no, is actually something you are not allowed to complain about in this case. To complain about it would be to refuse to put yourself in the protagonist's shoes -- and while that's fine for, let's say, some random horror game, it's not fine for a piece that is all about generating understanding of a real-world phenomenon.

I love the use of colours in this game: green dialogue options are easily said, yellow ones will come out with some difficulty, red indicates a full-on block. I assume that it's a good reflection of how the protagonist experiences their stuttering. It's not a complete surprise; there's some premonition of what you'll be able to say, and what you won't be able to say (as easily). And it generates some excellent dilemmas. The best of those is during the job interview, where you can choose fluency (green) or accurateness (yellow). Of course you choose accuracy. And then you get another choice, but not fluency is green and accurateness is red. Ouch. What do you do? It's a tough call, and of course that's precisely the point. (I also enjoyed the sense of dread when, after telling the game what my favourite food was, I also had to tell it what my least favourite food was...)

If I have any criticism, it might be that the way the world reacts to the protagonist is so insensitive that it strains incredibility. Especially the flashbacks are all just straightforwardly horrible. I hope they weren't taken from real life, though they have something of the autobiographical about them. It seems to me that even when I was a kid, stuttering was explained to me in terms that were far more nuanced than those used by the supposedly professional specialist we meet here in the therapy scene.

But overall, I think this is simple a very good piece of interactive fiction. It's solid as fiction, built on smart design decisions, and it's effectiveness as a tool for generating understanding boosts it further.

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- jaclynhyde, October 4, 2023

- verityvirtue (London), October 4, 2023


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