Published interactive fiction project built with branching passages, inventory logic, and sci-fi mystery writing.
An interactive text-based fiction story made in Twine, built around branching decisions, inventory interactions, and a short sci-fi mystery about waking up in the far future.
Published interactive fiction project built with branching passages, inventory logic, and sci-fi mystery writing.
Interactive fiction project focused on branching narrative and short-form storytelling.
Passage-based storytelling tool used to build choices, progression, and inventory interactions.
Concept: Abscond is a short interactive fiction game about a normal life suddenly interrupted by an event that changes the player's future forever.
Premise: Two minutes remain until a new year begins. As the player recalls their normal life, something happens that sends the story into a far-future sci-fi mystery.
Inspiration: The project was inspired by my interest in visual novels and by the idea of waking up far in the future, similar to the setup of Futurama.
| System | Details |
|---|---|
| Branching Decisions |
|
| Inventory System |
|
| Visual Novel Influence |
|
| Sci-Fi Mystery |
|
Two minutes remain until a new year begins. As you recall your utterly normal life that you have lived until this point, something happens that changes your future forever.
| Aspect | Detail |
|---|---|
| Choice Structure | The project uses Twine's passage-based structure to connect story moments, choices, and branching outcomes. |
| Scope | The game was designed as a short interactive fiction project, keeping the scope focused while still allowing experimentation with inventory and branching. |
| Personal Twist | Instead of making a traditional visual novel, the project uses a short-form sci-fi premise with my own take on choice-driven storytelling. |