

The girl's face when you eat the red fruit looks like a nasty case of gas rather than an overwhelming need to have sex. Either way, when you make a choice that just stops the action and forces you to repeat it for no discernible reason, you really blunt the impact of it.Īlso, just a heads up. Maybe the blue fruit has the opposite effect, so taking it allows you to stem your mothers unfaithful urges? Maybe taking a photo convinces your mother and this man to join you in the woods looking for the creature, then there's a story that ends with them making love with the furry girl thing instead? Who knows? Whatever you like. Otherwise, choices should lead to branching story telling. Offered two pills, one of which results in uncontrollable arousal? Great, maybe there can be a scene where the guy in the cabin slips a similar coloured fruit to the mother so we know that this is the case? Picked up the biology book? Fantastic, maybe she can read it in the car on the way there and learn that many creatures of the forest are. If your goal is to add options then you need to have a stronger focus on the story and writing.


One is wrong, but there's no guessing which until after you've done it, and even then there's no reason given as to why, then you have to play for a few more clicks until the game tells you it was wrong, at which stage you just have to do it again. There's no context or explanation to the choices. I'm not sure why there are choices in this game. "You like her hand? A teenage girl? Only 21 years old?"
