Paperdoll Psychology was a flash game hosted on the gURL.com between 1999 and 2001.
From the game's authors, Rebecca Odes and Esther Drill:
"If we weren't being judged by our bookcovers, the world would be a very different place. But we all know that if clothes don't make the girl, they at least make up a little bit of what people think about her. So we decided to take it one step further. Yeah, it's what's inside that counts, but what's inside tells you what to put on outside, anyway. You don't think you wear those clothes just because you LIKE them, do you? No, there are much deeper forces shaping your fashion persona. It's time you found out what they are.
Take a look at the options, and make your choice.
We'll tell you what we think your decision says about you. And be advised that although we have lots of experience being judgmental about people's fashion sense (and more experience with psychological analysis than we are comfortable discussing), we really have no idea what we are talking about!
So dress y
Tick-Tock, stop the clock. The Magician’s been murdered. With the help of his trusted familiar, Rabbit, use the magic pocketwatch to help catch the killer before time runs out.
You are a newspaper editor for "In the Loop", Knotshire's go-to source for the local gossip in the never-ending news cycle. And this week, it's the all-important Village Festival!
Each day, you'll be presented with a variety of news articles, and it's your job to decide what stories you want to tell the town. Keep in mind that the news has a strong influence, and the stories you post will impact future days' stories and the success of the festival. Do you want the festival to go off without a hitch, or should we remind people of last year's disaster to cause drama and boost our sales? The choice is yours...
Gerald, the mighty Boss, once terrorized heroes across the entire kingdom… until the day he faced a dreadful CEO. After receiving cruel feedback in the middle of battle, Gerald was thrown into a cursed loop, doomed to fight over and over again in search of the perfect battle.
A fast-paced platformer shooter, but with a twist: You’ve got a time-loop gun. Fire a bullet. Die. Respawn. That same bullet now travels through time, appearing in your next life exactly when and where it was first shot.
A small game written for the IF Demo Fair at PAX East 2011. It showcases a competitive conversation system: as Medea, you are attempting to get the choir on your side in your verbal debate with Jason.
A short example game created to accompany the essay "Co-Authorship and Community". It gives the player a kind of freedom that is not seen in any other interactive fiction: the freedom to determine what the state of the world is at the beginning of the game. (Version 2 is a 2010 update.)
Standing in front of a London brothel with the clear intent to enter, our protagonist's future may seem dark and foreboding. But perhaps an unexpected and life-changing experience is waiting for him.
Comes with a manifesto about the relation between interactive fiction and sexuality, and its importance for our spiritual health.