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No Journey, only Endings

  • Kylaila
  • 08/11/2014 11:41 AM
  • 310 views
"Tiny Cave" is a very, very short choose-your-own-adventure. As in, 1 minute for all endings short. You click through the different paths to explore this tiny cave .. and end up with the most amazing finds.

You have a choice in the beginning, you have three different paths, and another choice on two of them. This is it. And every choice bare one leads to a completely overblown happy end without any foreshadowing, nor any description of how that came to be.
This amounts to 6 completely different endings in the same very tiny cave. Quite packed it is! You can find strange life, get rich, marry, have some tea, or do nothing at all. Remember, we can get all this in one or two minutes.

The writing style itself is very simple, focusing on a sense of adventure. Although I find that a character telling you they're expecting one does not evoke the same feeling in yourself. That tone was too straight-forward for my taste, but the creator did state that it is more suited for children, and these narrations go into the storytelling kind.

One problem lies in the structure of this - this cave does not make sense. At all.
Why are there crystals in only one area, but not in different ones when you only went a few steps in? (so it feels due to the lack of journey).
The two endings of the right path are very odd, if not slightly contradictory.

If the prince wants to be freed of his curse, why would he not say so in his dragonform? The friendliness suggests that it/he has a mild and friendly conscience.
And why in the world did miniature life develop in a cave? And also have their city built in a way so you can confuse it with a model and even take it with you?


Why did noone ever stumble upon this tiny cave until now anyways? It is so small and apparantly not out in the sticks (because you couldn't just carry big things out of it otherwise). I know we shall not think too logical here, but a small hint of it being hidden somehow would already make it much more realistic.

Logic flaws aside, the other, bigger problem is that these endings - however many there may be for this short playtime - have no impact at all due to them being thrown in suddenly. You haven't even taken a look at the new areas and are already heading home. The endings may surprise you, because there is no way you could foresee these random events, objects and creatures, but it leaves you in the dust.
You haven't built any curiosity or interest yet, and then it ends.
The findings themselves could be quite interesting, but they lose all meaning.

While it is compressed to the size it has thanks to a self-imposed challenge, it really does not justify the design choices within it. It would be wiser to cut down on one or two endings and flesh out a short middle part instead.

After all, endings alone do not make a story.