
Dyscourse is an interactive choice-based narrative adventure game where you journey through a stylized world of choice and consequence. Choose wisely.
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Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
interesting story with a lot of choices. It was okay. <번역> 꽤 많은 선택지와 재밌는 이야기였다. 나쁘지않음.
3/10
Art is Great Choices kinda matter Looking forward to playing through different endings
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Languages: English
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I respect the effort put into this, but it's just not clicking with me. You could try to replay this game until you get every possible combination, but it's not much fun the first time around. The second try was totally different and you know some characters better, but still not very entertaining. The bonusstory has some nice namedropping. Also the hands of the characters freak me out.
I love the art style of this game, and it's fun how all of your choices have consequences!
[h1]TL;DR[/h1] [i]Dyscourse[/i] is, unfortunately, a game that understands the mechanics of a choose-your-own-adventure game, but doesn't understand what makes them appealing. Player decisions are shallow as the game holds your hand through the same story-beats, regardless of most of your decisions. [h1]Spoiler Free[/h1] When we think of the "shape" of a good choose-your-own-adventure (CYOA) game, we envision a pyramid. The story starts at a single point, and as you make decisions that branch out ever further from one another, you can end up with wildly different endings. [i]Dyscource[/i]'s "shape" is that of a cylinder. Regardless of your decisions, you eventually hit a wall and the game "bounces" you back onto a pre-defined path. Any time the story seems to open in breadth, it quickly restricts itself back into the same set of options. IMO, the complaints about the 2-dimensional and boring characters is completely forgivable, and almost expected. When the "plot" is this short, there's no way you can get 6 fully fleshed out characters in that time-frame. What I [i]didn't expect[/i] was how little my choices mattered. If a problematic character dies early, someone else will "bounce in" to fill their dialogue; if someone with a special skill dies early, something convenient will happen to allow the story to "bounce" back on track. I certainly didn't expect infinite possibilities, but was hoping for something that was more, if not at least equally, interactive as a [i]Goosebumps[/i] CYOA book. [h1]Breakdown[/h1] [b]Pros[/b] [olist] [*][b]Sight & Sound:[/b] Love it or hate it, the game certainly does have an unique look and soundtrack. The little bits of flair, like the Newspaper clippings at the end, were a nice touch. [*][b]<< Rewind:[/b] Great feature. No one wants to replay the whole game for a small Easter egg achievement. [/olist] [b]Cons[/b] [olist] [*][b]Shallow Drawbag:[/b] The exciting and fun part of a CYOA game is seeing the results of your decisions. But once the player has seen every outcome, the draw of the game vanishes and [i]Dyscource[/i]'s bag of tricks empties out a bit too quickly. [/olist] [b]Score[/b]: 4/10
The plot of the game is tied up on a desert island after a plane crash, you play as Rita, a schoolgirl who works as a barista. The ending of the game depends only on your words and actions, because the developers have taken care of the branching of the outcomes of each dialogue and, in general, the plot itself, a highlight or just a pleasant surprise is the cartoon graphics with an unusual look.
Story can go in a bunch of directions, so you really feel the impact of your choice to abandon Garrett every time
The game ended prematurely. The moment I thought the game was about to get interesting with a new set of survival mechanics its just ends. Its a slap in the face for all players. Yes I played this game for 1.1 hours. That is how long it takes to beat it. I would also argue that there is almost no replay-ability in this game.
An interesting "your choices matter" type game. There are quite a few branches and a multitude of ending variations. Almost every choice, whether it be an action or a dialogue change, changes things drastically.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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