Genre | Interactive Fiction
Developer | Soha El-Sabaawi
Platforms | Browser (PC, Linux, OSX)
Website | http://philome.la/pixiemania/reprogram/play
reProgram is an interactive fiction Twine game in which the player controls the feelings and actions of a woman in a building that has an elevator. The player clicks on links to advance through the game and to cycle through words so as to alter the content of sentences, which then determine what happens in subsequent screens. The story involves meditation, insecurity, and masochism.
reProgram features fifty nine screens, eighty eight links, nine pictures, twelve adjectives to choose from while meditating, six potential targets for the woman’s tailbone, three meditation poses, four potential topics the woman can write about, four different feelings about the writing, six potential things that can be unleashed during meditation, five background colors, and four floors in the building the game takes place in.
reProgram takes place from a third person perspective. The game describes the woman’s interactions with the environment and with three other characters. At certain points the game also discusses events that have occurred in the woman’s past. Some screens are static and allow the player to click on one link or multiple links. Other screens feature dynamic text that appears at certain times in certain locations in a certain order, like text that appears on the left and then more text that appears on the right.
The graphics in reProgram include text of various sizes and colors, and pictures which have glitches in them. Some of the text features a drop shadow under the letters. The sound in reProgram is the sound of a cell phone vibrating. There is no music in reProgram.
One of the characters in reProgram is another woman who talks to the main character about the main character’s feelings, anxieties, and actions. This other woman often says things that are sarcastic and dismissive towards the main character. In saying these things she uses profanities like “fuck” and makes reference to actions the main character has taken as a result of choices the player has made. For instance, if the main character aims to imitate an lion during meditation, the other woman makes fun of the main character for having done so.