There is no win state in 09801, and I didn't intend for it to be the kind of game you replay to get different endings or story branches. The "story branches" are there to make the characters' reactions to your input (type/not type) feel more natural and believable. I suppose searching for victory conditions comes naturally, especially if you notice that the nature of the "story branches" which are rather traditional and similar to visual novels, etc. (A more advanced AI would be a massive undertaking and completely unfeasible given the time constraints.) Perhaps there would be a way to more clearly communicate this so players don't waste their time.
Remnants is not for me. I love the music of Swans but I don't like this kind of narrative.
Whereas I also admire Swans, Remnants is more inspired by Gira's solo works and writings. By "this kind of narrative" I suppose you mean the content moreso than the presentation (or both)?
Thanks everyone for your thoughts and impressions.
I've also made two new short games, one in 3 hours and one in ~8 (although for a 72 hour jam). One turned out quite like I expected (although lacking in audio); the other, not so much.
Aftermath -
DownloadA collection of thoughts regarding her, or a final explanation and apology -
Postmortem -
Download -
TextPostmortem recommended rather than the game (although I suppose it could be good to have played it when reading the postmortem).