Twelve Minutes Review (Keajoj)
Fun fact: The game is called Twelve Minutes because there are only twelve minutes of interesting content in the whole thing.
I have never played something that was so obviously in love with its own tedium. This game thinks that being disrespectful of your time is clever or interesting. It isn't. This could be (and should be) a game about exploring the microcosm of the scenario, about learning to engineer certain outcomes or reactions based on your experience from previous loops. Instead, it's about repeating the same small handful of clunky animations and awkwardly paced voice lines until you accidentally reach a progression trigger. Progress rarely feels rewarding because you rarely make it on purpose. This is an experience that does not reward - and in fact punishes - realistic thinking and creative problem solving. You can progress only according to the game's often nonsensical terms, while much more obvious solutions are simply not available.
This game is badly railroaded, a tiny flowchart that only seems larger because it's written in invisible ink. It pretends to be an essay question, but in the end, it's just a multiple choice that never tells you the choices and then fails you on the test anyway.