Emily Is Away Too cover art

Emily Is Away Too

A branching chat story that tests curiosity about outcomes, not skill.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION1 /10READS0 /10VARIANCE3 /10OPTIMIZATION2 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    1/10

    Typing in a fake chat client takes no skill

  2. Reads

    cheat: Out-predict an adaptive opponent

    0/10

    Characters follow branching scripts, not adaptive minds

  3. Variance

    cheat: See what's hidden / map the RNG

    3/10

    Branch outcomes are hidden until a route is played

  4. Optimization

    cheat: A perfect solver / coach

    2/10

    Mapping dialogue branches is the only system

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
2017
Developer
Kyle Seeley
Platforms
Linux, PC, Mac
Modes
Single player
IGDB critics
81/100
IGDB users
77/100
Role-playing (RPG)SimulatorAdventureIndieVisual NovelRomance