For my game I am using Twine to create a game that emphasizes disappointment. The main method of getting this across is by making it impossible to succeed no matter which of the many choices you make. Each play through takes at least five minutes with nine distinct endings and numerous paths to get there.
You play as a man who has had his wife’s locket stolen from him. Your quest is to travel and find the thief who stole the locket, travelling to places such as Mount Firecore, the Haunted Forest, and the Old Manor. It doesn’t matter how you get there though, because it will always end the same way.