A Wind Blown from Paradise

The author is trying an experiment with perception here. There's a similarity to "9 Lives", in that the choices move the player through levels of being, or at least of perception: as we pursue our memories of lying with a loved one on a beach, our surroundings grow steadily more metaphorical in description. This movement towards complete subjective right-brain dream perception is perhaps better charted than the opposite. One would think the objective view would be more indicative of what to do next, but it isn't so: the verbs required ("dwell on" and "turn away") are not standard IF commands, and although "dwell on" is suggested in the text, "turn away" is not. And once you've "turned away" once, there's no indication as to what the triggers are.

Also, the poetry of the subjective state feels a little overblown. I guess that's the point, but it doesn't really work for me.

On the other hand, the flashback snippets, where you're on the beach, those feel appropriately elusive -- tantalising, even. I kept wanting more.

There's little more prosaic than plain toast, but french toast is an option; especially if it comes sprinkled with icing sugar and blueberries, just enough to spark the taste buds without overwhelming. Or you can have dry toast, it's up to you. The coffee is smooth and satisfying, but not amazing.