UX
SESSION_ACTIVE
APP // ANDROID + WEBINTERACTIVE FICTIONTWINE2025 / 2026
Solo personal projectwriting x design x code
Entresol app icon

ENTRESOL

Two interactive fictions. One door.

Parasym was already on Google Play when I finished my second interactive fiction, Escalier E. Instead of shipping a second app, I turned the first one into a doorway: the Parasym listing became Entresol, one entrance for both stories.

An entresol is the floor squeezed between two floors. Here, it's the landing between two stories: you push the door, you pick one, and each world keeps its own rules.

2
STORIES
21
ENDINGS TOTAL
2
LANGUAGES
~10 h
OF READING
GET IT ON GOOGLE PLAYFREE, ALSO ON THE WEB, NO ACCOUNT
00 / THE APP

THE LANDING

The home screen is short on purpose: two cards, two PLAY buttons, a language toggle. The real work is in what you don't see. Each story is a self-contained file that keeps its own art direction, typography, sounds and saves. Nothing leaks from one to the other.

TWO SEALED WORLDS

Parasym is red, serif, underground. Escalier E is brass, nocturnal, academic. The landing doesn't blend them: it introduces them and steps aside.

ONE SHARED SHELL

A discreet home button is injected into each game, along with the native bridge to Google Play Games and audio that stops when the app goes to the background.

EACH KEEPS ITS SAVE

The landing says it in plain words: each story keeps its own save. You can read both in parallel without losing anything.

SAME THING ON THE WEB

Both stories are free to play in the browser, from the same files as the app. The app adds comfort and achievements.

Entresol's phone home screen: two cards, Parasym and Escalier E
The landing, on a phone
CONTENTS

TWO CASE STUDIES, ONE PAGE

The rest of this page covers each story as a project of its own: where it came from, its systems, the behind-the-scenes. Parasym first, then Escalier E.

PARASYM
A rat. Paris. A maze.
8 ENDINGS · ~60 MIN · STORY 01
READ THE CASE STUDY
ESCALIER E
One night in a university that's closing down.
13 ENDINGS · ~9 H · STORY 02
READ THE CASE STUDY
STORY 01PARASYM
Parasym banner: a dark sewer tunnel and the maze logo
INTERACTIVE FICTIONWRITINGTWINE / HARLOWE2025 / 2026
Solo personal projectwriting x design x code
Parasym app icon

PARASYM

A rat. Paris. A maze.

Parasym is an interactive fiction: a second-person story where every page ends on a choice. You are a fragile rat from the Paris sewers, at the very bottom of your pack. One day, a laboratory captures you. The goal fits in one word: out. I wrote, structured and balanced everything myself, from the first word to the 8 endings.

This story contains scenes of animal experimentation, violence and death.

PLAY IN YOUR BROWSER
ANDROID: ON ITS WAY TO GOOGLE PLAY
Written passages
96
Endings to find
8
Languages
2
One playthrough
~1h
cover
01 / THE GAME

Out. That Is All That Matters

THE PITCH

You play a rat that has never won a fight. Outside, there is hunger, a cat, a trap, and another rat who splits a chicken bone with you. Then the lab: five episodes of experiments, an escape possible from the third one, and a deadline nobody tells you about. It reads like a novel and plays like a countdown.

THE RULES

Four visible gauges: food, stress, health, status. They move with every scene, and the game honestly shows what each choice cost you. The fifth gauge appears nowhere. Only the ending tells you what it was measuring.

MY ROLE

A solo project end to end: writing (17,000 words, in French then translated to English), choice structure, game systems, interface, art direction, sound, accessibility, web release and Android build. Made with Twine, and many late nights.

THE TITLE

Parasym is parasite + labyrinth. The word is stamped on the lab crates, printed on the protocols, present from the very first room. Why the game carries that name, you understand in episode four, not before. It is my favorite moment in the whole game.

The menu: new game, chapters, savesThe menu: new game, chapters, saves
Meal time: your first choiceMeal time: your first choice
The die: the target is announced before the rollThe die: the target is announced before the roll
The chicken bone, split in the middleThe chicken bone, split in the middle
Real in-game captures
02 / WHERE IT COMES FROM

A Phone Note and a Folded Sheet

On September 15th, 2025, I opened the notes app on my phone and typed two words: Short project. Below them, everything is already there, written fast and badly: the Paris rat, the lab, the false choices, three possible endings, the partner left behind. The note has a star, because I knew I would come back to it.

A little later, a sheet folded in four: the first branching tree, in pencil. Meal time at the top, three branches going down, plus and minus signs in the margins, and rats drawn all around. That sheet is the skeleton of the game. The first Twine prototype had 6 passages, then the project slept for months. When I reopened it, I did not stop: today it has 96.

The original note, dated and starred
The original note, dated and starred
The first concept draft, typed on a phone
The first concept draft, typed on a phone
The first pencil branching tree, rats included
The first pencil branching tree, rats included
BORN AT GOBELINS

This sheet was not drawn at home. It comes from a workshop called Invent your video game at Gobelins, during the open house days, with a mentor guiding the session. That is where Parasym went from a phone note to an actual branching tree: the pencil, the three branches, the plus and minus signs in the margins, all date from that session.

03 / THE SYSTEM

True Choices, False Choices, and an Honest Die

NO WAY BACK

On the night of the theft, you have three targets and you will only do one. The other two will never exist in your run. No scene replays, no menu lets you peek at what you missed. It is a writing rule I set for myself: a choice you can undo is not a choice.

THE FALSE CHOICES

Some choices change nothing, and that is intentional. The game toys with you for a while, then tells you to your face, in one precise scene of episode four. That reveal is the whole reason for the title, so I will not write more about it here.

THE DIE, VISIBLE

When luck gets involved, a real six-sided die rolls on screen, in 3D. The target is announced before the roll, and the threshold depends on your health: a healthy rat needs a 4, an exhausted one needs a 6. The health gauge is not decoration, you can read it on the die.

THE HIDDEN GAUGE

All through the game, an invisible gauge keeps track of who you are becoming: what you do with the small white rat, what you answer to the one who offered you a bone. It is never displayed. The color of your ending reveals it, and that is often when players understand who they have been.

On large screens, a painted backdrop follows every chapter
On large screens, a painted backdrop follows every chapter
Outside: the real night, with lights everywhere
Outside: the real night, with lights everywhere
The night of the theft: one choice, final
The night of the theft: one choice, final
04 / BEHIND THE CURTAIN

The Whole Game Fits in One File

Parasym is written in Twine, in the Harlowe format, compiled from the command line. The result is a single 1.2 MB HTML file that contains everything: both languages, the backdrops, the sounds, the saves, the die. It runs in a browser, offline, and the very same file is packaged for Android.

THE CSS DIE

The die is a real 3D cube built in pure CSS: six faces, pips placed by hand, an animation that always lands on the right number. The rattle of the roll is synthesized with Web Audio, no sound file involved.

TWO LANGUAGES, ZERO RELOAD

Every passage carries its French and its English version. The FR / EN button toggles a single CSS class: nothing reloads, the game state does not move by a pixel. It is the dumbest possible solution, which is exactly why it is solid.

PAINTED BACKDROPS

The backdrops are paintings by Spiral Atlas (CC BY license, credited in game), which I reworked and darkened one by one to match the night of the game. On phones, the backdrop moves behind the text as a full page background.

WORLDWIDE STATS

Every ending shows the percentage of players who reached it, worldwide. Behind it, a small database and a server function with anti spam guards. Seeing which ending dominates makes you want to replay differently, immediately.

ACCESSIBILITY

Every text / background contrast is computed and fixed to pass WCAG level AA, including visited links and the small warning texts. A game that is entirely made of reading has no excuse on that front.

SAVES

Three save slots plus an automatic one, and a chapter menu to restart from any point already reached. A run lasts an hour: nobody should lose it to a closed tab.

05 / THE BRANCHING TREE

The Folded Sheet Became This

The game's first choice in the editor: three branches, two die rolls
The game's first choice in the editor: three branches, two die rolls
The Twine library: 101 passages on the counter
The Twine library: 101 passages on the counter
INSIDE THE TWINE EDITOR

Here is the same story seen from the inside. In Twine, every rectangle is a passage: the text of the scene, plus the Harlowe macros that move the gauges or roll the die. The arrows are the links. The library counter shows 101 passages: 96 of story, the rest runs the menu, the interface and the sounds. And since the map became unreadable as it grew, I wrote a small script that tidies it: the story now reads top to bottom, like a spine.

Same structure, redrawn in code for this page: the acts, the scenes that matter, the choices, and the moments where the die decides. Deliberately incomplete: 96 passages do not fit on a screen, and part of the pleasure is finding out where the paths lead. Compare it with the pencil sheet above: the skeleton has not changed, it just grew flesh.

LEGEND:actscenechoicedie roll
  • PROLOGUE : THE SEWERS
    • You wake up at the bottom of the pack. The pack eats first.
      • Slip in front of another ratdie roll
      • Pretend to be sick
      • Wait your turn, as always
    • Three wounds, three memories: the cat, the trap, the hunger. Each one had its choice.
    • The exclusion. The pack turns its back.
      • Beg
      • Hate them
      • Say nothing
  • OUTSIDE
    • A rat shares a chicken bone with you. Split in the middle.
      • Stay with him
      • Leave alone. You need no one
        • one cold night later, he finds you again
    • THE THEFT. One target. The other two are gone for good.
      • The restaurantdie roll
      • The bakery
      • The housesdie roll
    • The nights. Small choices, one after another. Something invisible grows, or breaks.
    • The capture. No goodbye.
  • THE LAB : 5 EPISODES
    • Episode 1. The maze, the other rats. A small white rat trembles in the next cage.
      • Protect him
      • Bite first
    • Episode 2. Deprivation. An old voice talks through the vent.
    • Episode 3. A first way out.
      • Try to escapedie roll
        • high roll : outside
        • low roll : the experiments continue
      • Not yet. Wait for a better moment
    • Episode 4. The last window.
      • The final escapedie roll
        • high roll : outside
        • one short : so close to the sky
        • low roll : episode 5
      • Stay docile
    • Episode 5. The protocols call it terminal.
  • 8 ENDINGS
    • Three fates: die in the lab, die close to freedom, or make it out. Then your bonds, and a gauge you never saw, decide which of the 8 endings is yours.
END 01? ? ?
END 02? ? ?
END 03? ? ?
END 04? ? ?
END 05? ? ?
END 06? ? ?
END 07? ? ?
END 08? ? ?

The ending names are not written here: you discover them by playing. In game, every ending shows the worldwide percentage of players who reached it.

Parasym icon

A rat. Paris. A maze.

A run lasts one hour. The game is free, in your browser, no account, no download.

PLAY IN YOUR BROWSER
NEXT_CASE_STUDY
PRODUCT : SOCIAL NETWORK

BLACKHOLE

A nocturnal social network designed, prototyped and built solo: signals, frequencies, maps and transmissions. In production, with real people on it.

VIEW_PROJECT
STORY 02ESCALIER E
Escalier E's title screen: a staircase in low sunlight
INTERACTIVE FICTIONWRITINGTWINE / HARLOWE2026
Escalier E logo

ESCALIER E

One night in a university that's closing down.

A group of students who found each other at the July resit exams, a basement clubroom, years of habits. Then the university closes, and there's one last night. I won't say more here: this is a story best read knowing as little as possible.

It's my second game after Parasym, and it's nine times its size. Nine months of writing, sixteen chapters, a full English translation, and a set of tools built along the way to keep 85,000 words verifiable.

436
PASSAGES
85 000
FRENCH WORDS
13
ENDINGS
~9 h
OF READING
01 / THE GAME

SIXTEEN CHAPTERS, NO FAKE CHOICES

The game reads in two parts. The first covers three years of ordinary university life, one day at a time: exams, meals, a clubroom you open up, group chats. The second happens in a single night, from 8:11 pm to 7:05 am, inside a building the player already knows by heart after five chapters spent there.

THE BACK ROW

Five characters with their habits, their debts and their silences. Each one gets scenes of their own, where you see what they do with their evenings when the group isn't around.

NO FAKE CHOICES

Every branch leads somewhere. No looping menus, no replayable scenes: what you don't pick is gone, like in a real evening.

THIRTEEN TWO-PART ENDINGS

Each ending has its immediate epilogue, then a What remains page that follows the consequences years later. An ending states what it fixes, for whom, and what it doesn't fix.

TWO FULL LANGUAGES

Prose, link labels, banners, interface: everything exists in French and English, and you can switch at any point without losing your run.

Escalier E title screen on a phone
The title screen, in the app
A lecture hall choice in chapter 1
Chapter 1: the first choice
A game object shown up close
An object from the box, the game's collection
02 / WHERE IT STARTED

AFTER PARASYM, WRITING LONG

Parasym is over in an hour, and that suits it. Finishing it, I wanted the opposite: a game where you know the people before anything happens to them. Everything else follows from that, including the five chapters where almost nothing happens.

THE BRIEF

Two lines, written before the first scene: twice the length of Parasym, and no fake choices. The game ended up nine times the size, and the second constraint cost far more than the first.

AN INVENTED CAMPUS

The university, the town and the campus are invented. An invented place lets you write precise timetables, room numbers and regulation clauses without anyone having to recognise themselves.

A STORY BIBLE FIRST

Characters, timeline, chapter breakdown and the list of endings were settled in a reference document before any writing. It worked as a guardrail every time the story tried to wander off.

A TITLE THAT GIVES NOTHING

Every title that announced the subject was dropped one by one. Escalier E stayed because it prepares the player for nothing, which is exactly what the first chapter needs.

03 / THE CHARACTERS

GAUGES THAT DESCRIBE, NOT GRADE

The game tracks what you do with each person, but it doesn't grade you. At the end of a chapter you see five bars. At the end of the run you get a description, not a score.

VISIBLE AFFINITY

At the end of each chapter, one bar per character, one colour each. A heart only shows if a romance really exists, and the bars are normalised: not everyone gets the same number of chances to earn points.

FOUR HIDDEN AXES

Keep or tell, protect or know, together or alone, yield or hold. At the end, a card gives you a four-letter code and one of sixteen profiles, along with the acts that determined it.

ROMANCE WITHOUT REWARD

Romance is optional and the characters have their own orientations, which don't bend to suit the player. Saying no costs nothing: the refusal scene is as long and as written as the other one.

SHARE OR KEEP

From the first chapter, the game remembers what you share and what you keep to yourself. The mechanic runs through the whole story and comes back on the last night, unannounced.

A GROUP THAT VARIES

Depending on the run, there aren't the same number of you in the room. No text hard-codes a number: the game counts who is actually there, and the scenes are written around the empty seat.

The character affinity bars
End of chapter: one bar per character
04 / THE WRITING

WRITING UNDER CONSTRAINT

You can't proofread 85,000 words by eye. I set myself measurable style rules, and scripts that check them for me on every pass.

A HAND-WRITTEN BASELINE

A script compares the prose against a baseline text: sentence length and variance, rule-of-three patterns, trailing clauses. When an axis drifts past the baseline, I rewrite the scene.

THE TIC LIST

A narrator commenting on his own scene, durations nobody is actually timing, stock images: a list of banned tics, built up reading after reading, and checked by script.

ENGLISH BY EAR

Word-for-word English sounds translated. Every English line of dialogue got quotation marks and contractions, 1,500 lines reworked one by one.

NO MARKING

Visited links don't change colour and text selection is neutralised: nothing on screen should reveal explored branches or underline an important word.

05 / THE READ-THROUGHS

FOUR TIMES I STARTED OVER

The game was played start to finish several times, by me and by my first reader. Four remarks each cost a rewrite, and they are what made the game what it is.

THREE YEARS IN ONE PARAGRAPH

The game summarised how the group met, then jumped straight to the final year.

Four chapters were written to play those years instead of narrating them: the summer, the new term, a field trip, the master's applications. The game went from twelve to sixteen chapters, and the last night finally had something to lose.

AN ENDING ISN'T ONE PAGE

All thirteen endings stopped right when the story started to cost something.

Each one now has two scenes: the immediate epilogue, then a page reaching 2029 or 2038. My first move was to make the texts longer, which missed the point. What was missing was scenes, not words.

I DIDN'T FOLLOW ANY OF IT

First full read-through by someone else: the plot hadn't landed at all.

Everything was written in hints and no fact was ever stated out loud. I added a mandatory scene where a character tells the whole thing in order, start to finish. A fact that is never said doesn't exist for the player, however present it is in the text.

YOU THINK THEY JUST LET YOU LEAVE

Refusing what you're offered was settled in one paragraph, and everyone went home.

The remark was right. Five passages were written instead, with no threat and no raised voice, and the scene became one of the tensest in the game.

06 / THE FACTORY

A GAME THAT CHECKS ITSELF

Past a certain size, a branching story breaks silently: a link pointing nowhere, an ending that became unreachable, a counter climbing on every back-and-forth. None of that raises an error. It needed tooling.

A BUILD THAT SAYS NO

The homemade build chain refuses to compile if a link points nowhere or if a known engine syntax trap is present. A mistake can't ship.

FIVE CHECKS

Orphaned passages, dead ends, text left in the wrong language, endings that became unreachable, leaking counters: five scripts run after every change.

THE PLAYTHROUGH CAMPAIGN

A script plays all thirteen endings start to finish in a real browser, in French then in English, and reports back: engine errors, missing backdrops, untranslated text.

MEASURED BALANCING

Affinity thresholds don't come from a spreadsheet. Fifteen full runs were played and measured, and the weights come from the real averages. One point more on a character, and their scene shows up three times less often.

07 / ART AND SOUND

A BACKDROP THAT DOESN'T CHEAT

ARTISTS, NOT AI

The backdrops are artist-made assets found on itch.io. I checked where every pack came from and dropped the AI-generated ones, even free, even pretty. The pack I kept guarantees handmade work, commercial licence included.

FULL SCREEN, NEVER A STRIP

The backdrop is a fixed full-screen layer behind the text, with a veil aligned to the reading column. A strip at the top of the page vanishes as soon as you scroll: tried, rejected.

SOUND WITH ALMOST NO FILES

The continuous layers, breath, neon hum, pen clicks, are synthesised in Web Audio. Only rare events, a door, keys, paper, use real CC0 samples.

READABLE BY EVERYONE

Contrast above 4.5:1 verified by calculation, a 68-character column, reduced motion respected, and a three-step READING button whose last step switches to sans serif and clears the backdrop.

08 / THE CROSSOVER

BLACKHOLE INSIDE THE GAME

The group chats aren't screenshots of a real phone: they're rendered as screens from Blackhole, the social network I designed as another project. The network's stations, signals and vocabulary exist inside the fiction, and two projects in this portfolio answer each other.

Rule I set myself: no advertising. The network is almost never named, it's just there, like a real phone in a real pocket. How each character uses it says more about them than about the app.

THE ELEVEN SCREENS IN THE GAME
Stations, direct signals, private messages, from chapter 2 to the final week.
SCROLL · CLICK TO ENLARGE
The group's station
CH. 02The group's station
Turning it down, in front of everyone
CH. 02Turning it down, in front of everyone
A detail said exactly once
CH. 02A detail said exactly once
Private signal: the nine euros
CH. 03Private signal: the nine euros
A direct signal, one Thursday
CH. 07A direct signal, one Thursday
Wednesday: Nour
CH. 12Wednesday: Nour
Wednesday: Ines
CH. 12Wednesday: Ines
Wednesday: Jules
CH. 12Wednesday: Jules
Wednesday: Erwan
CH. 12Wednesday: Erwan
Wednesday: Gabin
CH. 12Wednesday: Gabin
When someone wants to back out
CH. 12When someone wants to back out
09 / THE STRUCTURE

SIXTEEN CHAPTERS, TWO PARTS, THIRTEEN ENDINGS

The real structure of the game, giving nothing of the plot away. Scenes are summarised, the choices are the ones you actually read on screen, and anything marked remembered comes back later in the run.

LEGEND:partscenechoiceremembered
  • PART 1 : THE YEARS BEFORE
    • Resit session, July 2023. Eleven of you in a lecture hall built for sixty.
      • Go to the back
      • Sit at the front, might as well
    • Six questions, and nobody has all of them. What moves along the back row decides the rest.
      • Pass your answer alongREMEMBERED
      • Keep your paper to yourselfREMEMBERED
      • the game remembers which one, and uses it all the way to the last scene
    • Results, a week later. Eleven numbers on a board, five people to meet.
    • Summer, the new term, the basement clubroom. Three years of habits, played one day at a time.
      • Front the money you're asked forREMEMBERED
      • Say nothing and let it go
    • One scene per person: what they do when nobody is watching.
      • five hobbies, five confidences, each behind an affinity threshold
  • PART 2 : THE NIGHT
    • 8:11 pm. The university is closing, and one building you know by heart is left.
    • The basement corridor: forty metres in the dark where you count the doors.
      • Go up
      • Go down
    • Whatever the group ends up finding, someone has to decide what to do with it.
      • Tell everyoneREMEMBERED
      • Keep itREMEMBERED
      • the same mechanic as chapter one, three years later
    • 5:17 am. Someone tells the whole thing, in order, and the group listens.
    • The last choice isn't yours alone: four routes, four real scenes where nobody agrees.
      • each route keeps one unconditional exit: none of them dries up
    • 7:05 am. The building reopens, or it doesn't.
END 01? ? ?
END 02? ? ?
END 03? ? ?
END 04? ? ?
END 05? ? ?
END 06? ? ?
END 07? ? ?
END 08? ? ?
END 09? ? ?
END 10? ? ?
END 11? ? ?
END 12? ? ?
END 13? ? ?

The names of the thirteen endings are not written here: you find them by playing. Each one has two scenes, the immediate epilogue and a What remains page that runs to 2029 or 2038.

PUSH THE DOOR

Both stories are free, no account, no ads. In the browser right now, or inside Entresol on Google Play.

NEXT_CASE_STUDY
BLACKHOLE
PRODUCT : SOCIAL NETWORK
UX
MAYARE OUASSOU
UXR / UX-UI / Product Designer
> Designing for humans,
> in a world of machines.
SYNC_CHANNELS
OPEN_TO_WORK
Work-study from Sept 2026
HomeProjectsAbout
CONTACT
may***@gmail.com
LOC: Paris, Ile-de-France
INIT_CONTACT+
END_OF_TRANSMISSION
© 2026 MAYARE_OUASSOU // ALL_RIGHTS_RESERVED
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© 2026 MAYARE_OUASSOU

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