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Video Game / Glass

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Glass is a work of Interactive Fiction by Emily Short and a retelling of Cinderella. You play as a caged pet parrot watching a conversation between the prince, stepmother, and stepsisters. As you are locked up, your actions are limited. However, you can speak up in ways that influence the conversation.

You can download the game or play it online here.

Has nothing to do with either the 2019 film by M. Night Shyamalan, or the Yu-Gi-Oh! fanfic.


This game contains examples of:

  • Fractured Fairy Tale: The story gives Cinderella a secret that causes the Prince to have her executed in one ending, and even the happy ending is quite atypical in its treatment of the Prince and Cinderella's relationship. Additionally, all plot happens in one room, and you play pet parrot that is trying to match up classic pair. Cinderella is actually natural enchantress, but lives in kingdom where most people are overly religious, believing magical powers to be result of compact with demons despite this being untrue. Prince couldn't recognise her because of enchantment which is restored when she puts on slipper. Her family regards her with mixture of fear, repulsion and pity, hiding her because they're both ashamed and wish to protect her-stepmother is even implied to experience crisis of faith. Depending on your decision, stepmother either switches slippers and Prince marry stepsister, realizes ruse and leaves, executes Cinderella or destroys slipper and evidence of her magic, eventually finding reason to court her and marry.
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  • Multiple Endings: Six, depending on which sister you suggest to the Prince, and whether you remain silent during their interaction or speak up about something.
  • One-Word Title: A theme with Emily Short's "fractured fairy tale" games; the other games are Bronze, Alabaster, and Indigo. It's also a reference to the glass slipper from the tale of "Cinderella".
  • Polly Wants a Microphone: The parrot protagonist. You're locked in a cage, but by saying the right words at the right time you can influence the train of thought of the people talking in the room, and make their conversation reach one of the different outcomes.
  • Twice-Told Tale: For "Cinderella".


Example of: