In the game, you play as a salesperson working for a company called "Sunny Mornings", and must go from door to door, having conversations ranging from bizarre to mundane (in this order) while trying to sell products to strangers. To beat the game, the player must survive a week as a salesperson and meet a daily quota of sold items.
There are a total of 16 houses you can visit throughout the week, all of which with their own unique quirks and secrets. The dialogue of each house will change throughout the day, which will force you to come up with different selling strategies.
Talk To Strangers contains examples of:
- Multiple Endings: A total of 36. Some of these endings will involve the death of the player, though most are just about them getting fired from the job.
- Quirky Town: The unnamed town where the game takes place in fits this trope pretty well.
- Cast of Snowflakes: Every character in the game has an unique design and personality.
- No Name Given: Most characters in the game have no name, sometimes they'll have a title or a nickname, but usually only their houses have proper names.
- Read the Freaking Manual: Although the game is rather intuitive on its own, the in-game-manual that you receive at the start may come in handy.
- Hint System: As you progress through the game and talk to the townspeople, your character will start writing down tips that may help you improve your sales strategies.
- The '90s: The game is set in 1996.
- Rule of Funny: There are several things in the game which would be kind of horrifying in real life, but they're pretty comedic in the story!
- Achievement Mockery: There's a few, including "Darwin Award", which you'll receive after dying by ringing a very clearly broken doorbell.