There is a graphical view above the text story area that allows for some interaction as well as a visual representation of what is happening in the story.
Keeping the game fully playable for free users as well as singular priced for paid users is refreshing to see in the in numerous app purchase fueled Play Store.
There are a few puzzle sections in the game that are all logic based, meaning no randomness to them. There are clues on how to solve them as well as direct answers scattered around each level, so for those that do get stuck, don't worry as there may be something up ahead that helps solve it.
80 Days does not need the device it is being played on to be connected to the internet to be played, which makes for a good game during air travel as well as other places where one does not have an internet connection.
Once completing a playthrough the routes that were uncovered will stay uncovered for the next playthrough, thus helping the player chart better courses the more they play the game.
The way the game plays out there are many story options that will be triggered due to previous choices in the game. Being that it branches out like this it will take many playthroughs to experience all of the stories options.
Pretty much a visual novel, 80 Days should interest anyone who enjoys reading and makes for a great introduction to the visual novel genre due to it being spearheaded by a big name in text adventure fiction, Jon Ingold.
Lasting about 2 hours a single playthrough is pretty short, though with all the branching story triggers there is plenty of reason to play over and over again.
With the Steampunk motif and the way that the game transitions, users can see that a lot of style and imagination was used in the creation of the game. Being that it is based off of Jules Verne's novel "Around the World in 80 Days", fans of the author should find a lot to like here and those new to the author should be able to find something they like being that it is an established classic.
Some plot points and choices in the story feel as if they will be important down the line but then turn out not to be, which makes some of the choices made seem unimportant to the actual plot which begs the question, why were they there in the first place.
While scrolling through text the play can easily accidentally click on text that performs an action. This can result in the player making game advancement choices they did not mean to.