
Chivalry is Not Dead is a short indie graphic adventure with fairly entertaining dialog and cartoony graphics; you play Phlegmwad, the assassin of Lord Horrible, sent to kill the Queen of Everything. When I say "short," there are only about 8 scenes, and if you do the absolute obvious thing (go kill the Queen), you can finish it in about 5 minutes.
From a design perspective, what's interesting is that it leans in the direction of bushiness.
What do I mean by that? Well, basically all adventure games can be mapped onto a decision tree, and typically, there's either a single linear path through the tree, sometimes with a few branches to different outcomes at the end; or there's some freedom of motion through the branches, but you ultimately wind up exploring all available branches in a single session. Chivalry is Not Dead instead offers multiple solutions to most puzzles; different responses to you by the characters depending on your actions; and many potential endings. In other words, most adventure games have decision trees with few branches; Chivalry is Not Dead is bushy.
As a result, it's far more replayable than the typical adventure; once you've reached one ending, rather than think "Oh, it's over, time to look for a new game," you tend think "Well, what if instead of doing that I'd done something else?" and restart to see.
This is, of course, why most adventure games aren't bushy--the developer spent a lot of time crafting each segment, and wants to make sure you see everything on your single play-through. In a bushy game, you might never see some branch, and if so, their development time was wasted, in essence. In this sense, the shortness of Chivalry is Not Dead works in its favor; replaying it to explore other options isn't a chore, since it's a fast play, so you're more inclined to do so.
You won't find tricky puzzles here; it's intentionally straightforward (although some of the non-violent options are harder to find). Nor will it occupy you for days. But it's entertaining, and the design approach is original.















"if so, their development time is wasted"
I tried to design an adventure module for a commercial game with someone who thought very strongly along those lines. I tried to explain how I felt such thinking hobbles a designer's ability to exploit the medium, and surprise, challenge and empower the player, but I didn't get anywhere. In the end, he wrote a linear dungeon crawl and I went back to my own code.