Very nice! However, may not be worth the price to most people. While there are 15 games here, you may not care about all of them, and a given pair of people will only be interested in playing some of them. I greatly enjoyed reading all of them, but I only expect to play about a third of them.
The games are sorted into three broad categories: Games at a Distance (played with people not in the room together - one of them is played by snail mail); Games in Proximity (expected to be played at a table or similar standard RPG setting), and Games with Touching, none of which are specifically romantic - the touching expected is similar to hand-holding or adjusting someone's hat. Many of the games are intended to take an hour or less. Some (see snail mail) take much longer. Some involve dice or cards or other props; many don't.
Most of them have some measure of intimacy - not usually romance, but some kind of intensity between the characters, or the two roles. Only a few would be reasonable for a pickup game at a convention. Even the "casual" ones have a chance of turning deep and personal. However, the rules begin with a section on setting boundaries and how to make those work: Establishing what kinds of touch are okay, which topics are and aren't okay, using a "veil" to end a scene or "rewind" to erase whatever just happened, and so on. Several of the individual games also talk about the importance of setting expectations and boundaries in ways that relate to their particular gameplay.
Why this doesn't get five stars from me:
1) Price is high. It's 6"x9" pages with a full line break between paragraphs. The layout is great for the games themselves: the concepts are broken up in a way that allows them to be easily understood. But the whole collection is less than 40,000 words, and most people will have at least a few games they absolutely never care to play.
2) The formatting and structure of the games isn't consistant. (Which makes sense; they have different authors.) There's no spot up front that says "this one needs dice" or "this one has a character sheet" or "this one probably takes more than an hour." Some mention those details early; some don't. You have to reach each game in its entirety to be sure what it requires, and because the layout is different, it may be hard to remember which was which.
3) PDF does not have bookmarks; there are no page numbers on the pages. There's no easy, obvious way to jump between games you like best when you open the file. (The Table of Contents does have links. But you have to remember what the game is called for that to work.)
With those caveats: This is a delightful collection. It's got a wide range of styles and mechanics, from casual fun to intensely personal. People looking for a two-player game for their situation can probably find one here.
Specific Game Notes:
Connection Lost by Tobie Abad- 1 hour fixed time limit, death themes, unhappy ending guaranteed. One player is trapped in a non-functional spaceship; the other is a voice on the radio. The first player WILL die at the end. This game needs a deck of cards.
Message by Aura Belle - 1 hour time limit. You are both bots on the intarwebs! You can only communicate by copying text from the emails you've crawled. At the end of an hour, you'll both be deleted. You may not have any way to discuss this. (Not as unhappy as the first. You're bots. You don't have human emotions, and may not have any at all.)
Passport by Stephanie Brant & Tobias Strauss - Ideally played by mailing a notebook ("the passport") back and forth, including details of an event for the other person to react to. Ends when you have nearly filled the notebook.
Hex Ed by Sharang Biswas - 30-60 min playtime for three days as a student at the Toadtongue College of Magic. More standard "player & GM" setup. There's a character sheet, stats, and dice. (D6's.) Shenanigans are involved.
I Haven’t Seen You Since... by Ash Cheshire - "A Game of Long-Lost Fictitious Relations." Two characters are reconnecting; the players have to figure out what their relationship was (or is).
The Adam of Your Labors by Amber & Rick Dean - Frankenstein-themed game: one player is the (probably Mad) Scientist; the other is The Creature.
Cartesian Duel by Jamie Gardner - Less than one hour. The city is being attacked by giant monsters; One player is the pilot/operator, and the other is a (sentient) mecha suit. Save the city by working together. Saving yourself may be harder. Dice to roll, hit points to track.
Cut to the Chase by Johnathon Grach - One player is Hunter, the other is Pey. Dice and results-tracking are required. This would be a lovely insert to a standard RPG.
The Sky is Grey and You Are Distressed by Josh T. Jordan - Less than an hour. You are Frank and Meg. Frank has a nice umbrella, and may be shy. Meg is a volunteer firefighter. Meg has a secret. This game has optional touching features. (Hand-holding and similar touches.)
Dead Friend: A Game of Necromancy by Lucian Kahn - One player ("The Living") is a conjurer of spirits. The other ("The Dead") is a spirit. They are friends. Needs a deck of cards; can use Tarot deck. Has mood-settting ritual elements.
Lizzy and Darcy by Epistolary Richard Williams - Players are Elizabeth Bennet and Mr. Darcy. 3-4 hours; needs a deck of cards.
Through All These Years by Moyra Turkington - One player is the Parent, the other is the Child. Has a small print-and-play deck of Scenes. Non-chronological storytelling.
With Fire Thy Affections Hold a Wing by Taylor LaBresh - One player is the young Dragon; the other is its young Rider. Requires props and the lists in the rules text. Lots of warnings about safety - the characters develop bonds that are represented by physical ribbon/yarn tying the players together.
Common Ground by Johannes Oppermann: "A Game of Images, Maps, Decisions & Love Stories" - Create works of art that represent your relationship. (Stick figure art is fine.) The only touching expected is some hand-holding.
Shelter by Sara Williamson - Take turns alternating between the Narrator and The Wanderer, a pilgrim heading to the City of Scarabs to reunite with their lost love. Touch is an essential part of the game; set boundaries first, and revisit them if either player wishes. It recommends the LARP technique Ars Amandi, if players are familiar with it. (I am not.)