World Village (Gamer's Zone) gave the game a rating of 100%, writing "The magical fantasy world of two little girls, Lily and June Bugg, comes to life in
Chop Suey, a creative multimedia masterpiece developed by Magnet Interactive Studio. This hip interactive storybook provides a refreshing look at the curiosity and imagination of kids of all ages. You won't find another CD-ROM like it! Hats off to software developers Theresa Duncan and Monica Gesue, for providing a software title that will truly inspire girls AND boys to be more creative and aware of the music and colors that surround their lives". AllThingsD described it as "an award-winning video game for girls, but without all the dopey princess stuff and with a ton of sophistication", adding "it was pure imagination". It concluded "While the CD-ROM business proved to be a bridge technology and “Chop Suey” did not endure the onslaught of the Web, after seeing it, I have never forgotten it. And it was one of the key products that made me love covering the interactive space so very much." The blurb for the session
On the Work of Theresa Duncan deemed the work "experimental". The game was included in a collection of education software that was donated to
The National Museum of Play in
Rochester, New York. "The Game Design Reader: A Rules of Play Anthology" argues that three games of Theresa Duncan (
Chop Suey,
Smarty, and
Zero Zero), "offer a digital version of Harriet's 'Town'".
Retrospective reception Critics have retrospectively praised
Chop Suey and remarked that the game featured personally resonant and impactful subject matter. Several viewed the game in the context of the
girls' video games trend, and considered it subverted the
gender stereotypes in the games of its era. Jenn Frank of
Vice praised the wistfulness and "wry flourishes" of its writing and the liveliness of Gesue's artwork, whilst stating it was "strangely static" and featured little to do. Racquel Gonzales of
The Strong National Museum of Play praised
Chop Suey for its immersive depiction of community and its nonlinear and exploratory design, writing that it "demonstrates ways we can experience and showcase a community by centering the lives of the inhabitants" and "celebrates children hanging out and making their own spaces for imagination". ==References==