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Ars Venutia rated Post Memory

A browser game made in HTML5.

There's nothing worse than wasted potential. It's not a unique premise, but it's one with plenty of room to explore — but wow, does this have some rough moments. It's deeply unnatural to need to be guided to the florist and grocer in a town with six residents, and it comes off as forced. I'm not sure if I was extremely unlucky or if something bugged, but I rolled 10 times trying to get Cain to follow me before I gave up, reset, and got it first try. Never rolled above an 8 that first time, never below a 10 the second. That's probability, I suppose, but it doesn't feel good.

On a purely subjective note: I don't love chance in mysteries. I'd much prefer it if a lockpick (which trivializes but does not guarantee its checks) did just pick the lock, no die required, and if having information led to favourable outcomes rather than having to chance them. It's not easy to save scum RPGMaker games, either — if it were, I would have likely had enough patience to find another ending.

As it is, the game feels so railroady that I didn't realize there could be multiple endings until looking at the comments, and even still I can't imagine how. If Eury always leaves, there's no way to afford most of what she sells. And a dating sim aspect, as someone claimed, does not fit the premise or established tone very well; how would you even get 500 coins anyway?! If you start your game with a death, you're begging players to search for secrets. If that way leads to a cheap twist and a game-over, that's poor game design.

You have potential, dev. This was a good practice — one day, you'll do great things if you keep at it. This just wasn't those things.