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(1 edit)

This is a great concept, thanks for writing out your thoughts! I personally don't like to delve too much into the development behind my games, as I believe it's often better left untold. We had actually thought to add a lot of the elements you discussed. But we didn't have a lot of time for this game and if you want to get a game done you need to be able to settle on a smaller scope. This game would likely never have seen the light of day if it was as large as you propose. However, we decided a story is better than no story and took a risk by putting it in despite the time constraints. At least it provided some closure to the experience. Even if some people don't like the way it's delivered.

If I ever decide on creating a larger game based on this jam project, I will definitely take into account your ideas! Thank you.

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You're welcome, thanks for replying!

(2 edits)

Or alternatively, I could have it so that you wouldn't have to fight the avatar at all, just encounter her in increasing glitchy/freaky ways while playing CTF.

As you got locked out of each server, the next one would be glitchier, and the one after that glitchier, and so on. You can't kill the AI, because the dev didn't program that in on purpose, because he couldn't bear the thought of losing her again. He hopes that the gradual glitchyness of each new server would turn you off the idea of playing CTF on the servers.

If, however, you persevered and went into the last server (one with killing implemented), you'd be given a choice: kill the "AI" (and, it's implied, have the ghost of the wife rest in peace), or play the last game of CTF and leave the developer and his wife-avatar in peace.