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That was... a good tale. That is how to make a piece of interactive fiction, I guess. Good example.

The interface is very clear about what parts of the world are interactive, but the pace at which the dialogue enters, is too sudden at times, making one possibly accidentally skip some sections, as it could stumble over the movement signals.

Yeah, I was on the fence until the last moment regarding some of those invisible tiles triggering text and thus running the risk of some players skipping a line by accident, but in the end it was a conscious decision to leave it this way. Thanks for commenting!