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(+1)

This is a very cool idea! Love how you present your puzzles, and now they tell an interesting story through the whole game without hamfisting it in too. The phone unlocking mechanic is unlike anything else, and showing the story through each file deleted felt very organic and creative at the same time. I'd say this is one of the best puzzle games in this jam I've played! This is a job well done for sure!

For some criticism, I'd say there should be a way to restrict a bit the order of how the story is told. I like that fact that there is freedom to play later levels and read the stories there (I played the game entirely backwards, with healing as the first set of levels to be played). In terms of gameplay and future development, I'd say there should still be some kind of level ordering. At least by then, you could restrict players from playing the hardest level in the get-go. I will also suggest subtitles for the audio recordings, just for the sake of accessibility.

Anyway, this game is really well done, and I hope you all will continue making awesome games in the future! Well done!

Thanks for the kind words!

We wanted to give the player complete control over the order in which the story pieces unravel.

We did keep the part where things go wrong behind more difficult puzzles, both because we wanted to encourage players to try and face simpler ones and unravel other pieces first and because accessing these memories should be more difficult for the in-game character, mentally.

I am curious though, would you do it so that you have to unlock at least one puzzle before moving to the next folder?

Maybe... that some puzzles require a specific amount of solved puzzles before the player may see them?

I do find it kind of overly restrictive but this could have a positive affect on the player's perception of the narrative.

(+1)

I think some puzzles require a specific amount of solved puzzles is a very nice idea. That can probably be one of the hardest levels in the game, so players are prepared for that. It would be a good storytelling device that hides the final revelation too. Think of how Return of the Obra dinn hides the final and most important part of the story behind a 100% clear (I am not going to spoil it in case you haven't played it, you should though :) ), and that makes the game super satisfying.