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(1 edit)

right off the bat it gave the sense that something was wrong and showed the gravity of situation the sister hid from her own brother,, but as quick as the story progressed, it felt almost like the wrong suddenness was fading? when we got to control as the brother, felt like we were going with the flow or on a quest to save the sister, though, a children’s innocence in navigating the world stayed through him. the puzzles were nice enough to get the thought gears moving a bit. also loved how you can pick just one food out of three with the jacket potato being canon one i think lol.

i was kinda stumped for a good moment on the password of that CODE outside the box (literally? lol), because i had the same problem as the previous commenter that should had already been fixed since i played this latest version but it remained a bug still there. i figured it out that for the passwork to work; you had to stay on the passcode screen specifically as you input while having the CODE note open in the background. there was another bug mentioned earlier on here too about choosing read the diary on the bookshelf, it still didn’t remove the picture so it was kinda forcing you to read through or else it would be a loop repeating stuck ‘You pick up the diary … -No.’ -> ‘You pick up the diary’–like that lol, the same bug was also encountered on the music box. another weird thing, the book Ethan read on table during lunch wasn’t visible for me. . and the (last) thing i noticed was the pictures used like the diary, butterfly book and the music box, im wondering what the sources since the credits didnt have them mentioned or anything.

the jacket potato you kept after putting it away in the fridge and the music box particularly didnt serve much connection value to the other items, i mean i think the latter was loosely linked as music to that ghost character but with everything else combined, they only came off as passing implications… not enough sympathy given for the ghost and ended as afterthought, i assumed

spoilers the lore went something like Isabella the pianist got a secret admirer, he didnt get the message to back off andd Isabella got killed as she was thinking to quit for their each and both last resort.
on that note, this could need a content warning just for heads up along with the bright colors that can be a strain on the eyes. other story parts could be developed a little further with longer pace to build that foreboding atmosphere and maybe revealed at least to the point where players could grasp the message more clearly with the weight of its meaning, how they were the only ones living, where were the parents or others.. why was the world still draped in the mixed color hues like there was something left unsolved.

(+1)

Hiya, thanks for your feedback!

About the bugs you mentioned, I'll admit I never actually got round to fixing them lol 😅 

Most of the things I included were to test the functionality of different things, and to see if I could pull them off, so while I get that some things didn't really fit thematically, I wanted to include them sort of as proof to myself that I could do it, you know? And I guess since my focus was on the different functions, I was less focused on the narrative than I probably could've been.

Regarding the pictures, I made them on IbisPaintX based on photos I'd taken.

There are a lot of loose ends in the story that need tying up, and to be honest the whole thing could do with a do-over someday, so at the moment there's not much more I can say on it. BUT, I can tell you that the colour choices and design were purely because I liked how it looked. 

Thank you again for playing and taking the time to leave a comment!