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I thought the game had some really great mechanics and ideas. 

Having the player name all of the characters before knowledge of the gameplay loop is a great way of building attachment. It's the reason why you don't let your children name the chickens or pigs you're eventually going to slaughter and eat. 

The artstyle is very grungy and coarse, and combined with some of the writing, I could definitely smell certain characters from across the screen. I feel like the dialogue options were sometimes a little one-note—especially with 7, 12, and 13—but sometimes it really hooks you into the characters, like with tenants 2, 3, 6, and 9. 

[SPOILERS FOR ENDINGS]

I got all the endings in a relatively short amount of time off of one save file. I thought they were all decently compelling. The vaporization one has good art, the shelter ending is pretty satisfying, and naming what it means to be human is a great fulfillment of the naming motif established throughout the course of gameplay. If there was one critique I would have about the endings, it's that the near-hour of gameplay beforehand ultimately meant nothing in the grand scheme of things. I get that there's a grading scheme at the end, and that the message is sort of supposed to be nihilistic, and that if the doppelgangers are generated at random then making character-dependant endings for all combinations of possible survivors would be a herculean task—but it still would've been a bit more rewarding to see my good choices impact the story beyond a scoring difference. 


Overall though, great game, and I hope to see more in the future.

(+2)

I agree with you, I imagined a more complex ending, for example that if you killed all the doppelgangers and only the humans were left, the soldiers would have the hope of finding a way to counter the doppelgangers and thus not have to use a nuclear bomb or different special endings depending on how you play.

Thank you so much for the detailed feedback, I really appreciate it! I'm glad you enjoyed the game