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Font is a bit hard to read.  Contrast makes it even harder (dark blue on light blue).  There was a point where I didn't know that clicking the Trash/Keep buttons would advance more flavor text instead of just trashing/keeping the item. Cute concept!  I could see more of a bigger game using this element as a story telling device. Good potential here.

Thank you. I do hope someone will expand the concept. Maybe they'll even want to hire me write it?
Sorry for the font, maybe I'll try using a darker color (but I was trying to stay within the palette)