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Thanks for the kind words! Originally I had more advanced ideas for the choices consequences and the sanity management, but I unfortunately ran out of time and had to simplify some things. That's why sometimes after a negative choice it automatically jumps to a correct one. As for the sanity system, it was also going to be more developed and had more effects on Greene (e.g. text glitching out or speaking non-sense). As a fun side note, in early drafts I also had plans for more scenes that were either ultimatelly scrapped, cut or never made it into the final game. For example, the policeman would've played a bigger role in the game and would actually make a return, and there would've likely be one more extra chase scene. If I'll get to it one day, perhaps in a sort of Director's Cut version of the game I'll be able to enrich the base game by the stuff that didn't make it due to time constraint, as I really started working on the game late into the game jam. 

Thanks again for kind words and the critique! By the way, what endings were you able to get?

(+1)

Oh, I understand running out of time. I had to cut my own sanity system in my game last year because I couldn't implement it properly before I ran out of time. As for endings, I kept pressing the accept button, not realizing that the last text box skipped itself automatically. I didn't actually SEE the names of the endings, but I remember one of them, I managed to find my partner but we both died anyway. I think I purposely did something stupid (I think I tried to free him?) to see what would happen. I also purposely gave up my handgun and lighter in that run, deciding that nothing could possibly go wrong with those choices. :)