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The core concept, of being "trapped" in a house and experiencing the narrative through clutter inside and glimpses outside, I think is fantastic. It lends itself really well to a tightly woven story where every environmental element contributes. I'm a little less keen on the horror elements; fears manifesting as monsters has, well, been done, and it muddies the presentation of agoraphobia by tying it to other, unrelated mental illnesses. A story that's more grounded in real-life paranoia and self-doubt could feel more true to life and potentially hit harder. I'd be interested to see an expanded take on the concept.

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Great comment and I totally agree! This is my first time ever writing anything like this. I'm new to game writing and this platform. Submitted on a whim as I'm in the middle of a class to learn more about narrative design. Thank you for the feedback!