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(1 edit) (+3)

My favorite part of the game was allowing me to cry. I felt so lost and I just loved that the game acknowledged that potential feeling and give an option for me to feel frustrated and telling me that I could keep going. I think that right there encapsulated the theme so beautifully that I didn't quite expect. 

The beginning was written pretty well, but you did have to wade through a lot before you could do anything which sort of put me on autopilot read mode without getting to really put myself in it. I think just a few choices in the beginning, even if they don't branch or have a huge effect on the game, would force me to slow down and just absorb the setting a bit. But once you got to exploring the ship , I was surprised at how detailed you designed the geography of the ship. There were constant stakes and obstacles in each area, which forces you to think a little bit about how you approached getting off the ship.

But as I said, I did get lost, which was fine at first, but then I just kept going into a loop over and over of things I'd already done. I think this could be alleviated by graying out options you've already explored. But just amazed at how you were able to accomplish all this design beyond just the writing.

I appreciate the very detailed and helpful feedback.  We'll be fine tuning the design/pacing of the game after the jam. Hope you come back for the future version! 

(+1)

Thanks for the comment! For me this was a learning experience, and I already have ideas for how I would have approached this differently. I appreciate the actionable advice. This experience has been so educational and fun. Every submission I've played has taught me something, too. Best of luck!