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(+1)

what an interesting story, i loved the concept and the worldbuilding in this! at first i though it began rather quickly, and the ending was a bit abrupt as well, but the pacing in the middle section was great. there was a nice balance of story and choices, and the characters had distinct personalities that made sense for them. 

i played this few times to see how my choices would affect things. i really liked having them as a player, even if it felt like the sacrifice one was the only with clear consequences. i assume how long you take to deal with the rot also affects something though? i wonder if there's a possibility to get a secret third option in the sacrifice choice like the text implied? i tried to make bad choices to see if something would happen, but it was difficult balancing that with keeping the rot under 10. when you fail to free your siblings you have to go back and forth several times to (i assume) trigger the conditions for freeing them, but when the rot level reaches 10 you can't do anything anymore or go anywhere. i assume this means you failed but perhaps an ending screen of some kind would make sense here? if it's not a broken connector issue, that is.

in any case, this felt like something that could be expanded into a longer game for both the worldbuilding and the game mechanics to shine more. i really enjoyed this!

(+1)

Thank you so much your feedback! 

Yes, The Rot does introduce new endings after severity surpasses a threshold. If the Rot reaches 10 the game ends, seems there is a broken connector I'll edit that after the results. I did plan to have a few more endings, but had to cut down for time. I'm planning to return to this project and flesh it out with all planned endings.

Thank you for playing! :)