Writing this based off the re-upload, but loved the concept of intrusive thoughts being a visual and gameplay design choice, and the simplicity of the character and background art keeps it from being messy or hard to understand. Waiting for the game to allow me to make choice almost made it feel like the protagonist insists on always letting the mother finish speaking first, so I wonder if there was a conscious design choice in not allowing the player to click an option and like...literally interrupt her? Maybe the protagonist can't bear to behave like that, in which case, that would be a really deeply meaningful design choice you made here!
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Hi!!! I'm KT, one of the devs. I'm so glad to hear you enjoyed the game! The choice to not allow the player to interrupt the mother was very intentional. We wanted to portray the mother as overbearing in their relationship so much so that she never even notices the child's submissiveness. A huge narrative goal was to portray the feeling of intimidation the child has through all aspects of the game, not just dialogue.
Thank you so much for playing our game! We are still working on bug fixes, and we really appreciate this feedback!
Excellent, I'm glad that I was right on the money! 😄 Perhaps you could even make that intention more clear by having some feedback effect when you attempt to interrupt, but can't? It would really connect the frustration of the child with the player's actual frustration haha
Best of luck with bug fixes, and kudos for continuing the development grind after the jam!