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Thanks for playing! I am sure some of the writing could use some tightening up. To a certain extent it is kind of the point for everything to have rich descriptions if you want to explore them. But also, the player can definitely get fatigued from that kind of thing; I want more for the player to feel that everything is real and can be explore in many ways than for them to actually pore over every last detail. Maybe the thing is to actually force the player to move on after a while?

I think forcing to move on might frustrate some players like "no I wasn't done why!?!" unless there's some game mechanics that justifies it like from the start saying "you only have time to investigate X" but that requires narrative justification. I think focusing more on what matters, both in the length of the description and the number of interactables would probably be better. I think there's a tendency from players to view everything that is in a game as content to consume and to not want to "miss out" on anything and can cause players to mess up their own experience (eg: me playing an open world RPG and doing all the side activities and then quitting because I am bored). Just my 2 cents.