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(1 edit) (+2)

Impressive set of systems for a jam!

The mood was perfect and the interrogations felt intriguing without being too obvious. I appreciated the writing staying concise while still giving character to each Marcus.

I felt something was missing in the end, wasn’t sure if I made the right choice first (I kept sofa Marcus) and even after going through keeping a different Marcus in speed run mode to see if I missed something I still couldn’t decide about what it all meant or if I missed something, but dreams rarely have an ending that makes sense :)

I kept trying to use the scroll wheel to pick dialog options, maybe this would be a nice addition to these menus. Also, reusing clicking for every interaction like doors, picking up objects and talking to people would streamline the controls a lot without losing anything, I think.

There are a few issues with the level colliders letting you see behind the walls or outside the building if you stand too close to walls or jump around 359. In general, I think it is best to disable jump and crouch in puzzle-like games that don’t actually rely on them so that it’s not something the player can overthink being a mechanic they should be using somewhere and keep trying it to find stuff (which can hurt immersion as well).

Overall, great job and a sophisticated use of the theme. I can definitely see this style of storytelling work in an expanded game!

(1 edit)

Thanks for playing and your feedback!  I think we definitely can improve QoL in many areas, and you're spot on when it comes to limiting movement. I will reveal there are one or two easter-eggs seen via jumping, so I kept that in there (though def should have expanded on it), but crouching just opens up the way for bugs and is totally unnecessary. Thanks again for your time and detailed review/feedback 💜