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Just found out about this game and im already hooked. Incredibly cute, and the potential for storytelling here is astronomical. A quick question tho: with the main hook of this game being the door to Yeld locking and the threat of never being able to go home again being a very big point of the game, would you recommend saving the door closing as an early game twist for my players? or should that be something I establish outright with them? Just curious to see what approach is best:)

Thanks for asking! In the 1st edition of the game we really recommended it being a twist. These days my opinion has changed, and I think it works better if players understand that it is coming and can accept that and buy into it. Ultimately, its up to you and what you think your group will respond best to.

In my own experience, having it be a twist is a great moment, but it sometimes leads to players who want to spend all their time trying to open the door or find a loophole to get home instead of embracing the game's story.