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This game felt like a very personal, tiny passion project, but I think you spread yourself too thin. The work put into the clay look and the voice acting is showing and it's clear you had a strong direction you were aiming for. I think my main issue is that I feel like for you as the creators this all makes sense, but as someone new to this I'm thrown into it without having all the keys to understand what's going on. The game starts and you're just a guy in a room. Of course you can kind of piece things from the game but it's very disjointed. What was the emergency protocol for? What happened with the alien? There isn't really a payoff and maybe it's the point. I think I would have connected more with the game if you had focused on one section, probably the one with the alien which I think had the most interesting gameplay. 

Nevertheless, I had a good time and it's clear this is something you're invested in, so I hope this doesn't come off as too harsh, just letting you know how it went for me and giving some tips on ways to have players connect with your story more. Keep it up :)

Thanks for the feedback! We're pretty new to making games, and coming from a visual arts and stories background, so it's helpful to hear critique as we learn how to design experiences that players will understand and find engaging. It sounds like for this one, a little more exposition, context,  etc. would have strengthened it. Thanks for taking the time!