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feels like the text is AI generated, they rarely match what you choose, and the story is wrong most of the time. one time it starts with barracading yourself in/trying to escape, then convincing yourself nothing is wrong. also i got injured on a cucessful check to look for clues? huh? also the last part of the act was a look for clues, so i died from a failed awareness check for clues.

Thanks for the feedback! I can totally see why the text felt 'off', I actually just fixed a major bug where the game was showing the same outcome text regardless of your choice (saying you took a weapon even if you chose to leave it). This made the logic feel broken and disconnected.

I’ve just pushed a fix for this across all 22 narrative templates, so your choices should actually matter now. Also: all story text is human-written. The only AI used in the project is for some FX sounds, as disclosed. I’d love for you to give it another look.

Tried it again and it hasnt really changed, I even recieved the same prompt twice in the six parts. getting the "break out/ barracade in" as the first 1/6 and THEN prompts like settling in and you notice something is wrong makes no sense. 

After reading your first comment, I tested the game and discovered a significant bug in the choice mechanics. Essentially, the bug was preventing players from experiencing the game as I intended: choices weren’t producing the expected outcomes. I rewrote the entire mechanic and tested the game for several hours. I also retested it after your comment.
I’m not sure why you’re still encountering issues, but on my end, all choices now correctly link to their intended outcomes. If the story itself doesn’t feel right, that’s a separate problem, and I understand your perspective. However, the new build should have resolved the issue where choices didn’t align with outcomes (after accounting for stats).

Just in case, could you try clearing your browser cache and restarting the game?

I’ll continue testing. Thank you for playing and for your feedback!