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This game was... okay? It was a reasonably good take on environmental storytelling marred by some poor decisions. Having to click-and-hold until a meter fills to interact with an object is beyond obnoxious for players using a mouse, especially when it's the sort of game where you're pixel hunting for and interacting with every single interactable object in the environment. The interaction hotspots were too big for some objects, and there was no obvious way to halt the interaction once you'd started having it again (it turns out that most of the time you can just move away, but that wasn't immediately apparent). It got off on the wrong foot by declaring on the first screen that the game was designed to be experienced in a single session, so no saving is supported. The game *is* short, but you don't know what people's lives, attention, free time, etc. is. I really feel like any game that says "The game was designed for X, so Y that you as a player expect will not work / be available," immediately scars the developer / player relationship and shows that the developer cares more about their artistic vision than your needs and experience. 

Overall, I would have forgotten all of that if the game had knocked it out of the park, but instead it was sort of a middling, predictable story that felt a little trite. 

This is among my favourite types of games, and for a game that I paid essentially nothing for (I got it in the bundle) and spent very little time on, it was satisfying enough.