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The concept here is interesting and I thought it was worth playing through once to experience. I have a few points of feedback. For one item, please see my reply to an earlier comment about why phase IV started dragging and what I discovered fixed the issue.

Second, I might have played a second time to see another ending, but I wasn't able to. After I chose my ending and reward, I was given the intro and explanation just like at the beginning; I pressed the blue button again; and then I was put back in phase VII with everything completed, just how it was before I finished, but with no obvious way to trigger the ending again. That seems like a bug. The only difference was that the activities section said "all activities, already imprinted in the body." I chose the third ending, and I think I chose the second reward because it sounded like all the activities would be unlocked from the start?

Third, I played on mobile (Android - Chrome on a moto edge), and while it was playable, the layout was definitely a bit wonky. The narrative text temporarily floated over the log in the lower left corner so that the text was hard to read until the floating copy went away. But some text wasn't retained in the log, so I had to try to read most of it as it floated anyway because otherwise I could miss some bits. Also, the manual action button ("walk" etc) would only respond if I tapped the upper edge that extended beyond the border of the log area. Having the full button area to tap would have made playing more comfortable.

Finally, the journey of introspection and creation was interesting to read, but it wasn't actually very interactive beyond gathering enough insights to systematically collect all the items in each phase. Gathering the items didn't seem to do anything until I had all of them, so once I figured out how to get the higher level activities in phase IV, I boosted insight production and then just zoomed through the items all at once. It would be more interesting if the later phases had their own secondary currencies that get produced by the items in that phase, and maybe the items interlink so that some require insights and some require the secondary currency. You want the player to have to slow down and experience the items individually, not click through them all at once, but if it feels too slow, it's not going to be fun either, so it's a tricky balance.

Good luck, and thanks for sharing your game!

Thank you — genuinely. Playing all the way through and then writing this out is a real gift, and I want to address each of your points properly.

The prestige bug. I shipped a fix for this today (v2026-05-25c). The actual root cause turned out to be deeper than I first thought: when the "begin again" button cleared the save and tried to navigate to a fresh URL, the browser's beforeunload / pagehide events were silently firing one last saveState() and re-writing the Phase VII state back into storage right before the page reloaded. So the save was being overwritten one frame before it was used. The "everything still completed, activities already imprinted in the body" symptom you described was the exact fingerprint of that race — the legacy reward applied (separate storage), but the run state was never actually cleared. It's properly fixed now, and the second-reward path (all activities pre-unlocked from the start) does what it says.

Mobile. A couple of those are patched too:

  • The disappearing narrations — some lines in Phase VII were floating but never written to the log, so they were lost when they faded. They persist properly now.
  • The walk button hit area — added defensive layering so it should stay tappable across its full surface, not just the edge that extended past the log.
  • The "narrative text overlapping the log" one I couldn't fully reproduce on my end, but the fixes around layering may have improved it as a side effect. If you ever happen back and it's still off, I'd love to hear.

The pacing point about secondary currencies. This one is really sticking with me. You named the exact thing that has been bothering me too — once you understand the formula, mid-to-late phases collapse into "boost insight, sweep the items." The secondary-currency idea (later phases producing their own currency that interlocks with insights) is a clean way to force the player to actually live inside each phase instead of zooming through it. I'm going to sit with this rather than rush a change, because as you said the balance is delicate — too slow kills it too — but you've given me the most useful piece of design feedback I've gotten on this game so far. I owe you for that.

Thank you again for sticking with it to the end, and for putting this much care into the writeup. It made every fix easy to track down, and the design notes are going to shape how I think about the next phases. Truly grateful. 

Happy to help. I've done some beta-testing in the past, so while I'm not a dev myself, I've learned to think a bit about what makes good game design. I should also note, so that I'm not just pointing out things that need improvement, that I did enjoy reading the text, and I appreciated that it all seemed well-written and proofread. (In English, specifically; I have no comment on the other languages except that I noticed kanji characters on a couple of activity icons. I wasn't sure if that was an intentional design decision or something that wasn't translated.) Thanks for the quick fixes for the bugs and the response to feedback!

Thank you for such detailed feedback — it genuinely means a lot to me as the developer.

You’re right; the balance probably does lean too heavily on manual clicking right now, just as you pointed out. I’ll think about how to improve it.

And the kanji on the icons — that’s a bug, so I’ll get it fixed. I’m Japanese, so I built the Japanese version first and then translated it into the other languages; I think something must have slipped through at that step.