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This one's a great entry, albeit one that falters underneath its own ambition - I enjoyed the implementation of the gameplay here, and the UI is surprisingly slick and intuitive, but it does feel like the game's disparate elements never really 'clicked' together properly to me. The gameplay scenes felt somewhat arbitrary - the 'clues' and 'profiles' systems never really felt clear to me, and frequently the resulting conversations from them felt like they could have been part of a normal conversation tree rather than part of them - especially since the connection between the 'profile' or clue and the resulting conversations were never really all that clear to me. Notably, these also see far less use as the game goes on - so I imagine the jam's limitations and the looming deadlines might have been part of this. 

One time during the conversation with Abigail I also somehow softlocked the game, with all conversation options leading me back to the dialogue tree but none of them advancing it (this was specifically after managing to convince her to finally tell the truth). I had to restart the game and make liberal use of saves to somehow avoid the softlock, but I'm not entirely sure why it happened.

Storywise, I enjoyed it, but I also felt as though the tone was quite inconsistent - with Sofie and her missing sister being the main source of the oddities, in my eyes. It felt as though the characters frequently just forgot about the very real missing persons cases and Sofie's potentially dead sister (who we never follow up on), in favor of seemingly lighthearted exploration sequences and sex scenes. There's the sense that the characters never really properly acknowledge the danger inherent to the jersey devil, in spite of there being a lot of evidence to the contrary (and them mentioning said evidence, but never really taking away any lessons from it) - it comes off feeling as the story making them momentarily forget about the stakes for the sake of more slice of life scenes. There's also the odd matter of Terry's broken leg, which sounds like it should be far more severe than what the story treats it as (until chekhov's gun goes off and it becomes a problem near the ending).

That said, I don't want it to come off as just complaints - I think that the game is astoundingly polished for something made within a game jam's timeframe, especially given the complex coding that was presumably required to set up the investigation sequences. The characters, odd as they act sometimes, are incredibly charming, and the usage of photos for backgrounds works very well. The art in general is really good - the characters are very expressive, and, as I'm sure everyone has picked up on, Terry is absurdly hot. In general, this is an incredibly well put together visual novel, and you should be proud of yourself for managing to put something like this together!