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In your games case I have a new problem. I am not sure on what basis I should give the rating.

Essentially, your game is in category called walking simulator, and this creates some problems.

Like thinking of funness, well, it wasnt very fun, but then again, walking simulators arent fun like other games, but the story was very immersive, which is the point of walking simulator.

I am also wondering that where should I punish the point that the walking itself wasnt very fun. That instead of wanting to move around, I had to move to get forward in the story. This might not be much of a problem on other game types, but in walking simulators case that is a negative, since whole point is walking forward in the story.

But basically I liked this game very much, and I am going to rate it mainly around 4-5 star area.

The negatives in the game, biggest problem was that walking itself didnt feel like something I wanted to do, which in this case is extra problematic.

There was bit of feeling of confusion, as in, when I walked to some place, like followed the lights, I felt bit uncertain if that really was the right thing to do, and was worried I might be getting somewhere from where it will be hard to find back. That however never happened, that while I felt uncomfortable going where I thought I was supposed to go, especially when I was supposed to leave the second building to follow the star, they however always were the right thing to do. So it worked in sense that I didnt get lost, but I didnt feel good going to those places.

Another slight issue was when I followed the star, I looked real high in the sky to see it, and then suddenly got blocked by a tree completely, and start was moving at same time, making me nervous I might lose it completely, however, that again wasnt really an issue, since start didnt disappear, but stayed on sky. Had it disappeared and I had been behind the tree at that point, then it had been an issue, but that wasnt a possibility.

So as I said, minor things. But just thought to share the user experience.

Also, there wasnt much of an understandable hint on rereading those books. As in, I first checked the books, before i checked the telephone desk, after which I had to go read the books to find the note about follow the star between the bible pages.

But, since there were so little to explore, it wouldnt take much time to figure out that checking those things twice might be the solution, although it wasnt an idea of "hey, maybe i should read them twice" but rather "not raelly much else to do but try read those things again. Dont think it helps, but who knows, maybe should check anyway, just in case".

About the positives.

First of all, it was very important that the messages changed. That when you read things twice, it was giving you quite strong hint that point is not to interact with this thing another time anymore. That made game much smoother to go forward.

That, is it CPM shading, or what is it called, the old time monochrome black and white shading, I have seen pictures/videos of game/s using that, but this was the first time I actually played a game that used it, and especially in this case, it was very appropriate, it fit the story and theme very well. So it was a great choice in more than one way.

I also liked how the game started dark, that first you had to go in complete darkness, until you switched the lights on.

Following light/s was also very thematic and working, and made a great mood to the game. And follow the star made you think wise men following star to see Jesus immediately, worked very well again.

And I absolutely loved how the music followed the progress. I noticed after the end screen, that when you moved away from the end screen, the music faded, and got closer, it got louder. Very simple, clever, working solution to make sure that the music playing was of a right mood, therefore making the music work in narrative way, that despite players pace, music followed along.

And story felt very immersive. My only bigger complain in this is, that I didnt get the Christian Teaching message part.

Perhaps the game was too short, and therefore there wasnt enough time to give enough explanation. It seemed like you probably had some clever angle there, in that Light to your life I guess.

Seemed like player was having apathy etc. issues, some other people were trying to help, sent him the letter, telling to follow the star. Maybe idea was telling the gospel to help? But I am not sure how did the end work on that then. Did he follow the star to the Cross, and then when he went through the final door, he accepted Christ? Or was there some other meaning? I didnt quite get the idea. That even if that is the idea, then it sounds like bit too straightforward answer in that someone has apathy, evangelize him, and when he takes Christ, problem solved. Was that the message?

But I did like how you implemented the verse to the game. You definitely earn at least 3 stars, perhaps even 4, and if you have a good explanation, then I will consider even 5 stars, since once again, some stars from the implementation to the game theme/mechanics, for that part was quite well done in sense of even the used shader was part of that, so basically all those game implementation things might be worth the 3 stars alone already, and then even if story would be simple, hard to understand, but is there, that could easily be worthy another star already, perhaps even that two to reach the 5. But do comment on that teaching part.

(1 edit)

Thanks for the long and insightful comment.
I terms of the story I certainly went for more a artful approach. I wrote most of the game with multiple layers of meaning in mind, and creating moments that evoked some feeling or emotion over a well laid out plot. A lot of the creative process was operating off of vibes. So the fact you mention moments like following the star reminded you of the wise men, and the thought you put into trying to interpret it was definitely what I was going for. But I will say I really wanted to explore many of the themes and ideas like the idea of the noonday demon and how to overcome apathy, but I just didn't have the time to, Since the whole game was made in the final week of the jam after it was extended. I really wanted to elaborate on the idea that is found by the grave stone that crying and allowing yourself to be overwhelmed by emotion and allow are selves to care deeply despite the sorrow it brings.

yes, that explains the ”messy” outcome of the story. Now that you mentioned it, there indeed were more some things that felt like loose ends, which is explained by the lack of time. Like when tou first checked the books in the shelf, it says you dont recall what the book is about, but after phone call, checking again, it tells about the book. I remember thinking that something happened on the phone, like maybe that phone brought light to hus life and hence he remembered.


And regarding the checking the books again, just in case. Only recalled after reading your teply, but part of the problem was that there was this paper letter inside the desk of the phonetable.

When it said on the phone to read the note, i thought it meant that paper there. Hence I wasnt looking for a note anymore, nut I was simply looking how to continue the game next, without any clue what I should ve doing next. That is why I went to check both the painti g and books again, since there werent any other things to interact with around.

Had I realised I was looking for a note (which I did realise, thanks to when rechecking those books, it mentioning about not finding a note, and even then I wasnt sure if it was actually just referring to the phobetable note), then I migh had intentionally went specifically to check tge books. Now I went to them simply, because at least they were interactivable items, without any idea if they would help anything, and why.


after your explanation, it indeed felt like there was some great stuff brewing there, but due to lack of time, they didnt get ready yet.

I think this could have been the winning entry, had you had more time to flesh out those missing story parts and get it all cohesive, since even now it felt basically great, but just very confusing, and like missing things.

Was waiting to get more info regarding tgat painting, and about the caller, etc. But there never came more.

And yeah, especially about the overcoming of apathy that was mentioned in way that it seemed like one of the main themes. Was waiting fir something that someone suffering from apathy could grt some help, or some insight ibto apathy that someone who is not suffering from it, could have better understanding of it.