Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I thought the UI was really sleek, and the writing was interesting. I struggled with the early cycles because I felt like there wasn't much of interest to hold onto, but by the time I got to the dog and the mouse with momentum (~around cycle 13 I think) I started to get curious about where this was going. Though it makes sense in the full scope of the story, I definitely felt like a lot of the more time consuming and slow cycles (I'm primarily thinking of the one where it loads really slowly) felt like they could be greatly cut or reduced without losing anything meaningful to overall narrative. When I got to my ending a realized there was probably a way to go back and do it a different way that was nicer to the ai (I got the "follow rules" ending), and even though I wanted to see a different ending, the thought of going through the many slower cycles again was enough to deter me for trying another run, even though I was curious. Still overall a very nice entry, especially in terms of UI and narrative.

(+1)

This is really useful, thank you. The pacing point is fair and you are not the first to say it, the slow cycles are the thing I would cut first if I revisit this. The ending situation is worse than you realised too, because there is no way to skip ahead, so wanting to see another ending means sitting through all of it again. That is a design mistake on my part, not a content problem. If I do a post jam version, a cycle skip after your first playthrough is the top of the list. Really glad it clicked for you around the dog and the mouse.