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Honestly, don't really like how text is added to the page; it confused me at times, turned the game into finding where the next segment of text was.

Choices sometimes made no sense whatsoever, such as the choice of "not speaking to this traitor" at the doctor. I don't know why he's a traitor; I just got here. I know it's clearly the "wrong" or "evil-ish" choice to make, but I have no idea why that choice is on screen.

Also, asking him for more medicine makes no sense, because I have no idea what medication the narrator is taking; I didn't know he was even on meds! I think you should have displayed a normal day for the narrator, give us a feel what he's like normally, and then put us in the current scenario. You give no context, which weakens the choices of the game very much.

(con't)