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I really love the mechanic of slowly running out of movement and needing to replenish it along the way, it's creative as heck. As I ran out of movement, I really /felt/ the desperation and dread kick in.
And the little girl saying she could hear them counting? Spooked me so hard - I was instantly immersed.

I basically ran out of stuff to do after talking to the skeleton, but I could definitely see having a choice-driven story-based game, where you lock yourself into your choices (your path) since you already used your movement. Can't save the little boy, not worth the movement. Ignore the suffering - conserve your steps. That kind of psychological story game fits perfectly in the atmosphere and ambiance you created here. Really awesome work on the engagement in terms of setting (although I could go for some light music in the background, just something to set the scene). You have a great base for either expanding on the gameplay, or expanding on an awesome story. Or, in the best of worlds, both! Good job!