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Let me get one bias out of the way: I’m generally not fond of games that don’t have a well-defined end condition. It doesn’t need to be a ‘goal’, resolution, or question answered. But I prefer it to be framed as “play until X happens”. 

On one hand, there’s the practical consideration of knowing how long a session might last. But in a meta sense, it gives players an idea about how to move towards—or delay!—the end.

Monologue suggests possible ways to wrap things up. But in practice, the various options leave a bit too much room for narrative threads to dangle, which could leave some players feeling underwhelmed or left wanting.