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  1. The designer built an authored story and elements of a story of exertion to convey the game. They also used cutscenes, animations, and had a moment of rest and reward.
  2. The designer was able to use those methods consistently when the player walks around the room and enters the “dream” world.
  3. These methods were effective at communicating a “story world” since it allows a player to look around and enjoy surroundings without being punished for it.
  4. I believe that this game looks great, both artistically and structurally. Good job!