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I played through the game and then returned to a previous save to see every true ending. I'll start with the good stuff.

The game has a fairly novel premise and is short enough that it remains engaging throughout. Colored lighting helped distinguish things visually and the panning transitions to flashbacks were pretty slick. It feels good when you can guess a clue through previous context.

On the other hand, it might just be that I missed something, but not all the clues felt intuitive. This was a problem, as they're one of the only points of player input in the game. The other is the final choice, which I found generally unsatisfying. The game admits that blame is a complicated situation, but doesn't really let you assign partial blame. You either murder someone or they get away with no consequence. In a related note, I couldn't get behind the protagonist. Their exchanges with the victim gave them a sort of implicit moral high ground I didn't think they deserved. Also heads up, I believe I found a bug. When you get the true endings and choose Ayanna it just plays Peter's ending with Savior standing backwards.

Overall, it was an interesting game. Not fantastic, but certainly not bad considering the time frame. If you ever make a similar game in the future I'd like to see more interactions in the detective-work stage, asking questions and gathering evidence. I think that's the most engaging part.

I absolutely appreciate the effort you took into analyzing the game. The toughest part was making the game feel like a game rather than just a narrative, and I believe time was the biggest constraint. I remember 1 clue being specifically weird for players, which I can change. I tried to just make it a 3/5ths thing rather than needing every clue right for that reason. In the future, I'd like Savior to have more of a motive behind her actions, because I understand she has an unfair and condescending ability. Technically, people could have mixed, shared, and other forms of blame, but I couldn't get that done in time. I hope these don't sound like excuses. It's more like "I hear you and want to fix that in future versions." Again, thank you for the constructive criticism, and the time you put into this game!