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(1 edit)

In A Week is a game about being a spirit guiding lovers to the afterlife.

It's 6 pages, with an interesting layout and clean, readable text.

Mechanics-wise, the game is class-based, but otherwise random. You choose a type of creature which comes with a bonus for interacting with a specific type of memories. Then you escort the spirits of the lovers, and in doing so call up memories from their past.

The game is divided into days, during each of which a player rolls to curate a memory for the dead couple. Rolling under a randomized difficulty causes the memory to be lost, and losing two memories can cause a player to leave the game for two days.

The concept and atmosphere are really cool, and there's a sort of magic to the way the game presents its setting. Not everything is defined or definable, which is perfectly fitting for a story about spirits and death.

That said, if what you want is mechanical crunch, this might be frustrating to play. You can control your narration and your character's opinions, but you don't get any real influence over the dice.

Overall, I think this is a great flavorful, atmospheric game. If you want to experience a slightly warm, slightly eerie, very reflective game about the passage of lovers from this world, I would definitely recommend In A Week.


Minor Issues:

-The advantage that creatures get when rolling isn't defined. Is this like 5e where it means you roll twice and take the best result?

Edit: I realized that the game page has flavor text that's not in the game itself, and that provides a bunch of extra context. I'd strongly recommend to anyone who skimmed the game page blurb (like me) to go back and read it before reading the game.