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I love your lo-fi VN look. I was initially expecting all navigation through CG backgrounds like in the cutscenes, like those old PC-88 anime games, or the Steins;Gate one made in that style. Your game is making me want to try making one of those myself…

The floor plan look is kind of unique too, I don’t dislike it, but it is currently quite hard to navigate the areas. Maybe the scale is correct but the rooms and halls feel quite large. Maybe some UI showing what floor/room you’re in, or a more zoomed-out / abstract map menu? I agree that outright arrows telling you where to go would make it too mindless, but an in-game objective menu would have been good.

It took me a long time to find the pool even using the hints on the game page, and I stopped when I was back to wandering around after that. A bit sorry I didn’t get to a point where anything was killing me, but I do still have a lot of other entries I hope to try.

The dialogue feels a bit stilted sometimes, and it’s a lot of tapping, but I can’t say I’d have done much better trying to fit it in that space. Well done on fitting this much of a narrative into such a short jam duration too – cutscenes are a lot of work.

Thanks for trying it out. Thinking about it again, I probably fell into the trap of forgetting how much info I had when testing. It didn't occur to me how easy it'd be to get lost, since I spent a lot of time looking at the full maps during development. Perhaps I should've included the png versions in a sort-of manual.

Not a bad idea, as a lot of old-school games were pretty impenetrable if you didn’t read the manual, so it’s not unfitting… but I do still prefer having it self-contained.