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(3 edits) (+1)

Haha, "wishlist for a game" is a perfectly legitimate post. Thanks for the detailed and thoughtful feedback.

The game is indeed "just something for a game jam," but for me a jam is an excuse to braindump a ton of plot half-ideas that I don't have any other outlet for -- partially with the goal of seeing what works as part of compelling story and what doesn't. I tried something new with DEMEMORIZE in writing a lot more abstractly, with a mood in mind more than a destination, and I think what I've learned from feedback is: characters/dialog matter a lot more than the mood or specific plot points.

Specifically, the setting for this game is sort of an abbreviated version of a setup I'd intended for a larger story that /does/ hinge on more interaction with an outside world, more complex relationships with the staff, and more worldbuilding w/r/t idea of a memory disease. And it seems that scenario makes up the good parts of DEMEMORIZE a lot more than the other growing plot stuff (which is drawn from some other horror fodder, mostly around the fear of being forgotten).

One of the advantages of this weirdo plot though is that some of the events are open to interpretation, and while I have my interpretation that is internally consistent, there /should/ be multiple consistent interpretations... which sounds like a really lame excuse haha but I at least believe Tess and Cecily to both be their own people, regardless of Gray's conclusion.

But yeah, really, it's very encouraging personally to read your thoughts and it's pushing me to expand on some of the ideas explored here in a larger-scoped project.

(+1)

(Here's another feedback, if you don't mind: )

I may have overestimated this game too much, to the point that I forgot that this was just a game.

This game somehow describes my life, but declaring it as if it's something that is "relatable" to me is a misconception.

I also wanted to differentiate the research papers (abstract writings* with random words on first post) and the game's day intro; the research papers were kinda bland, but the game's day intro was very interesting and more ominous.

The game knows how to implement certain features such as; switching perspectives at night and day, without making it scuffed.

One last thing: Story games die off after knowing the end, especially when you already know what's someone is gonna say or know what's gonna happen. That's for the game's mystery.

Though that's optional if you want to solve that problem since part of a game being excellent is by being imperfect.

As for relevancy, a game called Undertale deals with this excellently; the countless mysteries of the game, back the game up, but it's also its disadvantage since all you have to do is to know all the mysteries to get rid of its value.

And not even bothering to read also makes story games pale.

Perhaps, pleasing the people who wants to be pleased is a good tip for the game.