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(2 edits)

If it turns out that the super beefy guy in eternum (thanatos or something like that?) is Stabby Mike - all my dreams will have become true. As much as I love the salesman, I need more stabby mike in my life.


Only thing I'm not a fan of in this (and eternum) is the strictness of decisions. That is, the binary nature of each decision being [proceed] or [end path], without any obvious indication of such. Would be nice instead if there were multiple good options and multiple negatives. As well as making it more like "you need 9/12 proceeds" rather than 12/12. Worst part though is when it doesnt show you the path has ended till much later when a scene runs a check to see if you meet the requirements to trigger it. I recall one example in eternum where I missed one decisiom (bathroom cleaning), and thusly had a path end at the gladiator arena bit - MUCH LATER.

A way some other games have dealt with this is by adding a "gameguide" option IN GAME that will show the effects of impactful decisions (as subtext in paraphensis next to the option). Id much rather that than needing to tab out to read a guide to find out i messed up a decision an hour ago. Needing to do so really breaks my immersion with the story.

Actually I do have one more issue with both of your games. You have set the bar so high that only a few other games can even compare to yours. 


Seriously though, no amount of praise could sum up how good your stories are <3


Sorry if this is the wrong page to post - i know I've mentioned eternum a lot. But was already on this page because I'm redownloading it to play through again. Figured most feedback positive and negative applied well to both anway

Thank you so much!

About the decisions, though, the system is already like “you need 9/12”, you don’t need to get all the choices right, except a few crucial ones