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A thoughtful little snapshot. I thought the decision to have branching choices was interesting for a game where you're a defined character.

You're dropped in the middle of someone's life and are already making choices for them before getting to know anything about them. You only get fragments, and even then it's difficult to make an "informed" choice. Then there's non-choices, where the protagonist essentially takes over and defines themselves clearly.

It all contributed to an uncomfortable disconnect between the player and the protagonist, and that felt great! I was uncomfortable making choices for someone already struggling with their identity and relationships, so seeing them wrestle control away from me for a moment brought it together for me.


Nice work.