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(+1)

thank you for the kind words and the lengthy comment in general :)

a skip button is definitely a must as a QoL feature and flavor text should probably just not appear at all once you've seen it once, but the latter is a more involved issue since some flavor text also includes clues that i would want the player to be able to revisit if they missed them. ideally there'd be a screen that keeps track of the "player" schedule as you discover it + all the clues you've gathered, which would completely eliminate the need to repeat anything except conversations where you actually get to interact.

as for the ending, my original idea was pretty vague - it was just meant to show that sometimes your efforts are not rewarded and the end result of what you do is just making things worse. so you do break the loop, but what happens after is not what you expected and maybe not what you'd like, and it's too late to fix it or go back or w/e.

(+1)

Yeah, that's definitely the thing about the flavor text! there is just important stuff in there. A log would definitely help there.

And that ending is kinda depressing! But, I do suppose there's a core of truth in there. Still just gotta move on afterwards!