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Yeah, the balance of the information was intentional, albeit done poorly, but intentional.  Some things needed explained, but part of the experience was the sense of having no information, thus the lack of map, or orientation.   You were meant to be lost.  The objective was self explanatory with the mundane name, though the motivation to do so was certainly not explained.  I tried to give it a bit, if you look at where you begin, you fall in through a hole.  Not exactly narrative in scope, but the idea was to allow you to observe your surroundings, and try to figure out how to get out of this strange and confusing place you've found yourself in.  The minigames in particularly needed more instruction, or perhaps a title bar to indicate what you were doing.  I noticed after I submitted that it would be easy to just grab the lockpick object without much consideration, and then when you interact with the lack of door image, you'd be thrust into the puzzle, instead of interacting with the door, finding out it's locked, and then interacting with the lockpick which tells you that you can now open locked doors.