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A text-heavy story needs paragraphs; walls of text are hard to read. I'd also outline the text to the left, instead of centering it. Ideally, this would become more of a visual novel, with text broken into small chunks of dialog, written out in a steady pace, so it's all easier on the eyes and attention span.

I like the premise of interacting with the main character through written messages, but with a story like this, I also prefer to know my own role in it; am I a character in Mable's life, am I a random voyeur shouting get-well messages at her? I personally feel like the story would benefit from making the player's connection to the character(s) more clear.

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Thank you for this thoughful feedback. It ispositive and helpful. I'm thinking that the player's role will be to take part in some of the choices Mable will have  to make as the story advances.  She will have to make decisions. And  every single good wish the player can make for her will enhance the player's opportunity for reflecting on and making better their own health and life choices.