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(+2)

Why would you make it so you start the game by your car, your character drove to the grave site/starting area for a reason - you walk to the marker at the end of the grave site, only to be told you 'Forgot your shovel in your car' to force a player to waste their time to go back for a shovel instead of starting the game having the character tell the player that he needs the shove he clearly brought with him?

I don't think wasting players time with these types of redundancies is too smart and would suggest avoiding those pointless backtracking gimmicks.

(1 edit) (+3)

Thanks for playing. I do appreciate the feedback. If I may, I can explain the "plot" in more detail. Basically, what you said is practically true - why don't get the shovel right from the start and force the player to go back and get it, true. But, there are 2 major factors you might be missing - first, you play as a serial killer, not a regular character. The story dictates your actions, which is why the game is a narrative driven, interactive fiction, and that's the way I designed the story to flow. Second and frankly the most important part - the character is choosing a perfect spot. Notice how in the task it doesn't say - dig a site right up front, because the character has to decide if this is indeed the perfect spot or not. Actually, there was a plan to have a third ending, where you just go back to the car and drive off, because you don't like this spot, so yeah. 

And, in general, this entire game is a pointless backtracking gimmick mate, it was made in 4 days lol. Sorry if the game disappointed you. I will make sure to work hard on the next one. All the best to you ✌
Edit: Deeply apologize for the game being bad, honestly. This is just a small project, more of a warm up than something worthwhile and again, I fully understand if you didn't like it. Thanks for the feedback, it really, really means a lot. 

(+2)

Fair nuff!