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jon.wiebel

14
Posts
A member registered Apr 05, 2021

Creator of

Recent community posts

Every choice leads to death so is the point that choices are meaningless?

Enjoyed playing it. Used inventory mechanic well. Even with limited words I felt like I had interesting puzzles to solve. Even though the text has to "give away" the solutions I still got a feeling of having to explore, find things, and figure things out.

Interesting concept. Choices seem based on complete guesses except the one final choice---will not say anymore as it will give the game away.

Reminds me of the final scenes in Indiana Jones and the Last Crusade.

The story makes me feel like I have meaningful choices to make. I appreciate being given the option to return to the beginning at the end of the game.

An interesting story. The choice over the top plot makes it hard for the choices to be meaningful. I see the premise of the story but can you get there with reactions that might be more believable? From my perspective that would better fulfill the promise of the game. Note: I am responding as a player not as your instructor.

Was surprised by the choices I made. Story did a good job of making me feel like I had meaningful choices before and after I made them.

Are there any good choices? Is that the point of the game--no matter what you choose it will always be poor? If so it does a good job of generating frustration.

I do not get the humor. I am not saying it is poor or badly done. Rather as I do not get it, the choices offered by the game do not seem meaningful to me.  Note I am responding as a player not as an instructor.

An interesting approach to the theme for the game jam. Could this be some kind of simulator---if so what is being simulated? Not a lot of play choices but then again Mountain doesn't give you many choices either. I guess it is simulating play. We defined play as movement within a more rigid structure--that is certainly something that is being simulated.

Promising. I think there is an interesting concept but the campiness of the story, for me, does not mesh with where the game seems to be headed.

Did you consider replicating the first screen? It seems like you are trying to create a feeling of having to go around again and again and again.