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I think this is quite the achievement for a solo game, so congratulations on being able to finish this in a week. It comes off as quite a studied idea and without spoiling the conclusion for others, I like the narrative twist and the gambit the player character ultimately loses out on in their quest. I took from it more that the character's defiance and rejection of letting go of grief is ultimately their downfall, subverting the heroic notion of the quest the game makes it appear they are on. The visuals are a little eclectic, but I think the ones that work best remind me of a modern Runescape style - nostalgic and lo-fi without being obtrusively retro. The fact you were able to balance in some dialogue and narrative and a series of simple stealth levels really fleshes out the game. I think, for constructive criticism, if you had more time to build on the potential of this game, it'd be great to see how creativity flourishes with more scene-setting and worldbuilding to ground the place the character is exploring, and find more of a seamless transition between comfy rustic interiors and decrepit dungeons. Great work. 

Thank you so much for this well thought response! I plan to polish this game so I can use some of it as a template for future projects, so stay tuned for the big Scream Jam 2024! Cheers!