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I very much liked the game overall, it was phenomenally polished and a great self-contained story.

I know it seems like an inconsequential detail, but I genuinely was glad that there was an elevator and also a story reason as to why the character didn't use it. If there was just the elevator there but you couldn't interact with it, or no elevator at all in a six story building, I would have been thinking about that the entire play-through.

Like others have mentioned, the field of vision changing and the sound design when in a panic really brought me into it as a player. I was honestly worried that I would have to go back up after taking the picture, because I was thinking to myself "Well what if my phone put the wrong timestamp on this picture and I didn't actually take it this morning."

I think this is a perfect little look into a small window of someones life and seeing their struggles. Struggles that an average passerby, coworker, or friend wouldn't normally see or often even consider.

Hi Chipper Deer Studio
Thank you for this thoughtful feedback :)

I'm glad that the visual choices and sound design helped to bring you into the mindset of the protagonist - our goal was exactly to give back a glimpse into Leonard life and foster identification.