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I thoroughly enjoyed the aesthetics and art for this game. This looks and plays as a unique experience where the animation makes it feel like I'm playing a cartoon. I enjoyed that experience. I wanted to explore responding to see what felt obviously different and didn't notice too much in terms of gameplay. It also felt like I wanted to take damage eventually? If my purpose was to "get better" then I feel like taking damage is the only way to experience some interesting parts of the game. I think something that made what was happening a little clearer or make the gameplay so obviously different that the difference is clear, and this would make for such a fun system to explore. I love the idea of playing as my avoidant self.

Thanks so much for playing!

Ahah, balancing the "point" of the game with standard gameplay incentives was definitely my biggest challenge.

You do sorta  play as the "bad guy", so it feels a bit counterintuitive at times, but my hope is that it'll mirror some of the real-world conflicts of feeling compelled to utilise your defence mechanisms even when you know it's fundamentally against your best interests.

(I did actually include a secret alternative route to the ending to help this metaphor feel more consistent haha. Hopefully someone figures it out)

I'd love to hear any more thoughts on how you think that concept could be better communicated!

If I make a sort of version 2.0 I may try to implement any ideas that help. I had like ZERO playtesting before deadline, so it's interesting to hear people's thoughts!

Thank you so much for your comments on the artwork too, I'll pass that along to the people who helped bring it together.
And I'll be sure to check your game out soon ! :)