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Thanks for playing, and commenting, I really appreciate it! And absolutely - I actually programmed a full dialogue-tree system into the game with plans for a bunch of additional retroactive conversations between the player and their partner, launching off of specific items. It would have taken maybe an hour or two to write those scenes in a spreadsheet and just copy-paste them into the game’s database - then I looked up and realized I had fifteen minutes left. So, unfortunately, had to cut back to just a hastily written one-sided conversation with minimal testing to figure out the clipping problem. But the tech’s still in there if I get the chance to improve it.

Definitely wishing I’d planned things a bit differently! I’ve never played Unpacking but what I’ve heard about it was probably an unconscious inspiration. Glad you found the core concept compelling and I’m sorry for the poor rendering of that idea!