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This is such a joy and scratches a very specific itch for me. The visuals are brilliant and have a strangely nostalgic tenor - I'm thinking intermediate 3D games around the late 90s and early 00s, which is absolutely a great niche to evoke and one that isn't too commonly mined. Similarly, this uses the classic point-and-click adventure mechanic of loosely collecting various bits and bobs from characters throughout the world to progress: the creators of Gabriel Knight would be very proud. 

Plenty of potential with the game's core concept of possessions and identity. The game conjures a shadowy club where the relationships between characters are only established with reference to the items they possess and exchange. I feel like masks or a diegetic element could reinforce this within the logic of the world. But as Max said, the facelessness of the characters is such a nice visual allusion to this idea. I also appreciate you've taken great care into worldbuilding and creating references and intimations to this strange space that sort of go beyond the player's experience, leaving me wanting to explore it even more!

For constructive feedback, with time, some elements of polish could help reinforce the visual style and ease the user-friendliness of the game. There's a few typos - let me know if you'd like help proofreading! Context marks for which characters you can interact with is nice, but actually selecting characters and dialog options can sometimes miss them. Otherwise, the visual polish and the unique atmosphere to this game really set a great scene that could easily be developed further. 

Great work!  

Thank you so much for the in depth feedback and for playing it through! Your words and feedback are very motivating and encouraging, I really appreciate it! Oh yes there are typos for sure and some really bad ones too. I hope to do another round of revision on this after the game jam just to iron out the typos, the stories, and create some more interactivity. Thank you so much and cheers!