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What makes this game so unique is in its ability to manipulate the player. The fact that the beginning and end do not exist strategically like bookends, the fact that it first appears on screen in the oddest way possible, the fact that the story is in and of itself void of an objective truth are it's strengths. In my personal opinion, there is nothing wrong with confusing the audience a bit. It was so striking to see the “pieces” begin to form on screen, as it went on and the story completely unfolded it’s only natural to search for more, but you eventually do reach the conclusion that the game has already given you everything you need and everything you can get. Not having a “hard end” may not be an issue at all. It being a short game-play wasn’t bad either; if anything, I think that the continuation of this project could be through multiple stories rather than the evolvement of this specific one. Imagine a collection of manipulative arcs with similar visual effects, even borrowing classic tales and showcasing the multiple different perspectives from them.

All in all, I think you did Kurosawa justice here. I wish you the best of luck with your future endeavors!

(+1)

I really appreciate the in-depth feedback and I'm super happy that the idea sat with you well.  I am looking into how to expand this in a purposeful way that really adds to the whole story and doesnt lose sight of what its about.

Thank you!