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Ah. Thank you for the kind words and feedback. Re: ghosts available vs. not available based on choice, I was trying to go for consequences for choices made. I think maybe I got a little over zealous with those consequences, given how far reaching they go (literally replaying the whole game to get redo one ghost). The game is such a web of conditionals I'm afraid to pull a thread like this now for fear of introducing instability. But I will take this feedback going forward on my next choice-centric narrative project, ensuring checkpoints that allow players more trial and error. <3

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Oh, I just started it up again and... I'm sad I missed out on a bunch of the dances too. :'( I think there needs to be clearer indication that you only have two chances at the dance. Since I only had a few minutes to play, I did one dance at a time figuring I could go back and revisit, but now I really do have to start over completely from scratch. I don't suppose you have a save file that's at the ending with all the ghosts unlocked, right before the dance?

Sorry to be a bother. I loved all the ghosts and want to see the rest of their stories!

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Sadly, I don't have a save file ready to go with all the dances unlocked. The two opportunities gate was meant to encourage players to choose carefully and replay the game to see other routes in conversation, but I totally get how it's frustrating, especially because it isn't clearly telegraphed. I'll talk over what a patch could look like for this with our programmer, but I'm neck deep in two new projects so it'll be something that unfortunately comes later rather than sooner. Until then, a speedrun through the dates again might be the quicker way to unlock for now. :(