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This was a nice take on the theme by making the character a memory-loss patient who cannot control the loss of his memory every day and their friend who cares for them alot and has to deal with it.

It's a nice story to watch unfold and see how Riley reacts each day. I managed to get through all five days without the game ending early which I hear can happen!

I will say though that I agree with some of the other commenters that I think the wait timers don't add to the experience at all and actually take away from it. I think there's more elegant ways to blend immersing the player with a feeling of helplessness rather than actually forcing them to wait. I actually think the story would work well enough on its own without the timer and would be better without them.

I'm glad you found quality in the concept! I definitely understand the controversy (for lack of a better term) over the waits, but they're not really meant to make you feel helpless. I put them in to have the player think about what is happening and, if they choose, to imagine Riley trying to collect themself. I definitely am still trying to think of perhaps a better way to do this, but taking them out completely I fear would give less weight (no pun intended) to Riley's words and reactions. You can't just skip through things, you have to let them chew through it.