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(+1)

The text should be skippable or faster. It's big boring, considering the little of interaction

But the art is nice, and i love the fact you made a game about anxiety. You show the "signs" of anxiety with the animations and that's cool. (Maybe you'd like to play my game, it's about anxiety and panic attacks ;) )

Thank you for your feedback! The dialogue is meant to emulate small talk with someone you're catching up with. However, there was a lot of dialogue that was cut. Our original idea was to have the conversation shift and change based on how stressed out your character was. However, time got away from us and we had to cut almost all of that out.

(+1)

I can see why you'd feel that way about the dialogue, and as the writer it was in part designed that way so that you wouldn't feel like you were missing out on story when you had to focus on the 'stress events'. And Curturp is right in that a whole lot of the more dynamic aspects of the dialogue ended up being cut; he also had some really great expression animations that we sadly didn't have time to implement either that would have helped a lot with making the conversation itself more interesting. In short, the dialogue didn't end up getting quite the polish it needed for us to flawlessly pull off, but the game jam was about getting the game done, so dialogue polish was sacrificed to accommodate the time crunch. Thank you so much for your feedback!

(+2)

Yes i understand, i had to cut a lot from my game as well. Almost all the story, some features, a lvl, just to be able to finish the game. I think what matters is that the player understand the game's core / main Idea.