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I know this is old, but I just read this and really enjoyed the retrospective on your first game! Honestly, I played 'please' and 'please follow' first of your games (I will call them games) and was struck by the sound and visuals and how vaguely uncomfortable but completely enthralled they made me. I technically streamed 'please' for some of my friends, but it was silent and they only communicated in Discord. I find it very strange that people would stream them to a wider audience. They really feel like... Introspective pieces and don't seem to mesh at all with what current horror game stream culture is like, but also, I do understand wanting to share experiences with people. Anyway, I did enjoy IMS. It was viscerally uncomfortable at times, but still well worth the experience and I'll be thinking about it for a while. (And in particular how much better the subject matter was handled than Outlast 2...) I'm still saving SPEK.TAKL and The Shape on the Ground for other nights when I need something subtle and unnerving, it's nice to know Unnerving Introspective Walking Sim is a flourishing genre and powerhouses of creativity such as yourself are in it making good games!

Thank you very much for all the kind words! IMS was made with the means and technical knowledge I had at the time, and so I put all of my chips in the story / ambience of the game. I still stand by what I wrote in the postmortem, though : I would not touch that subject again, nor do I want to dive deep into this sort of darkness again. Hopefully, the game ideas I have for the future will be as gripping without being as harrowing, and will keep you coming back for more.
Also, it took a lot of time to get around to it, but I am warming up to the idea of openly advertising my games as simple / no death walking sims. Like, "safe horror"? Does that make sense? Anyway, I am glad such games can find an audience. And even though the games I have made up to now are lonely experiences, I understand wanting to share them with friends. I can only hope I make good games-as-conversation-pieces, if nothing else.