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Whoops, "cultery" should be "cutlery"! I'll be talking about this as I play it and as I think of things to say. 

There's broken script macros everywhere, but that's not too much an issue. The intent gets across just fine, though I would certainly fix it up!

Nuts, I hit a dead-end. 

One passage completely cuts off the end of it! It appears that it broke due to the binary choice of Not getting the divorce. I was actually kind of getting into the story; it's delivered very well, actually, and despite your lack of true exposition I was able to find my place, the time period, the spirit of the time... All that. I'm impressed with your passive worldbuilding!

However, I was a bit jarred by the shift between second- and third-person through the passage. Sometimes you refer to Karenin as, well, Karenin, and yet sometimes you refer to Karenin's actions as the player's.

However, passing that little roadblock, the decisions and choices really explode. The amount of agency you give the player is truly staggering, although I'm not really certain how much each choice truly matters. It feels good!

I like that each "I'm leaving" choice smoothly transitions into the proper outlet. However, it looks like all three endings are easily accessible due to a break in the scripting. Whoops...

What's the deal with the "It's Over" ending? It seems like it breaks and leads into the  "wait for her to realize her wrongs" ending. I'd fix that up, since it was a haunting, though confusing thing. I kinda liked how it looped.

Despite all the breakages and script muck-ups, I found this to be engaging and fun! I enjoyed toying with the decisions and I found it to be very entertaining. Good job!