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Thank you so much for the kind words!

Your interpretation is correct. This game is very experimental; I wanted those "gameplay-less" moments when you fall to encourage introspection. This meant they couldn't be distracting, engaging nor tell the player what to think. I could have made meaningful questions appear as you fall, but feared verbosity might put a veil on the real message. And as always, when I'm faced with a design decision for which I don't know the right answer, I opt for the easier implementation and see what happens.

Thanks for telling me about the resolution bug, too! I'll fix it as soon as I can.