This had hints of a deeper backstory and lore, as well as a subtle atmosphere of dread. It gets a little confusing as to why the second part is five thousand years later, but maybe that'll be expanded upon in the full version? Anyway, I liked the white circles effect used to indicate which objects are clickable. It shows up surprisingly well against the black and white beckground and is a nice touch. I hope you can develop this further!
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Thanks for playing! It will still be a little abstract in the full version, but it will make more sense. And I hate pixel hunting in point and click games, so I wanted to be very generous with the hotspots and being able to tell you were hovering over something, so I'm very glad that worked well for you. I have the full narrative written out and I'm almost back to the point I was before the power went out here on my working version on my pc at home.