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Gaps in the exposition are by design, with different endings answering different questions.
For example, the answer to the door question is most clearly given by the cat ending, the answer for location is given by ice cream ending, and the same ending answers what happens when you hit and who is left alive.
The radio is used by narrator, whose other attributes are to be uncovered.
The goodness or badness of endings are up to you, but they are all emotional in some way.

All together, it creates progression, but not in numbers or scores or unlockable achievements, but in player's head, as the narrative is stitched together.
This is only a second game in which i employ this design, so some hiccups are expected, i will try to finetune in future titles.

Small stars - ah, rng range needs to start higher than zero so they are reasonably sized. ok.