An extremely rushed game with two very strong ideas. I would have preferred to wait another year or two for a fully-fleshed version, but I’m glad I played it.
Writing
A mixed bag. Much of the writing is sweet, melancholic, and touching; but much is clumsy, unedited, and typo-ridden.
Story
The basic story is very simple: the player character has sacrificed everything for a chance to travel back in time and say goodbye to their dead love, Anita. Most of the game is spent trying to find her, visiting locations she was fond of, and reminiscing about her. This is very well-told overall. The ending is extremely moving and the high point of the game, though its pacing is rushed.
Characters
There are three interesting characters: Anita, the PC, and the mysterious robotic guide who serves as a framing device for the text format. None of them are very developed, but what we do see is worthwhile.
The two NPCs, Ally and Tim, are clearly just information-delivery vehicles and should probably be cut entirely.
Implementation
The main mechanic is solidly implemented and I very much enjoyed it. It reminds me of The Impossible Bottle in the way that actions in one place have echoes in another.
Everything else is bare-bones. There’s no scenery anywhere in the game, even in extreme cases like a garage being described as having a car in it without any implementation of the car. Likewise, there’s no rationale for which objects should be taken and which should be time-warped.
Puzzles
Barely any, mostly just about moving objects between locations. NPCs or the narrator often outright state the solutions.