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Holy crap, what a rollercoaster! At first, I was slightly disappointed by it being a text-based RPG (although the presentation and sounds were great), then I thought it would be some type of Welcome To The Game type of game where you have to keep an eye out for an intruder outside the window (please do confirm whether or not the in-game character ever shows up outside the window, I tried for a bit but couldn't see anything different), but soon realized what was going on. 

<Spoilers ahead!>

When I ended up shooting "myself", I had to go back and play through the game again to see what would happen if I didn't get the gun. The second time around I started noticing the extra details, such as the sound of glass shattering when I threw the rock, the sound of the dog being shot, the prybar forcing the door open, etc. Details I didn't really pay attention to the first time around.

This is a really cool take on the theme! You aren't alone, cause you're creeping up on yourself... But you are your own enemy, so you'd rather be alone. 

My one honest criticism would be that it's too long for a jam. I am so glad I stuck it through and ended up playing the whole thing, but I contemplated quitting several times early on when I felt either stuck or that this was all the game had to offer. So the worst part, in my opinion, is that it takes too long to get to the amazing stuff.

Overall, I feel like this is one of the best entries I have seen so far - granted that the player reaches the stage where the game gets good. REALLY good job!

Thanks for the detailed feedback! 

To confirm: the window does not show the character as they would always be obscured by the van, though that van is shown to help hint towards the core idea for players who remembered the headlights and description / map at the start. It also makes people a bit nervous :)

It's good you went through it twice where the details got to shine through, I'd imagine most people who played did not.

For length I am curious how long your playthrough was and what the major sticking points where. Given more time we would have likely incorporated more room-game interaction based puzzles. though I guess that would have extended it farther. Will try to keep in mind for future jam submissions.