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I feel like you have all the ideas for a great story, unfortunately this is more like visual novel than horror fps experience where you main character drown into madness.

The ending shows how the whole game should have been made (in my opinion) :  make your story works by showing, and not telling : the burnt painting, shadows of the deads and the lights of police cars on the windows, this works. But the long dialogs doesn't help to feel anything.

At least that's my opinion : show don't tell.

Thanks for the feedback. During the dialogue sections we wanted to push the character into realizing the reality of his case, and then afterward being able to see it. That's why we used both ways to portray the narrative. With the portrait for example you could see blood on it to fill in the gaps of what happened to the wife, something that wasn't mentioned during the exposition part. With the dialogue we wanted to explore how the character saw things, for example the "hand of fate" that was in reality his own hand. He basically knew what happened, just didn't have it in his mind in the way that he was the guilty one. He blamed fate for it, until his subconscious in the form of his wife with the right wording gets him to admit what he always knew. We wanted it to be a slow burn with the background music in those parts. In any case, I understand your own perspective as well on how to portray it differently though. Cheers!