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(2 edits)

I played this game. This game seems to deal with the subject of your mental health and/or living a good life while also dealing with the responsibility of dealing with other people's messages and such.  Really in a better world, one shouldn't have to deal with this, and people just communicate as they want and decide to (except in cases that don't apply perhaps). Anyway, the game could improve by a way to figure out which is the better option. Sometimes it seems as though no matter which you choose, it always is a bad option, ignoring may almost always be bad if not always, and it wasn't fully clear. Maybe what you could do is show some kind of visual feedback that makes the right choice clearer. Maybe you're supposed to keep track of that, but it could be something slight like a shade of a color or very small flashing. 

It does need balancing and I will do that in the after-Jam update)

ignoring is made in such a way that if you choose to ignore, it's rather hard at first, just like you'd feel in real life, but with every new level it gets easier and easier (if you won't betray your desigion to ignore, of course) and that tactic will never worry you at the full capacity, so you get the special ending with that. but I'm not sure you could get that right now due to some bugs..

But ignoring AND reacting will make ignoring rather random. I made it this way because I wanted to create a different background story with that. the easy example is with the brother - in the bad scenario he may be writing to her every day, begging for other kinds of help and she's rather tired of that so there'll be only mild discomfort, or he haven't written to her in months and that's the different story) but it does feels uncomplete to me too, I'll think of something to make it more managable and predictable :)

thank you so much for playing and sharing your feedback!