Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I'll be honest—I wasn't wowed right away by the style of movement, and was already defeated by the first puzzle.

But re-trying the next day, got through it, and became consumed by the atmosphere accentuated by the immersive sound design, the strong writing / voiceover, and the possibility of what this game could be judging by the incredible art style.

I do have to say that I found the progression and puzzle design to be confusing most of the time, and was often wondering what I should be doing (I'd say this comprised of 95%+ of my playtime). I think this was indeed accentuated by the style of movement. After a half-hour or so, I didn't realize you could look down and pick up the letter. I'd have preferred arrows over the faded white rectangles and more explicit indicators (IE: outlines) to indicate possibilities of movement and pick-up, but there were other zoom-ins that were only figured out by randomly clicking all over the screen, and I think generally speaking, the style of navigation was not conducive to scouring an environment as a gameplay mechanic. Also, given the complexity of the puzzles, it would've been nice if the notes (or better yet, the solutions) were collectible / referrable. User experience, and being able to transport into the perspective of a regular player, can be a tough thing to nail in the heat of experimentation.

What I loved was the imagination of the world created. I found myself wanting to explore more of this story, especially if any light would've been shed on who the main character is.

Unfortunately wasn't able to finish given that I continued to stumble over the puzzles and it likewise impeded on checking out the other game jam entries, but I appreciated that under the hood, there must've been a lot of work and love put into developing this title.

(+1)

Thanks for giving it another shot! And for the detailed feedback. The navigation is definitely the game's biggest problem: it's broken into five buttons: left, right, up, down, and center, but I could at least have done a better job of communicating that. I'll do a post-jam update that makes the movement a bit less rigid. A hint system might also be in order.