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(+1)

[Spoilers everywhere]

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One thing that I really appreciated was the amount of flavor texts: on the one hand, it was interesting to know the behind the scenes of a jewelry store, on the other they were perfect for getting to know Vanessa well... and then being very disappointed to see that ends badly. This is the part that contributed the most to the horror factor: Vanessa doesn't win, the evil thing continues to claim victims and the person you've been with all the time loses. The final cliffhanger and the prologue with the discovery of the evil stone during the archaeological excavations are so classic to make everything appear, in fact, "classic" and not banal. If there hadn't been the reference to streaming services, I would have easily thought of it as a 90s movie!

On the graphic side, I found the pixel avatar very cute. I was a bit perplexed by the fact that mister Cameron and the colleague didn't have a sprite but, thinking about it, maybe the "problem" was that the little girl's father has one: if he didn't have a sprite, it would just be the people who enter in possession of the jewel to have it and the attention would be all on them. I think. 

BTW, I hated the first chase because I kept getting stuck in columns. But I guess most of the discomfort was my nonexistent sense of direction.

A nice game that makes you regret reading (I guess) all the flavor texts. Good job!

(+1)

Wah, thank you for such a detailed comment! I'm terribly sorry about the first chase being difficult- playtesting it seemed to be alright for me, but I might just be biased as the creator ;; but! As for your comment about the ending factor: this is exactly what I was going for. I wanted things to be bittersweet (or more-so bitter than anything else.) and to not have everything ending happily. I wanted to go for a more eerie and somewhat somber feeling- like a perpetual cycle that happens to random individuals without explanation. Wrong place, wrong time-type situations- things like that. 

In regards to the sprites: that's really my bad;; I'm not very good with spritework, and when I realized I needed sprites for other individuals, I went a rather lazy route instead of making some new ones. Maybe in a future update, I'll make some changes, but I do apologize for the strange appearance. I started with the archeologist's sprite first, then his daughter, but sometime in development, I ended up using  Vanessa as the main/secondary protagonist. I already had the fathers' sprite ready, so I thought it'd be a waste not to use it. (Although, I suppose I could've repurposed the father's sprite for the boss' instead, but that's still my fault;; sorry!) 

I love games that have interactable items/flavor text- it feels like it fills the void, so-to-say. Even if it's somewhat boring or not exactly plot-relevant: I just like having the ability to peer into one's surroundings, even slightly. 

Thank you again so much for playing, and thank you again for all your kind words! :>