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Thank you for playing and for the critique! Making a longer game keeping the same narrative was very difficult, so I decided to go with a compact story. About the part where you need to start going backwards, I decided not to give any explicit clue to fit the theme, I thought that showing the doors, having a dead end and the audiovisual sign when you press the LeftArrow/A was enough for the player to know what to do. About the puzzle pieces, I don't understand the question, sorry...

With that question I was reffering to the fact that the character suffers from memory loss (amnesia). So, were the puzzle pieces a way for the character to remember his thoughts? Does he carry around wooden planks with words on them to remember questions or am I reading into things to much and was it just a coincidence?

The character represent the player. Who suffer from amnesia is the friend (or the game). The pieces are a way for the player to communicate with the game.