On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I liked this one quite a bit. There was a lot of content packed into this experience, and the judicious use of pre-existing assets was an efficient way to create original content on a time budget. It reminds me of those classic 2000s indie adventure games, although there is definitely a modern influence with the perk-based skill tree. I thought the presentation was excellent and the use of transformation was pleasurable and justified in-universe.

In terms of plot, it felt less like I was solving a mystery more so that I was experiencing a linear story. There aren’t many puzzles in the game, and much of the progression is based around talking to new NPCs or going into new areas on the map. In that way, it’s a visual novel with some light interactive elements, rather than the traditional puzzle-solving adventure genre. The main difference, per playthrough is in dialogue choices based on your skill tree, but as far as I can tell they don’t have a major impact on the story, and exist for flavour.

I also think that the climax of the story was weak, where the culmination of your efforts was discovering that the mystery was effectively an exercise in interspecies trolling, where the cultists don’t pose any significant threat, and everything was wrapped up neatly in the final scene without any tension or drama. The character personalities are also distinct, though the large number of characters combined with the story’s fast pace means that you don’t get as much time to spend with them to let them shine through.

Overall, it’s a good game and story that put in a lot of effort in the time allotted, with sensible worldbuilding and a competent story, though it isn’t as interactive or as erotic as I would have liked.

(+1)

Thank you for the detailed feedback! I'm glad you enjoyed the presentation. It's true that the game is more VN than point-and-click adventure, and that the adventure elements mostly exist to add texture.

There's a simple reason for the lack of puzzles: I ran out of time. That's also why the story resolves a little too easily in the end, and why there just isn't enough space to really build the cultists up as a threat. I wanted there to be more cursed items around town, which would've helped with those two issues, but, well, game jams. If I end up going back to this, that'll be an area I'll work on.

Thanks for checking it out!