Wow nice mood you created there! It's really nice that you can skip everything fast to get back to a choice, the counting of tries is a nice addition. It's a bit lacking in audio, tho the silence does fit the darkness.
Really cool graphics and a great mood. Really loved the "feel" of the world - it was like there was a ton of lore hiding just beyond what I could play.
The "click" sound effect was satisfying.
Enjoyed spinning around in the story - the achievements were good motivation to keep going around.
Kind of wish there was some ambient music, but didn't mind the silence.
Dark. Cool visuals, too. That hand effect is so cool. It felt like the game is forcing me down a dark path, but I guess that was intended. I wish there was more to this - more choices, more visuals, etc, but it was interesting to see the decisions and where they lead.
Moody and cool with the promise of hidden secrets. I really liked this. Sort of humourous in a pretty dark way. I've not played maybe other text-based offerings this LD so I enjoyed this. Great work!
Good world building with so little stuff. A nice example of minimalism.
I think you should either allow the player to select a choice with the mouse or step the textual parts with Space or Enter.
Gameplay-wise I felt like much of the choices were not too intriguing, ignoring the call and rejecting help leads to no interesting outcomes, maybe if the game said something about what happened at war or hunger/famine with the people after you've rejected to respond would make these choices more interesting. Some progress that would carry over between runs would also be nice.
I liked the mood you got here. Imho it could have been improved with audio. A dark ambiant track or just weird noises in the background would be cool. Also, the Sfx for the voices of the people you sacrifice were a bit funny and ruined the dark mood. Would have been better with just a knife or guts sound. Cool littel game, I like the achievements that makes you want to play again. Good job!
Really really cool idea, but I felt like the storyline was far more on railroads than I was expecting. I'd assumed that good/bad decisions would lead to good/bad endings, but eventually realised that not taking the 'kill everything' route just looped me back to the start.
If the intention is to force people into bad decisions, there's probably a more subtle way to do that. For example, there could be a health meter that only refills when you destroy or sacrifice things. Alternatively, it would be nice to have paths that rewarded the non-destructive decisions to avoid the game feeling like a story where the narrator tells is telling me off for not picking their choice.
Comments12
The "click" sound effect was satisfying.
Enjoyed spinning around in the story - the achievements were good motivation to keep going around.
Kind of wish there was some ambient music, but didn't mind the silence.
I think you should either allow the player to select a choice with the mouse or step the textual parts with Space or Enter.
Gameplay-wise I felt like much of the choices were not too intriguing, ignoring the call and rejecting help leads to no interesting outcomes, maybe if the game said something about what happened at war or hunger/famine with the people after you've rejected to respond would make these choices more interesting. Some progress that would carry over between runs would also be nice.
If the intention is to force people into bad decisions, there's probably a more subtle way to do that. For example, there could be a health meter that only refills when you destroy or sacrifice things. Alternatively, it would be nice to have paths that rewarded the non-destructive decisions to avoid the game feeling like a story where the narrator tells is telling me off for not picking their choice.
Great job in all, nice job!