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Great game, I can see you put a lot of text into it.The characters follow their personalities, which is nice.I'd love to know the full story, but unfortunately there's no scrolling so I'll stop at some pages with too many words and can't continue the game.

I really like the concept of your game! It really digs into the what if? thoughts we all have when making choices. I think it would be cool if you explored the concept like a time loop? where you replay the night over and over until you don't lose Autumn. I also think the pacing is well done where you stretch out the simple moments with the chores and then have everything hit the fan all at once during the party. You also captured the emotion of helplessness really well in the dialogue and separation of the choices coupled with the mental toll of guilt.

I think the scroll bars are turned off so the longer text gets cut off and there's no way to see the options underneath (the Monopoly page and the apology for example) which is a little disappointing because this is SO brilliant. I think you could break the party up into smaller moments, and use them to show some of the patterns in the different characters that Autumn brings up in the text a little more under the radar. It might be interesting to see the characters spread out and the narrator kinda going from room to room interacting with people and catching snippets of conversations that might tie back into the fight, either directly or just as deeper context, once everyone is back in the same place. 

This was super super cool!! Really engaging, and made me super invested in learning about what went wrong and what I could do about. I went through the sections in the order they were listed, and doing that really added to the sense of discovery as I got to see more and more. I also really do like how, no matter what you do, the outcome doesn't change. I think it exemplifies the point on the 'end' screen that this was something that had been slowly building up for years, and sometimes there's nothing you can do to fix those situations.

I would love to see this game in a format in which you must redo the entire day each time rather than specific parts one at a time.  I believe that could add up to a larger overall set of (redundant) endings that would be more satisfying than the current state of the never-ending. I do think I saw an "End" button at some point but I only saw it once and am unsure of how to get it back. The player is kind of left wondering and redoing certain parts over and over again to see if they get all of them right and in the right order, what would then happen? However, both the story and the concept itself are very likable and well-written. I especially enjoyed your dialogue and slight changes as the concequences of specific choices.

This gave me a lot of emotional responses. I felt desperate to figure out what could have changed, guilty for potentially harming a friend, and responsible for mitigating harm. The little choices really highlighted that any small thing we do can impact people, so the weight of the choices felt huge, even if it was just sending a different text. The match up between the weight of the choices and the impact of them (little impact, always resulting in the same incoming text) added to the feelings of desperation. Great work! 

It would be awesome, in an ideal world (one with infinite time and resources ;-) to have this shown as a text convo instead of the default visuals. Just dreaming!