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( 1)

Neat idea and cool realization! Loved your art style and really enjoyed the repatriation story. I was kinda expecting that I could have stolen the wrong objects (and have a bad ending), based on the recon information I got before. But this did not retract much from my experience.

(1 edit) ( 1)

Oh! I didn't even think of that. What an interesting idea! This is my first Bitsy game so my focus was just on having everything working and managing to get to an end, therefore the thought of multiple endings or red herrings didn't even cross my mind. My idea was that the player character is just wandering around making notes of everything to ensure that the team is properly prepped so that nothing goes wrong.

I'm going to have to give this some thought. If I work on this some more I want to add some music and a few extra details, and was considering adding one more room to the museum for people to poke around in, so now I'll have to decide whether I keep it largely as is or if I try a more complicated approach to how it ends.

Thanks for the feedback. Even if I don't make any substantial changes it's still made me think about how to approach narrative options in future games. That's very valuable.

( 1)

Glad to be of help!

As I've said, the fact that there were no alternative endings did not detract from my overall experience. Alternative endings are hard to make, and most of the players won't see them anyway, so I definitely understand the impetus behind doing only one. But in this particular game, exploring the museum made me think that I could go for different artifacts, and that would reflect what kind of ending I would get (would I steal only what was stolen to make justice, or would I also go for more valuable objects just for money (and presumably get caught in the process).

Nevertheless, I think your game works perfectly fine and communicates clearly what it wants to say, which is more important in my eyes.