Felt that :<
AniNovo
Creator of
Recent community posts
Thanks! Now, there seems to be design problems to solve in such kind of game, but I don't see clearly which one you are pointing at?
Is the problem that on the start you're not in a good position to decide? Can have items from the "future" but not the information, not the "spoilers" about what you'll actually need. That seems to be solvable by making a tutorial about how "paradox" works and leaving more hints?
Really don't wanna take away the freedom to decide, making the progression more linear and creating a chasm between "I decide" and "the protagonist decides". On the other hand, cluelessly picking random items is a bad thing and doesn't feel like "making decisions" either. And the possibility of having them all at the very beginning negates any notion of "non-linear progression".
Probably when you make real art you love you want as many people as possible to see it.
Also if it was paywalled, I'd totally scrolled by, because the front page didn't sell it to me. But it's free, so I didn't, so I played and returned to buy it, and so did many others.
It seems to work like the marketing strategy in the music. And the Devs come from the music, they're on Spotify.













