I could see this being fleshed out into a zach like where you try to optimize for different metrics like number of turns it takes, fush used, etc... very fun
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Tbf i always find the marketing heavy part to be the one I dislike the most about lengthy indie game descriptions. Don't give me a word salad of trendy terms and genre combinations or try to pitch me the game as if I was an executive who only thinks in how successful a game will be. Instead try to tell me what makes the game appealing and what kind of experience it provides
I've always thought surreal games were a bit lacking, like don't get me wrong Yume nikki is a masterpiece and one of the most evocative games of all time but also... not really using the full potential of the medium? well, this game certainly does, when the dream is about the horror of forming habits the gameplay is suddenly about trying to form aroutine out of monotonous minigames with constant distractions. I also thought it was brilliant to represent an online argument with a fighting game that slowly turns into a pong game as a metaphor for how online arguements easily become repetitive and trite and more of a pointless rite than an actual constructive debate or emotionally rewarding experience.
Also wtf was up with the online chat feature, were those actual people? how did you manage to foster an active chatroom for an obscure game? were most of them prewritten or ai generated? and if my mind wasnt already blown by a seemingly functional chatroom full of seemingly real people the "author" character appears and reveals it was all a ploy to get game ideas for upcoming games, that was meta as fuck....
Also during the pursecritterz section the menu text kept overlapping with my purseeggs, I think that's a glitch (Windows 11, Brave browser, gaming laptop). But maybe not? cause it could be interpreted as a commentary about how our relentless consumerism will leave future generations with really bland and tainted art that doesn't get as much care and passion poured into it as it used to get.





