The demon summoned to embark the second apocalypse is only a child, and a woman who has lost it all resolves to save her. A half-hour long narrative game with survival gameplay elements and two endings.
Players can navigate the game's 2D side-scrolling environments, interacting with various objects and environmental elements. For example, they can gather food from trash cans or engage in conversations with non-playable characters. While the exploration is relatively limited, these interactions complement the narrative-driven focus of the experience.
At key moments in the story, the game presents QTE sequences where players must press the correct button or key in a timely manner. These QTEs typically occur during combat encounters or other dramatic scenes, adding a light interactive element to the gameplay. Although the QTEs are relatively simple, their timing and context within the narrative create a sense of tension and heighten the emotional impact of these pivotal moments.
Throughout the experience, players encounter dialogue options and choices that directly impact the relationship between the two protagonists, Del and Barrett, as well as the overall narrative. These choices range from how to address Barrett's needs, such as providing food or comfort, to more significant decisions that can alter the game's outcome. The narrative choices feel meaningful, as they shape the bond between the characters and the player's interpretation of the story.
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