@julia-lundman Thank you for your feedback!! Someone already mentionned Firewatch before so I guess it must be relevant! We wanted to give more consequences to every choice, but from the beginning of the jam we knew we wouldn't have the time to do so in a way that is working and satisfying for us, so we chose this type of ending, that can be frustrating for some people, we totally understand.
What do you mean about the saving slot UI? We wanted to add an Options button that would manage the audio and stuff, and I tried to add some visual feedback to the slots but it wasn't working at the time so I couldn't implement that. Or maybe you're talking about giving it more style? I thought about something like a film strip, but it was too cliché and I wanted something more neutral so it would not interfere with shapes and colors from each memory, and what is more colorless and shapeless than white? :D
@josia-roncancio Thank you very much! Yeah, the dilemma often relies on making him forget hard memories that are still a part of him and keeping the good ones, or letting him remember that part of his past, which is an important one.
The fact you finally chose to keep only characters' is really interesting! We were wondering about keeping characters' memories at the end or putting them more evenly in the game, so your playthrough shows that it makes sense and create a form of third option, in a situation where the played is stuck in a dilemma and, as you said, it gives the player power! Thank you for reporting that!
We are aware about the readability of the text when tilted, and that's something we will think about in future games! As I said to Julia-Lundman, if we had more time, we would have added an Options menu where the player could choose to mute the music, change the volume, or even choosing to loop tracks or not. Music and reading isn't something that everybody react to the same way so making the game more accessible with options is (we think) the best way to handle that issue :D