This game is really sadistic (as his creator who seems to enjoy our suffering), but you come back for more.
I still haven't completed it (I mean with a good ending), but it's a really cool game, the sanity system works very well to drive you mad and you end up putting all your xp in it, the events are pretty rich, if a little repetitive. (for the "suicide minigame" well you have to know it's a minigame, I found out in the forum), and the puzzle part is fun to figure out (and since it reapeat itself you only have to figure out the system, as you learn from it it"s much easier in subsequent playthrough).
The only problem I have with the game is, it's very atmospheric, and this is well rendered with limited ressources, the writing is good, and the "multiverse" idea where the intro evolves each time you play and you gain xp is a good idea, but, the tenth or twentieth time you play you have experienced every random events, you have red every text there is, so you skip the text or only look for the clue telling you what it's about, and the mechanic of the game becomes crudly apparent, and you lose the sense of weight of the universe of the game,it lose its charm, and become repetitive and a bit tedious.
I have the same problem with ftl, long before you're about to win you don't follow the story anymore and you know exactly that this type of event will do this result, I just have to click the first answer, and totally lose the immersion.
this is a problem pretty well explained by the dark descent developer there
http://frictionalgames.blogspot.fr/2011/11/problem-of-repetition.html
and in a "rogue-like" kind of game it's specially apparent.
I still haven't completed it (I mean with a good ending), but it's a really cool game, the sanity system works very well to drive you mad and you end up putting all your xp in it, the events are pretty rich, if a little repetitive. (for the "suicide minigame" well you have to know it's a minigame, I found out in the forum), and the puzzle part is fun to figure out (and since it reapeat itself you only have to figure out the system, as you learn from it it"s much easier in subsequent playthrough).
The only problem I have with the game is, it's very atmospheric, and this is well rendered with limited ressources, the writing is good, and the "multiverse" idea where the intro evolves each time you play and you gain xp is a good idea, but, the tenth or twentieth time you play you have experienced every random events, you have red every text there is, so you skip the text or only look for the clue telling you what it's about, and the mechanic of the game becomes crudly apparent, and you lose the sense of weight of the universe of the game,it lose its charm, and become repetitive and a bit tedious.
I have the same problem with ftl, long before you're about to win you don't follow the story anymore and you know exactly that this type of event will do this result, I just have to click the first answer, and totally lose the immersion.
this is a problem pretty well explained by the dark descent developer there
http://frictionalgames.blogspot.fr/2011/11/problem-of-repetition.html
and in a "rogue-like" kind of game it's specially apparent.