Gonna kick off the “Somewhere, A Clock is Ticking” tumblr with an info-y post.  Whee.
What is this game about?  Well:
*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧
Intro
*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧The car honks, then hits. It was a simple enough mistake. It happens. Cars swerve, miss. People die.You were too caught up in thoughts and, you guess, it was probably going to happen at some point because of that, in whatever way. But this was too soon. You’re 15, and you’ve got plans.You know you’re dead when you open your eyes and get up. There’s another girl in front of you and you don’t have to ask to know it’s Death.
*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧
S Y N O P S I S
*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧
This is a game about two girls and a grim reaper.
You play as Harper, a 15 year old girl killed in a car crash in the beginning of the game. Having other plans than dying, she makes a deal with Death. If she kills one person a month from then by midnight, Death will accept that as compensation and move on. Harper will die some other year. If not, Death will take her life when the month is up.
Harper takes the deal. She’s brought back to life and given the month. Death instructs her to kill Dolly, another girl in her classroom.To Harper, it sounds easy enough. Empathy isn’t familiar with her, and she’s willing to use that in her favor with her life at stake.She’s almost never felt a need to be close to anyone, and in the rare times she does find loneliness, she finds ways to ignore it, distract herself. But when she begins talking to Dolly - a loner like herself with a love of ghosts and escaping reality into the realm of imagination - an unexpected bond begins.
*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧
S O, B A S I C A L L Y
*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧
SACIT deals with social isolation.  And trust, and the lack of it, and the risks taken when there’s trust and friendship and love whether it’s romantic or platonic between two people.  Loss.  And the acceptance of death vs. refusing to.
I’m getting more and more attached to this project the more I work on it, but I plan on having it done in a couple weeks.
Any feedback, critique, comments, questions, whatever is always welcome.

Gonna kick off the “Somewhere, A Clock is Ticking” tumblr with an info-y post.  Whee.

What is this game about?  Well:

*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧

Intro

*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧
The car honks, then hits. It was a simple enough mistake. It happens. Cars swerve, miss. People die.

You were too caught up in thoughts and, you guess, it was probably going to happen at some point because of that, in whatever way. But this was too soon. You’re 15, and you’ve got plans.

You know you’re dead when you open your eyes and get up. There’s another girl in front of you and you don’t have to ask to know it’s Death.

*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧

S Y N O P S I S

*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧


This is a game about two girls and a grim reaper.

You play as Harper, a 15 year old girl killed in a car crash in the beginning of the game. Having other plans than dying, she makes a deal with Death. If she kills one person a month from then by midnight, Death will accept that as compensation and move on. Harper will die some other year. If not, Death will take her life when the month is up.


Harper takes the deal. She’s brought back to life and given the month. Death instructs her to kill Dolly, another girl in her classroom.

To Harper, it sounds easy enough. Empathy isn’t familiar with her, and she’s willing to use that in her favor with her life at stake.

She’s almost never felt a need to be close to anyone, and in the rare times she does find loneliness, she finds ways to ignore it, distract herself. But when she begins talking to Dolly - a loner like herself with a love of ghosts and escaping reality into the realm of imagination - an unexpected bond begins.

*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧

S O, B A S I C A L L Y

*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧*:・゚✧

SACIT deals with social isolation.  And trust, and the lack of it, and the risks taken when there’s trust and friendship and love whether it’s romantic or platonic between two people.  Loss.  And the acceptance of death vs. refusing to.

I’m getting more and more attached to this project the more I work on it, but I plan on having it done in a couple weeks.

Any feedback, critique, comments, questions, whatever is always welcome.

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This is a game about two girls and a grim reaper.

You play as Harper, a 15 year old girl killed in a car crash in the beginning of the game. Having other plans than dying, she makes a deal with Death. If she kills one person a month from then by midnight, Death will accept that as compensation and move on. Harper will die some other year.

If not, Death will take her life when the month is up. To Harper, it sounds easy enough. Empathy isn’t familiar with her, and she’s willing to use that in her favor with her life at stake.

She’s almost never felt a need to be close to anyone, and in the rare times she does find loneliness, she finds ways to ignore it, distract herself. But when she begins talking to Dolly - a loner like herself with a love of ghosts and escaping reality into the realm of imagination - an unexpected bond begins.

Somewhere, a Clock is Ticking  Ghost(s)