Make Good Choices

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Make Good Choices begins with a straightforward goal—walk a single street to get home. The distance is short, only a quarter mile, yet something about the environment feels off. The street is empty, too quiet, and every step forward increases the sense that something isn’t right. The game’s design forces players to confront obstacles that should be easy to avoid, yet for some reason, they aren’t. No clear explanations are given, leaving players to question why the path home is anything but simple.

Unseen Threats and Unavoidable Decisions

As players move forward, small details begin to change. Shadows shift, sounds echo unnaturally, and the road itself seems less familiar with every step. The lack of direct threats makes the experience unsettling, as tension builds from the uncertainty of what might happen next. The game offers no save points, meaning every decision matters. Players must navigate carefully, knowing that a single mistake could force them to start over. The unpredictable nature of the environment makes each attempt feel different, reinforcing the importance of paying attention to every small change.

A Walk That Stays With You

Make Good Choices is not about fast-paced action or complex mechanics—it relies on atmosphere, subtle horror, and the unease of being trapped in an ordinary place that refuses to behave as expected. The absence of clear danger makes players second-guess every step, turning a short walk into a tense experience. The game’s unpredictability, combined with elements of psychological horror, ensures that reaching the end is more than just a task—it’s an unsettling challenge that lingers long after the screen fades to black.