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More a brief, novel concept for a game than an actual game.

Right from the start you know you're not in for happy fun times. You have just strangled a woman you've been obsessively stalking to death, realize this terrible thing you've just done and run away and hope not to be found. So, yep, a sympathetic protagonist alright! Then you run into one of those strange street gypsy merchants or whatever who sells you a clock that can alter time, from rewinding, fast forwarding, pausing, and of course letting it play out. Basically the closest you're going to see to a video game adaptation of Funny Games, at least I hope (I hate that movie, the original and its remake, in case you don't know, which you don't).

Naturally, having cleansed your mind and able to see things with a clearer perspective you see the terribleness of your deed in a different light which now you seek to undo. The entire game takes place in the one small house where the incident takes place. The three characters on screen are past-psycho-you, the woman you're stalking and your time-manipulating self which neither of them can see. A variety of scenarios unfold which depend on how you interact with the environment, like opening or closing a door, pushing a chair over, that sort of thing, which you can only do when you've stopped time. This is your attempt to try and save the woman from her fate and it is interesting to see the contrast between the crazed stalker you try to stop and the spectral representation of you just observing yourself with increasingly horrified and disgusted self-realization.

As far as the game itself is concerned, it's basically a puzzle game of sorts. You fast forward or rewind, which does so section by section. Certain items can only be interacted with at certain points, and there are multiple ways the situation can end, none of them good, or at least, none of them truly "atoning" yourself of your act which is what the object is for. So the goal basically is to reach the conclusion that you continually build and build inside you and take a final, drastic action that leads to an ambiguous but in my mind rather weak ending.

So, the problem I have with this game is that it demonstrates an extremely interesting mechanic that never truly realizes its potential except in a narrative sense, and while the narrative is interesting in that it might fit into one of those sci-fi anthology books or perhaps make for a good Twilight Zone episode (though I'm no expert in the Twilight Zone it's likely they've had more than a few episodes related to time travel of some sort) it's too minimal to make for a fulfilling experience. Like I said, the arc of the main character is done surprisingly well within its brief playtime, and seeing the two contrast together along with it, but that's all I can say. Otherwise it just feels like watching a psycho stalker doing a variety of terrible things to a woman, resetting it, seeing another variety, resetting, and then finally getting the "right" ending. I put "right" in quotes you may notice, more on that later.

So the mechanics are interesting, yes. Problem is it's extremely limited in how and what you can interact with. Items that would seem a perfectly logical thing to use at a certain moment do nothing, and it's just going around interacting with everything until you find the one thing that does what you want. Sometimes you can interact with more than one object at a given time, which of course will give different results. But in the end it feels gimmicky, as there's not much thought required for these "puzzles," just a willingness to try and try again and again until you get to the end, which doesn't take long at all. I'd say it's about 20 minutes of game, if even that much. Probably far less if you can quickly figure out what to do, further cementing the feeling this is a demo for an invented mechanic for a more substantial game.

OK, now the ending... as I said before, I found it weak.
So your quite literal self-loathing takes its toll, after trying so many things and realizing you can never change, you decide enough's enough, you take the knife, finally after trying and failing to interact with the damn thing the whole game and stab your other self in the back, which brings you back to the area where you bought the clock only... nobody's there. Unsure of what happened or where anyone is, you decide, just to move on with life, never knowing if you actually did save the girl or not, the end.
For a game that's about atoning for a terrible crime committed by a terrible person, that is, you, this just feels so slapdash, and the attempt at ambiguity just uninteresting. It raises questions that I don't care enough about to try to humor. It feels like one those endings you throw on when you can't think of a better one, but it fits well with the rest of the game's lack of realization for the high potential of its ideas.

Still, I won't say that you shouldn't try the game out. It is short and has a unique idea of a mechanic (time travel isn't new to games, but I don't know of another game where you can manipulate time to change the way events play out, even ones as simple as they are here), and I seem to be alone here in my negative feelings towards this game so you might get something out of it that I didn't.

I really, honestly do though want to see this kind of time-manipulation mechanic used in a game with more robust content. I can understand it possibly having been a challenge to implement it in the first place, so I'll be fair and give kudos for actually doing so, but now that it's here, someone make a game that truly does it justice, please!

Also, another thing, for some reason I could not get this game to run in full-screen, a problem I don't recall having with other RPG Maker titles. Not a big deal since like I said, it's a very short game.