
Death and Taxes
In this 2D, narrative-based game, you assume the role of the Grim Reaper... on an office job. Your job is to decide which people are going to live or die. The consequences of your choices are yours to bear, while the mystery of your incarnation awaits revelation!
What it feels like
The game invites reflection and sitting with weighty ethical dilemmas throughout play. A pervasive wistful sadness about death and loss suffuses the subject matter and choices. Dark comedy frames the absurdity of the Grim Reaper working a mundane office job.
What it's about
Confronting death and deciding who lives or dies is the core subject matter. A central mystery about the player's incarnation as the Grim Reaper drives narrative curiosity. Questions of meaning and purpose underlie the moral weight of choosing who deserves to live.
How it plays
The entire premise hinges on weighty ethical decisions about who lives or dies, with consequences that persist. Core interaction model is clicking hotspots to examine situations and make consequential choices. Conversation and branching choices with NPCs drive the narrative and decision-making.
How it looks and sounds
2D visual style consistent with pixel-art indie aesthetic. Office setting and 2D presentation lean toward restrained, uncluttered visuals.
How it's structured
Designed entirely for solo play with no multiplayer component. Player choices fork the story into meaningfully different paths, with multiple endings tied to decisions. A bounded narrative arc with a definite beginning, middle, and end, plus a mystery to be revealed.
Kindred games
Shares Moral Choice, Branching Narrative, Point-and-Click, Dialogue Trees.
Both lean into Single-Player, Moral Choice, Branching Narrative, Point-and-Click.
Shares Point-and-Click, Branching Narrative, Dialogue Trees, Contemplative.
Both lean into Single-Player, Point-and-Click, Branching Narrative, Dialogue Trees.
Shares Moral Choice, Branching Narrative, Point-and-Click, Dialogue Trees.
Both lean into Single-Player, Moral Choice, Branching Narrative, Point-and-Click.
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Both lean into Single-Player, Branching Narrative, Moral Choice, Campaign.




