"[A] work of fiction inspired by real-life experiences. Originally it was just meant to be five short elements, each one using a different mechanic, as a way of teaching the author the medium. It got kinda out of hand." — January 10, 2014
Noyb’s remarks: “Detritus is a character study centered on five vignettes, each finding the player character preparing to move. The game lingers on her personal possessions: what follows her from house to house, what she leaves behind, what they reveal about her personality and history at each stage of her life. Objects as class indicators, aesthetic tastes, physical remnants of hobbies and moods, friends and lovers. Things that symbolize an abandoned past, a promising future. Items that you suddenly realize you won’t miss when the moving truck’s on its way and it’s time to make a full accounting of your accumulated junk.
"Apart from a font color that doesn’t contrast enough with the background in Act II, the aesthetics work well. Photographs of the sky. Color shifts. Ambient city and nature sounds. Disruption in capitalization and sentence structure when the player character unleashes her bottled-up feelings against a nightmarish roommate and her own possessions.
"The game is full of lovely, lonely human moments. Act IV is particularly effective. The player character is leaving a long-term relationship and standing in a shared living space under time pressure to remove her intermixed belongings, each highlighted with a separate link in a long list of sentences. Click on a link and that sentence now describes the absence of that item. As the player waits, these links start disappearing on their own as her resolve to keep that item wanes. Some of these objects the player has seen before. Some hint at the life she lived between acts. Every item understood to have some memory associated with her former partner. Let them have it. She needs to leave. Now."