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After the Chime — Memory & Thinking

Memory & Thinking

After the Chime

A promise for later. A moment to remember.

Remember the garden’s little requests, close the notebook, and act only when each promised cue arrives. A self-paced illustrated day asks you to notice the right moment among passing bells, carts, birds and showers. Two modes add ordinary promises or clearly revised plans.

Made for a proper session.

  • A distinct remember-to-act game: carry out intentions at their cues while unrelated events pass
  • 24 seeded days in four chapters; three difficulties grow from two promises to five or six
  • Two modes: original promises, or visibly crossed-out requests with explicit replacements before play
  • Unique ordinal cues and later first-event-after-event conditions, each with exactly one valid trigger
  • A completely guided one-promise, two-event practice kept outside saved records
  • No countdown; explicit Nothing due / continue choice, named objects, touch and keyboard controls
  • Reopen the notebook for 40 points or use one 25-point cue hint per day; all costs stay visible
  • Daily kept/missed/mistimed debriefs, autosave with exact event restoration, and comparable completed-daybook records
  • Live English / Simplified Chinese, reduced motion, volume controls and original courtyard artwork

Remember the promise. Watch for its cue. Do it at the right moment. Each event waits until you decide to continue.