The game is noted for its use of eye-tracking technology in its story telling, being a full imagining of the team's previous project Close Your, which was funded through a Kickstarter campaign.
[2] This narrative structure was inspired by the 1949 stage play Death of a Salesman,[3] which portrays the story partly through the protagonist's memories.
Benny then begins to recount his childhood growing up in a small, seaside town with his parents: Richard, a professor, and Elle, an accountant and aspiring composer.
Over the years, Benny continues to improve his piano skills, impressing his parents and their friends; he also meets and befriends Chloe, his outspoken, adventurous neighbor.
As Elle intensifies their practice sessions, Richard voices his concerns about Benny, leading to several arguments about his future.
However, when Elle suddenly dies, Benny falls into a slump and isolates himself from the world, only able to paint variations of his mother's final portrait.
As the Ferryman celebrates at the prospect of having such a colorful story to tell, the seagulls, actually the souls of liars, see through Benny's lies and become increasingly rowdy.
Eventually, the medication is no longer able to delay the disease, and Benny finally dies, ending up in the afterlife where the Ferryman found him.
Pleased by this display of heart and sincerity, the Gatekeeper allows Benny to pass through, as the Ferryman asks him to close his eyes one last time.
[21] Caspar von Au of Bayerischer Rundfunk commended the game for its ability to "tell a moving parable on life and death in a little more than 90 minutes".
[22] Jacco Peek of Gamer.nl praised the game as leaving a "deep impression" despite describing frustration from missing important moments.
[18] Scott Baird of Screen Rant praised it highly, calling it "phenomenal", as it "manag[es] to switch from joyful to heartbreaking in a moment".
Andrew King of GameSpot described the blinking mechanic as "refreshingly natural", noting that you wouldn't want to play the game in any other way.
[20] Lawrence Le of Gaming Trend was left feeling unengaged by the gameplay, finding the blinking mechanic to be lacking.
[23] Scott Baird of Screen Rant was highly critical of the control scheme, calling it the largest issue with the game, remarking the need for constant calibrations, comparing it to the Wiimote in The Legend of Zelda: Skyward Sword.