This was an experiment in trying to salvage pieces of an old, scrapped game and turn it into something I could release. It was an attempt to make a game with an aimless design direction. By this I mean this game was made with no design goals, no direction, and nothing planned beforehand. I wanted to see if it could work and where it would take me.
Comments
mohawkwindmill
just wow. this game is right up my alley, in terms of environments, narrative, and style. i can't believe how cool this was! it's one of those things that feels like it's mine, like this is MY experience and it is a part of me. with that being said, i'd like to make a few criticisms, knowing fully how janky this was meant to be: a. getting stuck on walls all the time is really frustrating. this is huge! i was compelled enough to work my way through, but this was kinda difficult to deal with. b. sometimes there's just no sound at all, when a simple ambience would have worked. or maybe that was intended, but i could have used a teeny bit of something.c. i was gonna say the book puzzle and getting inside the grey house were a bit obtuse, but i'm just not very good with interpreting clues, lol. but yeah, this was such a great experience, can't thank you enough for it.
The screenshot makes me
The screenshot makes me realize that I haven't seen all of the game yet and reminds me that I was substantially surprised with my incomplete playthrough a few weeks ago.
I'll go ahead and write a comment based on what has stayed with me after that incomplete playthrough:
When I was in college, meta-narratives that created a feedback effect by applying to themselves seemed like the epitome of literature to me and I found myself always writing those. In the last five years or so I've been moving farther away from that kind of plot-centric perspective that depends on *meaning* being a well orchestrated paradox of a demonstration describing itself. I always knew that this 4th-wall priority limited the subject matter to the medium is presented within itself, but an awareness of the medium/material in which the presentation is embedded seemed like a form of honesty in art that I couldn't help but value (but as I find more and more of it, I find it less and less worthwhile).
This game reminded me of what attracted me to recursive meta-narratives in the first place (even though this isn't necessarily recursive). There is something so neat to me about the inhabitants of a narrative being aware of their own framework and reacting to that knowledge. It is significantly different to me that an author stepping in as a narrator and stating something about the process. While the latter creates a defacto rhetoric of literal author-ity, the first feels so much more severe and frightening for me. The realization that we create is horrifying to anyone with empathy. It implies a level of responsibility I'm uncomfortable with, but which I am incapable of remaining ignorant about.
New version is up
New version is up. Hopefully is plays better/worse than before.