matterlinx 2021-04-27 06:09
Interesting mechanic, but the objective was unclear.
Foon → Ludum Dare Explorer → LD48 → Deeper Sleeper
By seraphyi
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1129 | 3.39 | 21 | |
| Fun | 1733 | 2.61 | 20 | |
| Innovation | 522 | 3.55 | 20 | |
| Theme | 752 | 3.76 | 21 | |
| Graphics | 878 | 3.71 | 21 | |
| Mood | 108 | 4.26 | 21 |
Interesting mechanic, but the objective was unclear.
Loved the graphics and overall feel of the game. I had trouble understanding what to do at times. The game over screen is really sad.
I got two different endings in this game, and the deterioration of Mie's mind makes the game creepy. Makes me wonder what happened at the river and why pens are bad.
The whole mental health / trauma angle is a super interesting take on the theme! The graphics, while simplistic, are perfect for the vibe you seem to be going for. Well done! My only gripe is that it took me a while to figure out what to remember and what not to (though perhaps that's the very point).
Like commend above, mood is great But needs some explanation And endings looks like similar, but maybe they're not Graphics style is nice, I would like to recommend to work with more lightning settings, to make game be more moodish"" Btw great job!
@matterlinx Guess I was too vague. You have to feed Mie to progress in the game. To do that, you have to go to the door, and she will get food, that you eat at the desk. After that she goes to sleep again. @ambear Thanks! I'll try tinkering with the lightning and maybe add an hdri.
Very creepy! It draws you in with forbidden knowledge. I feel like I need to know what happened to her now. Nice job setting the scene so well!
I like it :)
I'm impressed at how sinister a simple color change can make a word. The difference between seeing a blue word versus a red word made a simple thing like 'laugh' or 'park' have a very different feel to it. Excellent mood on this one.
Aside from the unclear objective, I think the mechanics worked well for the metaphor! The "Remember" felt a bit out of place, as it was unclear if there was any reason to/to avoid remembering, unless you actively *decide* to remember the bad things, but I may not have tinkered enough. Either way, I like the implicit and ambiguous storytelling that's presented by listing some things as good/bad memories, and how much that could be fleshed out in some worldbuilding as a long-term project. Part of my thesis research had me looking into game mechanics that promote motifs and indirect storytelling, and I really like the memories as an avenue for letting the player build the story in their own heads!
Definitely worried about Mie. Let us all not be like her and her deep issues with sleeping pills.
Very dark take on the theme and the music resembles this twisted concept. You are enough :)