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Love will Prevail
Love will Prevail
By lesinvisible
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 157 | 3.72 | 46 | |
| Fun | 483 | 2.72 | 46 | |
| Innovation | 209 | 3.51 | 46 | |
| Theme | 47 | 4.24 | 47 | |
| Graphics | 13 | 4.51 | 47 | |
| Audio | 25 | 4.08 | 46 | |
| Humor | 395 | 2.10 | 36 | |
| Mood | 9 | 4.37 | 47 | |
Comments
I tend to be pretty skeptical of games about mental illness. While I don't know whether the portrayal of schizophrenia in this game is accurate, I do think that it comes from a place of kindness and respect. And the game is beautiful.
@zarkonnen, Thank you for your feedback. Yes, I am in no way pretending to have the accurate portrayal of schizophrenia, I tried to show just my interpretation of a general idea.
Honestly, if you are interested, I am gladly suggesting you to check the real paintings of Bryan Charnley, he really could paint comparing to the arts I made for the game.
I think this is your best game yet. The music and artwork are beautiful. Great work! I like how mental states serve as the “score” of the game. I felt like I was exploring someone’s mind. Never a dull moment with this game.
I looked up Bryan Charnley, I came across the following words in a statement of his:
>“Increasingly I became aware that my paintings had no bearing on the darker aspects of my life which threatened to overwhelm me. I turned to the psychology of art to see if this could throw any light on the problem. Before long I came across the idea of art as a form of exorcism and the theory that the cave paintings of early man were painted to gain control over the animals portrayed. From this, albeit hypothetical ground, I saw that painting about my inner upheavals was perhaps to gain some measure of control over them.” (https://www.bryancharnley.info/statement/)
This reminds me of your work, especially this entry. You captured the mood of psychological collapse very well.
You may want to watch the short film *In Absentia* by the Quay Brothers, if you haven't already; it seems to be in the same spirit. Anyway you hit a home run with this one. Nice work comrade.
@gamebuilder, thank you again for such detailed feedback. It's actually very interesting that you consider this game my best so far. As, maybe it's influenced by a bit of nostalgia, but I would say that this should be something like "Heart of Music".
The comparison with Bryan Charnley is just too grand for my work, honestly. But thanks for the recommendation, I think I will check "In Absentia" out, I never heard of it before. As usual, I am very glad that you liked the game.
Good interactive story bro
unagiv
2021-10-06 19:30
Hi :) The atmosphere of this game is really good, you put me in directly with the art, the sound etc etc... i love the painting too. I didn't know about Bryan Charnley by the way so i googled his art, it's awesome. Good job!
It's a beautiful game, very touching, subject is approached with delicacy and supported by a great graphic work. I love it
Wow, what a beautiful game! The art, music, and writing all contribute greatly to the overall atmosphere and the oppressive melancholic feeling. Simple, but effective. Great work!
@alex-chertilin, thank you, glad you liked it.
@unagiv, Thank you, it's good that this game helps increasing awareness of him, I think he is really a good example of the more emotional/ideas centric painter.
@ghatazorg, I am glad you liked and I think that you are too kind to my artworks)
@justcallmebb, Thanks, you are too kind, but I tried some new things this time, like fully drawn interface and recording of soundtrack with acoustic guitar instead of electric one.
circle
2021-10-06 20:49
Excellent choice for mood. I really felt like I had become an artist trying to make it through the next day. The color pallet goes a long way here to establish this. The theme of unstable was very well captured in this piece, overall I'd say it was a very engaging experience. The experience overall is very good. I wish I could come up with some way to critique it, but all I can come up with is that you could add more polish which isn't really constructive or helpful. Instead I'll just say congratulations on making something high quality.
@circle, Thank you for your feedback, I am glad you liked the game. In general, I agree about polish, even though this game recieved some quality of life improvements since my previous entries (like tooltips), I agree that the overall interface is very rusty. Which is a shame as, I guess, HTML should be a very good friend of static interfaces.
circle
2021-10-07 00:23
@lesinvisible I dunno, I actually thought the interface was really good. I think you should be proud of it, super stylistic and pretty as well as very usable at the same time. It's a difficult balance to strike. I was more just saying in general, as something that can always be improved no matter the project. I mean, my project has extremely low polish, almost embarrassingly so. I'm not in any position to criticize another persons ui.
As for whether HTML lends itself well to static interfaces, it depends on how heavily you rely on css or html, which is 100% a personal decision.
But no your interface is not rusty by any means, you easily provide enough feedback to the player. Also thanks for replying to me, I really liked your game. It's always nice to be acknowledged.
I love the art style and the music really hit home the somber feeling of what the character is going through. I don't know if there's multiple endings for game but I hope that perhaps there's a possibly more cheerful one available then the one I got. But then again. Maybe that's the point. Regardless. Good and thought provoking compo entry.
solah
2021-10-07 12:15
I love the art style. It was quite hard to know what to do, but I really liked the music and the narration, well done!
@circle, Thank you again, no, I understand, but it's still a good observation. I basically think that I don't know enough about CSS to make games more elegant in the sense of interface. I bet there are even more easier pure CSS ways to achieve things I do here using JavaScript.
In general, I hope that, despite limited CSS, the drawn interface itself provides more lively feel to the controls. This is the first time I did this, as I previously worried, that it will be hard to map drawing beforehand and then place everything the way you wanted it to be. But it turned out much easier than I thought.
@ddesigndude, Thank you, I tried more with music this time and recorded everything using acoustic, so the sound will vary from my previous entries (still used more FXs than I planned). There is indeed a different ending to the game. The gameplay honestly wasn't that much my intention for this entry, and I think the game itself supposed to be played with the ending you got. That's why this time I even thought that it's normal that the game is very scrumpy about explanations of it's mechanics.
**--- SPOILERS AHEAD ---**
The only indicator player supposed to take careof is Anxiety (others are just grow all the time and doesn't affect anything). Using the combinations of items you need to find what works best (good hint here is the game's opening text) and try to keep it as low as possible. If by the 8th day it's lower or equal 75 Points, your character paints a piece which alludes to inclination and goes to clinic again, if not - he makes a painting in the same style as the last Bryan Charnley's painting and takes his life.
Also, there are 24 paintings and 16 journal entries in the game, they randomly switch to create motivation for multiple playthroughs.
@solah, Thank you, I agree, that despite even tooltips the interface can be confusing at first. But I am glad that you liked the game in general.
The best game I played in this jam, great post-modern game. The mood and the art style is very solid and attractive.
@yikescloud, Thanks, I am flattered that you can call it a "post-modern" game as I don't really think that it has anything that modern in it.
kumber
2021-10-08 14:18
The aestethic is really good. On the first run I felt the game was missing a way to correlate the actions to the values (like, a little plus or minus near the values when you take the actions), it was very confusing, but then I read your spoiler and probably there is no need for it. Also I'm glad for the spoiler because I could then reach the "good" ending. Nice job!
concept are so good, I would be glad to see the game more complete
ovilia
2021-10-08 16:10
The graphics and audio are really master pieces!!! This may be my favorite mood so far!! Although I did get a little confused about the controls. Maybe it's because the feedback is not very instant so I got confused about the consequence of my chooses.
kr4ft3r
2021-10-08 21:11
Great entry, man. Even made me want to live this life for a while. This guy may have one big problem but is free from many other.
The graphics are gorgeous, the gameplay is interesting and would have loved to have a way to stand back right up, this game was heavy, in a good way. RIP Bryan!
trexxak
2021-10-09 01:49
This game did more for me than the usual game did. The helplessness and hopelessness was translated incredibly well, yet the endscreen made it all click! Thank you for bringing a great artist to my attention I wouldn't otherwise have discovered u_u
If you don't mind my asking, is there a significance in the time in which this game takes place, eight days starting from 16:49 on Nov. 19th, 2004? I thought at first it was a reference to Bryan Charnley, but I couldn't find a connection.
Killed myself on my first run, I tried to combat my traits with all the avalible remedies, poor life choises i guess haha. Started again after browsing some comments and figured i should try a different approach. No drugs for me this time around, only diary entries, painting and a walk now and then, ended up in a clinic, better then being dead.
Love the art, Soundtrack was fantastic, sfx are top tier quality, overall a great experience despite the "blue" atmosphere
@kumber, Thank you, I am glad that you got to the good ending. But, as I said, this was most likely my intension to make something like a game that made me do multiple endings this time. As it general it supposed to just give an experience.
@michaelgamerus, Thanks, actually I was thinking about about making something more complete finally, like a standalone game, not bound to any LDs. The main road block here is that I think I need to get a grip on some engine (Unity, Godot) to realize some basic features for a longer game like saving and stuff. Maybe it's just in my head, sadly, right now these LDs are the only thing that motives me to do something finished.
@ovilia, You are too generous, but thank you. Yes, I agree that controls most likely make no sense for most of the players. It was partially the part of the planned experience, but I agree that it's still not good game design.
@kr4ft3r, Thank you, to be honest, yes, looking at the some people's lives you really start to wonder what actually prevents you from being happy and glad that you are alive.
@c64cosmin, Thanks, I was trying to focus more on the overall feel this time, did the soundtrack diffrently and approached for the first time handdrawn interface.
@trexxak, Well, you are welcome, I am glad that you liked the game.
@gamebuilder, I don't mind at all for asking, actually, there is only a small reference to Bryan Charnley in this, as he started his last paintings on 19-th, so the day is matching. The month, year and exact times are just a products of my random imagination. For some reason I wanted this game to take place in the beginning of 2000s, and the view outside the window is very similar to my current view in Istanbul, where I live right now.
@kekkodude, Thank you for multiple tries, maybe it's not that fun to re-try this game multiple times but i tried to compensate it by having random pictures and diary entries each time you play. Glad you liked the sfxs, I recorded them with stereo dictophone that is why their have this kinda "surround" sound to them (and I bought 6 pack Cola for the beer sound effects).
So there **is** a connection with Charnley — interesting. As for Istanbul, that comes as a surprise. I always assumed you were in Russia, but it seems I was wrong about that. I mention this because Russia and Russian people have been crossing my path a lot these days — writers, musicians, and philosophers, especially. I’ve learned a lot from them.
Thanks for the game!
@gamebuilder, Yes, there is a very slight connection there. As for my origins, I am actually from Russia, but now I am working in Istanbul. That's why there are some elements from this city's landscapes in my games' arts (like a big mosk in the background in the beggining of "Moonlight Kingdom").
@gdesecrate, You are always welcome)
polkoii
2021-10-11 06:20
A very interesting adaptation of Bryan's schizophrenia. I have no idea whether it is accurate but this game seems like it was made respectfully. The music seems to match and, with context of Bryan's story, the game carries a lot of meaning.
Good work.
manio
2021-10-11 08:18
As ironic as it sounds, I actually think the mood here was pretty good due to the nice painting. I wonder if you are able to get another ending? Music sounds a little basic for such a deep topic. I liked managing the stats though! :)
tygrak
2021-10-11 08:18
Wow that artstyle! And the music -- It reminds me of Hylics, really cool! The "gameplay" is quite simple, but the artstyle combined with the great music create a really nice mood. Amazing job, I really enjoyed this.
@polkoii, Thank you, I tried to do my best and stay away from the common trops of personal disorders.
@manio, Thanks, I agree that music may got a little stale, but this was a part of the desired effect, I still tried to enchant it with sound and guitar effects. If you want to find out about alternative endindings, you need to read SPOILER message in this discussion.
@tygrak, You are too kind, I never heard of Hylics before and,after I checked, I can say that their art style is much more stylized. I am glad that you liked the game.
alexej
2021-10-11 19:36
I liked it, I wish it was a little more clearer what to do... from all the options, writing a diary and going for a walk (maybe having a smoke) are best for this type of situation. Getting into flow and painting is probably also great, but he would be tired after that. maybe if you could do a thing more then ones per day, you could test out more.
Anyway, I liked it. I felt it.
wish I could've saved him, I really do, but maybe that's the point, that you can't save everybody, and that you have to respect their decision to not be saved. I'm sorry my artist friend, let's have a last cigarette together so I can leave you to your despair and focus on my own.
*Our game has enough ratings but I couldn't pass by your game*
It'a piece of art that should be exhibited at some modern art museum! I can easily imagine how I walk in some Tate Modern and play this in some dark room with a huge touchscreen :) Great atmosphere, great use of the topic, also loved how it was drawn.
rufson
2021-10-11 20:51
What a beautiful tribute to a Great Artist!
Wow this was really deep, I loved it! I really found it interesting how your art reflected how the character was feeling at the time, if he was taking drugs and drinking his art reflected that of hoplessness and addiction, where as when he would take walks and write about his feelings the art was more hopeful and colorful. Very well done!
I really wanted to win this game but couldn't figure out how to do it (anxiety just went up and up), so I opened up the javascript console and set anxiety to 0 at the start of the last day.
Anyway, I love the art style and all the different paintings. The music fits the atmosphere nicely too. The dialog really seems like something a paranoid schizophrenic would say. Great job.
bbaf
2021-10-11 21:52
Great interactive/visual experience, liked riffs as well! Quite unique one comparing to the usual game jams entries.
@alexej, Wow, thanks for the detailed review with unusual twist in the end) Yeah, I agree that the game could be more specific, but, thankfully, there not too many functions or possible actions this time, also tooltips were a milestone for me. As for the multiple usages - I limited them, so not to spend to much time on balancing the game, because, as I said previously, getting to the different ending by all costs wasn't the main goal for the player.
@natalia-dushkina, Thank you for the kind words, I am glad that you liked the atmosphere and overall mood that much.
@rufson, Thank you.
@moddingmachine, Thank you, but, to be honest, it's more a coincidence that the paintings suited your actions in this fashion. I didn't have enough time left to program the reaction of paintings to the specific user actions, but at least I programmed a shuffle of 24 art pieces, so every try should be a bit different. The only paintings which differe depending on your actions and have a foreshadowing meaning - are the pictures onthe last day.
@flying-dog-fish, I really never thought about this kind of solution, I guess you can do many things in all of my games this way. But I am ashamed that you had to look at my code.
Anyway, thank you for feedback and I am glad that you liked it.
@bbaf, Thanks, yes, it's a bit unusual. Mostly due to the fact that the most favourite and encouraging aspect in making games for me is being able to tell a story. Also, as of now I have limited programming skills which prevent me from tackling some mechanics and genres.
Superb, really impressed by this one. Love how the paintings are incorporated into the static scene. The snippets from the journal are stylish and strong. Even the music is evocative, and the sound effects pleasantly chunky. Not many jam games are this transporting.
@caeonosphere, Thank you, as I said previously, in this entry I tried to change the ways I approached graphics and music a bit. And I am glad that it paid off in the end.
I believe is more an experience than a game, and I appreciate that a lot.
Is not easy to transmit emotions, and is harder to sell negatives ones without sounding way too condescending or treat them as a trope. You found a nice balance and that help to setup a very deep mood.
I believe you need to explore this more, it would work well on a tablet, and transform it an interactive story, like in the game: 80 days.
@binaryprinciple, Thank you, yes, the atmosphere was the main key during development of this game.
To be honest, I was thinking about a full lenght feature for a some time, but I was planning to learn some standalone engine for this one. As I think that even for my games HTML and JS becoming too limiting. Especially, if I am not using the canvas element, for which I still need to use some 3rd party library in order not to program the wheel from the start.
boon
2021-10-14 21:19
I loved this one. It was so intense and vivid. All of the art and music came together into a singular piece about a really hard topic. The game makes me sad but it was great to play it.
@boon, Thank you, I am glad that you liked the atmosphere.
liam
2021-10-18 10:42
An interesting and immersive game, thanks for making this. The art and audio works very well together, I was drawn into this little world. Perhaps the adjustments the actions make could have been a little clearer (value changes for the last action displayed next the score (+10, -5 etc) to help a new player understand their choices impacts. I'm impressed by what you have made, thank you!
@liam, Thank you, yes, as was mentioned previously, intuitive game design isn't one of my strong points as of now. But I am glad that it didn't distract too much from the overall feel.
lcstark
2021-10-21 10:45
A very beautiful-looking game with an unsettling atmosphere. As others have previously mentioned, it could use a bit more player feedback. For example, quite often I didn't know why I could only perform one action per day, and sometimes I could take two (like paint and write in the journal). The story text didn't help here, as sometimes it said "it's like I still have a grip" or "I am exhausted", and in both these cases I couldn't do anything else other than start the next day. Feedback issues aside, the game is very immersive. I love the way the canvas and paintings were incorporated into the game. Were the paintings completely random, or do they depend on the changing values of paranoia, guilt, etc.?
@lcstark, Thank you for the feedback. I agree about user friendliness, during all the game the loop is that you can perform any of the six actions (take pills, write in the journal, drink beer, paint, smoke or take a walk) once. The catch is that painting a new piece ends the day, serving as a transition action.
About the paintings, there are total 24 of them and they are separated into 8 groups by 3 for the number of days you spend in the game. Each day game randomly selects one of them, so there is no dependencies here. Only on the 8th day game foreshadows the ending by other showing a dramatic last painting for the "bad" ending or one of the other two for the "good" ending (they are less dramatic and more uncertain).