@fabula-rasa wow, what a nice sophisticated review, thanks! At first, the maze was quite obvious, but it didn't tell the essential part of the story that way. We really appreciate, you got the idea. We'll be making a proper soundtrack, with the tunes from this game, shall announce when it's done. Thank you for your good words!
@blazerdom it's over, if you feel it's over. I really wasn't expecting the symbolism of this game to come out that complicated... but that's the fruit to chew through, analyze, etc. Thanks for playing anyway!
@skel3ton wait why? The description of the game doesn't tell you to prepare extra hand and erratically click wherever capable, rather tells in a kinda specific way the clickable areas (sun/kid) which only appear on the story screens. We wouldn't really make such terrible controls, although it seems, we did, at least when we deciced to narrate them, not just tell straightforward, what to do. Anyway, at least you managed to like something we did, thanks!
@pegasys so, the blank grid... with Space you move through Tides. Tides make you move backwards (it's actually falling there) in the maze. If the grid is blank, use space to get back and continue. First you encounter the abyss (mini-game), then you can avoid it later. The black screen with white is final. Same as the first one, you can listen to the music, click, when tired and decided, that's enough with this haiku game. We mindfully connected all the parts, this game is as it should be, however, we're thinking of developing a mobile maze-like game based on the overall idea of this one, and we're listening to all the players to get more approachable.
@ominusgalaxy44 funny thing, we tried to be as simple as we could, but it seems, even if we don't use deep text narrative it still comes out as a complicated trial. Thanks for playing!
@barce mildly esoterical with this one... But we set the mood, hooray!
@the-martijn we could make a quite basic narrative story with the visuals of the story screens (ones with the kid and sun in this one), but that was not our goal. Working as narrative designer in gamedev, I try to think of different ways of telling the story without text, using level design, mechanics, even the controls, to get the overall mood and the flow of the story. We designed this game the way it is thoughtfully. We may change or add something, if we're to develop it into a mobile game, but the idea here is not the big story of our own, but the even bigger story of whatever you get while playing. A little while ago we released a 30-min narrative story with similar art style [(check, if interested)](https://ardskape.itch.io/7deeps), so we really didn't want to repeat ourselves. Sunshine Trial is actually a test of our skills, before we venture into the professional development.