Loved the story, even if the theme was not there in a literal form I could find it by just understanding the main character's life, awesome little game.
To anyone playing this, persevere. :D Very 'art house', but an important message in there. (a weeeeeeeeeee bit of variation in the sound would've been nice, but I understand the repetitive intention)
that hit pretty hard. The repetition really got to me and reminds me of days like this. I really liked the ending though. Cheers for an awesome game:) have a good day
Some nice art and a good mood and message generated, but I'm a little fed up with all the sentimental/philosophical/"ambien non game" games on Ludum Dare. Not fun to play unfortunately.
Love the art and the subtle application of the theme.
I had a feeling it was going to go on forever to prove to me that, like the character, I need to do something with my life lol. I'm glad I stuck with it for the happy ending! Nicely done.
That was well executed and nicely polished. It was also touching. I recently underwent a large change in my life as well after starting to convince myself that every day was dream because nothing was changing. Thank you for that reminder that going back and entering those 'comfort zones' again may not actually be for the best.
I like how a simple game can be so moving. Made me think about my life myself.
Here's the interesting part, what I saw is me eating, working and sleeping over and over. And yet I daydreamed in-game! I mean I dreamed of long walks by the river, long walks in the rain.
I hope it would rainy season soon so I can just take a walk :)
Nice concept, interesting idea but too long for me, got bored although I tried to fight it. "Music" doesnt help either although it's made to serve the concept.
First of all, this game wasn't fun. Not at all. But then, if it was fun, i think i would be missing the point.
It's cruel and it's true. I would give you five starts for "Reality being slapped in your stupid face", but since there is no such a thing like that in Ludum Dare, you'll get my points for mood.
Great idea! I found it really interesting how as it went along, the repetitive eat/sleep/work actions kind of melted out of my attention just like they did for the character!
I like the metaphor of the monotonous gameplay. I ended up making up melodies for the music myself and humming while I played. The graphics are lovely.
Eventually I was just doing the tasks without thinking, just focusing on the story, just like the main character. I would put this on a "games you should play before you die" list.
Very cool, but once I've walked three times, I think you could do some fade transitions to the eating and sleeping and text change. I went to the end anyway. Well done!
Experimenting with giving a message or telling a definitive story can be touch and go. But this hit a decent medium. Maybe toss in a couple memories in the background, and I think it would be set. That or pulling a stanley parable and going to an alternate reality or something.
Check out the rest of my comments in my Ludum Dare showcase video:
Just some suggestions: Maybe you could make the distance between the assets smaller each time in order to make the player feel the vicious cycle. At some point, it could be boring if nothing change at all event if it's the point. You want to keep the player to play. And at the end, put the title of the game in big :) It would be so arty! <3
Graphics are very very very cool (i'm so jealous I can't even draw an apple)!
This game nicely executes the common narrative of "a nice young man chases a more lively counterpart and, inspired by her, builds a more energetic life for himself." I've played a number of interactive fiction pieces in this vein, and this is one of the best-executed that I've seen--great job.
I feel, however, that given the well-trodden path of the narrative, you might have taken a few more chances. The writing for this piece is polished, but I would have liked to have seen more variation and subtlety from standard tropes--why is it always foreign travel? And ironically, yes, the main character DOES need money to do that (I ended up just walking off of the screen in the end, BTW--I don't know if that's a bug; I just wanted to know if something would happen if I bypassed the tickets).
Unfortunately, I cannot say too much more. The audio, the visuals, the execution, all of these things are very nice. It was well-tuned. However, a game about agency that ends in a lack of player agency, and a subversion of its own money plot, seems like it could use some tweaking in order to resonate better for itself.
Reminds me of a game I played a few years ago called "every day the same dream" which you possibly reference once in the game text. :) Makes me think a bit about my own life, which I guess is the point!
T
TaoPhoenix9 May 2014, 22:22
Yeah, this was a subtle entry.
P.s. I am getting an error. " error during shader init:ERROR: 0:3: 'highp' : precision is not supported in fragment shader"
And I'm not sure what "s" does. In my Windows version it started changing the overall size of the game screen.
I really liked the game! In my opinion it's one of my the best entries from this Ludum Dare. Minimalistic art, music and controls work really well with the story (which kept me interested until the end).
Comments74
great color palette too
Also love your animations and art, just lovely, really fits the mood of the game. Happy I stuck with it till the end with his monotonous life.
I've very glad to have played this game. (will share)
(Thanks for your kind comments on my Mimic game too.)
The only downside were a few grammatical errors; stuff that's easily fixed, though.
I had a feeling it was going to go on forever to prove to me that, like the character, I need to do something with my life lol. I'm glad I stuck with it for the happy ending! Nicely done.
Thank you for that reminder that going back and entering those 'comfort zones' again may not actually be for the best.
I found myself commenting on the narrative and feeling for him. Good job.
Here's the interesting part, what I saw is me eating, working and sleeping over and over. And yet I daydreamed in-game! I mean I dreamed of long walks by the river, long walks in the rain.
I hope it would rainy season soon so I can just take a walk :)
But then, if it was fun, i think i would be missing the point.
It's cruel and it's true. I would give you five starts for "Reality being slapped in your stupid face", but since there is no such a thing like that in Ludum Dare, you'll get my points for mood.
Awesome work! Amazing experience.
I think the universal story and the monotone gameplay and audio are key when it comes to evoking emotions.
This is a very impressive piece and so far my favorite!
Simple, but effective.
Check out the rest of my comments in my Ludum Dare showcase video:
Just some suggestions:
Maybe you could make the distance between the assets smaller each time in order to make the player feel the vicious cycle.
At some point, it could be boring if nothing change at all event if it's the point. You want to keep the player to play.
And at the end, put the title of the game in big :) It would be so arty! <3
Graphics are very very very cool (i'm so jealous I can't even draw an apple)!
I feel, however, that given the well-trodden path of the narrative, you might have taken a few more chances. The writing for this piece is polished, but I would have liked to have seen more variation and subtlety from standard tropes--why is it always foreign travel? And ironically, yes, the main character DOES need money to do that (I ended up just walking off of the screen in the end, BTW--I don't know if that's a bug; I just wanted to know if something would happen if I bypassed the tickets).
Unfortunately, I cannot say too much more. The audio, the visuals, the execution, all of these things are very nice. It was well-tuned. However, a game about agency that ends in a lack of player agency, and a subversion of its own money plot, seems like it could use some tweaking in order to resonate better for itself.
Thanks for the game, and good luck in the compo!
P.s. I am getting an error.
"
error during shader init:ERROR: 0:3: 'highp' : precision is not supported in fragment shader"
And I'm not sure what "s" does. In my Windows version it started changing the overall size of the game screen.
The song loop was kinda short and got annoying after a while. But, other than that, awesome game! I really liked it.
P.S.: A comment got me thinking... if the short song loop was intentional, it's awesome! WOW! (still, annoying... but that isn't a problem anymore XD)