This is YOUR LAND. You don't know how or why. It's yours. It's you. Its energy is yours.
There are others here. They will help you. It will cost you.
You don't remember coming here. There was a disaster. There will be a disaster. Care for your land. Live in your land. Care for yourself.
HOW TO PLAY: Use the mouse or keyboard. With the mouse, click in a square next to your character to move there and click the button in the bottom-right to take that action. With the keyboard, use WASD or the arrow keys to move and the space bar to perform the action noted in the bottom-right. Explore your land. Gather and spend your energy. Fail. Try again. See your land change.
This game is a ludic illustration of some of my thoughts on living with depression. If you feel that you might be experiencing something similar and you haven't approached anyone about it, please do. See your doctor, approach a local mental health charity, talk to friends or family. Please do. https://www.mind.org.uk/
(With this being a 72-hour jam game, the quality is not what I would have hoped. In particular, I'm sorry about the colours. I made an early choice to solely use GameMaker's inbuilt palette and regretted it. Also, I don't know why but the music isn't working in the HTML5 version.)
This has potential, the idea of trying to save your world over and over. Perhaps you can try to work on this. So far there isn't a goal so I can't say much about it. The game sure requires a lot of polish. Good luck in future games.
I think it could help to bring some light to the mental health topic, which is somekind of taboo and we (game developers) are very exposed due to the stress of our profesion. Keep it up!
At first I was frustrated, because it became quickly apparent nothing I was doing mattered. As the different messages from the darkness came I realized where this was going and your meaning. Your message wasn't immediately obvious and was received by the end, nice job.
Loved the interpretation for the theme for this one. One of the most intriguing games I've played in terms of narrative-wise, and I spent ages trying to 'beat' it, but I like the way there's no real way to win, as that further pushes forward the message you were going for.
I like that the game had an interesting narrative tied to it. I especially enjoyed that mechanic of the world and interface falling apart around you as you failed to save your lands. I also like how the progress you make moves over to the next playthrough. I did however struggle understanding what exactly was happening and the interactions I could make, so some more improved user feedback could be implemented.
I like the ui destruction, the ui texts (like : "she never likes you") and horrible Accumulated sound when moving left and right rapidly. and like the theme too.
about goal: first i thought there is no goal, but after about 3 minutes, i learned that i can gain energy from meditate in home, and ally with fiends with that energy, and it gives me energy income. then i can use it for creating emitters. and then i thought perhaps the goal is filling the land with emitters, and it took about 15 minutes and it was fun, because each emitter fills 5 space near it and placing emitters was a game of Optimization. but after filling land with emitters, nothing happened! so i think: you should be more specific, and tell the player there is no goal.
I liked the concept and found the simple tile graphics charming. The way the world and UI becomes destroyed did creep me out a little bit. It would have been nice if there was a way to beat it, but I guess that goes against the message. Good job!
Interesting concept, i can totally relate to what you're saying with the game. Doesnt feel right to review it beyond that... Anywho, seen you werent happy with the colors and thought i'd say they're fine and remind me of old 80s/90s pc games
Good game, only one so far to give me actual feels.
Fantastic use of mechanics. The moment I realized my actions carried over brought me to a crescendo of hope, only to be cast down once again into despair after I discovered my actions didn't actually do anything. Beautiful.
I'll make sure to check out some more of your stuff.
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I think it could help to bring some light to the mental health topic, which is somekind of taboo and we (game developers) are very exposed due to the stress of our profesion. Keep it up!
Really great work.
about goal:
first i thought there is no goal, but after about 3 minutes, i learned that i can gain energy from meditate in home, and ally with fiends with that energy, and it gives me energy income. then i can use it for creating emitters. and then i thought perhaps the goal is filling the land with emitters, and it took about 15 minutes and it was fun, because each emitter fills 5 space near it and placing emitters was a game of Optimization. but after filling land with emitters, nothing happened! so i think: you should be more specific, and tell the player there is no goal.
Good game, only one so far to give me actual feels.
Beautiful.
I'll make sure to check out some more of your stuff.