Hi! I cried sooo much TT XD Excellent concept, I liked how each level offers a new way to use the main mechanic. I'm not sure about the ability to brake on the theater level, but with a bit of skill I finally reached the stage without using it.
The hope was that the brake would be identified as useless once you're going above a certain speed - its only practical value is in stopping to get a look at the stage and the level layout before uncontrollably rushing in (in my mind, this mirrors how it feels to be emotionally overhwelmed by sadness - at first when it's small, you can manage it, but once it crosses a threshold, it snowballs and becomes impossible to effectively hold in).
Thanks! It was an interesting challenge to come up with gameplay that resonated with each of the different types of tears we wanted to represent within the game.
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Hi! I cried sooo much TT XD Excellent concept, I liked how each level offers a new way to use the main mechanic. I'm not sure about the ability to brake on the theater level, but with a bit of skill I finally reached the stage without using it.
Anyway, congratulations for the work!
Thanks!!!
The hope was that the brake would be identified as useless once you're going above a certain speed - its only practical value is in stopping to get a look at the stage and the level layout before uncontrollably rushing in (in my mind, this mirrors how it feels to be emotionally overhwelmed by sadness - at first when it's small, you can manage it, but once it crosses a threshold, it snowballs and becomes impossible to effectively hold in).
hilarious concept well executed
Thanks! It was an interesting challenge to come up with gameplay that resonated with each of the different types of tears we wanted to represent within the game.
I started early, and will keep working (submitting this to another, longer game jam too), but will keep 7th day snapshot builds around ^_^