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Ranked 9th with 21 votes
|People's Choice Vote||#9||21|
Judge feedback is anonymous and shown in a random order.
Unsure if the layering issues are intended or accidental. Plunger area is frustrating due to the boxes not being evenly synced making it so you have to wait for them to somewhat resync as the hit boxes aren't clear. It feels like the hitboxes are poorly implemented, especially in that area and that area alone can take half an hour or more depending on box sync (if you miss your timing, you have to wait for it to resync, especially due to the awkward hitbox in that area).
The later areas are just frustrating due to how the levels are designed and what appears to be random movement combined with chase movement.
The ending was rather... odd. I don't even know how to describe it. It just felt odd.
Graphics are custom and look good. You can tell what things are supposed to be though at some times it can be a little hard to do so. The mapping is very empty and bare, though, with rooms that have maybe one item in them. It's extremely minimalistic.
Sound is well done - nothing amazing but nothing bad - with basic sound implemented. The same with music - nothing grand but nothing jarring.
Writing is very much a minimalistic style with deliberate bad use of punctuation. The story is hidden but visible with enough interactions. Characterisation is barely there.
Gameplay consists of walk, talk and dodge.
The main gameplay component is the unlock/clog/change/etc puzzles which consist of dodging fast-moving blocks that teleport you back to the start of the puzzle. The idea is to reach a teleport at the end of a puzzle to jump to the next puzzle, until you get to the end one. Thankfully you don't get set all the way back to the start of the puzzle, but back to the start of the one you made it to.
There's also a lot of dodging to be done in the last area, from monsters who chase you around. Interacting with blocks will change the area back and forth from sleep to awake - monsters disappearing in the wake world but appearing in sleep.
The game was interesting and as a whole it was an artistic telling of a mother who sacrificed one child for the other. The way it was presented was interesting - with you playing the older daughter in the sleeping world making her way through the areas in order to kill her sister in the waking world (not that you knew that that was what you were doing) and then jumping back in time to play the mother making her way back through the waking world to sacrifice the older daughter to try and save the younger.
That said, the monster dodging and some of the puzzles were incredibly frustrating.
The theme was dream vs wake and sacrificial lamb and it was presented well in the visual aspects. Things tied together quite well (the puzzles the daughter used to help the villagers then being used to destroy her mind) and it really helped create a whole.
Yume Nikki inspired. It’s about a struggling young mother and her lazy daughter. It goes into wtf territory really quick and the twist is pretty alluring.
Some annoying parts here and there because of desynch but short enough to be inoffensive. However, the worst part about this game is the sheer amount and speed of the headsplitters. It's a miracle I even finished this game.
Nice graphics and sound track. Maps are also more on the artsy side. The hints about the mother-daughters relationship is very interesting. I also like the amount of background story hidden from you.
I wanted to know what’s going on so it’s pretty good. I just wish there’s more to it and less headsplitters near the ending. After seeing that one segment on the ending, I just felt like all that trouble was not worth it.
Total – 65/80
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