Six 8 Six
I feel like there's more to this that I'm missing.
So the first time playing, I struggled to catch any fish, but I read all the dialog and waited out my demise. I liked the story, and how ominous whatever the event was. Somehow this frozen landscape is warmer than where ever the researchers are.
Having the screen get whiter as I get closer to death, making it harder to fish was a nice effect. I want to know more about who this person is.
I am a little confused about who they are, that they are part of the research team but apparently hated all the research.
That's also a really weird eating sound, but I liked the weirdness.
My second time playing, I paid attention to the title. "Six and Six" Six minutes to live, maybe I need six fish?
On my third playthrough I finally got the fishing mechanic. It's just time, and if you just cast the pole right on top of a fish they bite it, and you just wait for the bob to go down to reel it in. It's a really hard effect to see, and there's no sound effects for it.
I cook a fish, and see that the whiteness went down. Cool! I can eat fish and survive longer! Maybe there's more dialog.
So I keep catching fish, and get 6. Nothing happens. Okay, I just keep fishing and it seems like it just delays the dialog.
My next play through, I try walking away from everything. There's an invisible wall, and I die quickly.
Then I look at the title and now I can't tell if it's actually Six 8 Six or Six & Six, Now I'm just more confused and I feel like there's more to it!!!
So this was a neat little experience, and knowing the original prompt I wouldn't be surprised if there was nothing more, but it just *feels* like something is there.
HWAJILGUJI
I really liked the art direction in this game! It was so unique, the glitchiness and weird carboard cutouts with mismatched textures. I also love the surrealist, Zelda CDI esque cutscenes, they were super entertaining to watch.
I don't know if English is the creator's first language, because a lot of the dialog has odd word choice and grammar that doesn't feel intentional. Like, obviously "A magazine exists in your vision" is on purpose, but idk if "They doesn't know how they get here" doesn't. But it didn't bother me, I feel like it kinda adds to the odd nature of everything.
I thought the "The the the the the times" newspaper was funny. And the dialog kept me entertained, especially the oscillating guy, and Isabella telling me she manages all the supplies in a completely barren room.
I think the story is a *little* generic. Scientists makes chemicals that causes problems, I feel like there could have been a more interesting backstory to all of this. But I really do like the surrealist and complete destruction of the world it had.
Is there anything I can do for the guy looking to go home, or is that it?
I just wanna stress again that I really like the art direction. This felt like an actual PS1 game, especially the neon flashing arrows.
I also appreciate the sound design. Creepy, surreal, and most of all gives me feedback on what I am doing! Sound is so important! I was confused by the world, but not by the game mechanics themselves!