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That's the point, I think. The game is rigged, to make you see how the city disappears, becomes invisible to you. To your "character", the state representative, the city is an ordered grid, a map you oversee and control. At first, you feel like you can keep everything in check - after all, you see the big picture. The intel on protesters flows in, you order squads around, all as it should be. But when the protest gets out of hand, the city turns more and more opaque to your all-seeing eye. Your controlling, policing, map-centered "government" vision literally becomes blind. Blind spots - dark spots in the city - become sources of even more trouble, and you can't see anything in them (no intel, no control, chaos). It gets to the point when you don't even know where your own squads are (a realistic notion that's implemented spot on). You feel fury and helplessness, pointless orders fly around, some flee the building, others start burning paperwork.

Note that this game is a brilliant double-meaning take on the game jam theme: "Running out of power". You run out of light (which BTW isn't electric here, technically), but with it, you're running out of control, out of power.

It's a symbolic / atmosphere game, which unfortunately makes it kinda bad as an entertaining game. In fact, for me it felt like an extremely irritating and clunky game. But it definitely translated the feeling of losing control very well!

I think your analysis and overview just made me like the game x10 more.