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(1 edit) (+2)

So, surface level compliments come first for me. The polish on this is wonderful for something made in so little time. Every little room has so much detail packed in and feels like a proper place. The VHS filter does a great job of making everything feel more vague and unsettling. And the animation... *mwah.* Just beautiful. I love how much life is in this guy's walk.
You also did a great job of creating atmosphere. The music choices are good, and some of those journeys of walking right got much more intense than I expected.

As for the storytelling, it does a great job grabbing you and pulling you in. The idea of moving through this guy's life is very clear, as well as that impending sense of doom towards the end becoming more and more menacing as the environment decays more and more. Then you get to the end, and you see... that the end is the end as predicted, but with someone who wasn't quite accounted for! I initially thought the implication was that the guy was dreaming of his own death right before it was about to happen and that teddy bear from the dream was going to be the one to kill him, but reading the others' responses and about your inspiration for this game made me realize that I may be coming up with an... unintended narrative here. Regardless, you evoke the emotions of the narrative really darn well. Good work overall!

[EDIT: Silly me, I almost forgot to acknowledge the fun little cameos of the other participants! I thought I was seeing things at first, but then I realized I wasn't. I'm charmed by the gesture! You did the lil robot man on my Discord pic justice. :> ]

Looking back at it, I can see how the teddy can be menacing. My reason for its inclusion at the end is two fold. For one, I was using it only in scenes where the protagonist wasn't depressed. Secondly, I usually end all of my games on something "satisfying" as a reward for the player completing it. I thought the camera zoom + sound progression at the end would do, but with more time I would have liked to put in some particles and perhaps fix the whiplash transition to the ending scene.

Your narrative with the teddy being the killer is intriguing. I think it's the nature of this textless jam that all of the games have epic unintended interpretations.

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It's admittedly partially on me; the depression storyline went completely over my head, as narratives like that sometimes do. Your actual intention for it makes a lot of sense, though. You pull off the symbolism pretty well, especially with how noticeable the bear is without being pushed in your face. It's just that I did a me and made a weird explanation in my head. 

I think you're spot on with the nature of the jam having caused a lot of different interpretations. The vague style of information that resulted from so many creators who use text for narrative so strongly having to rely so much less on it. I don't think there was a single game submitted where there's a true consensus on what's being presented. It is honestly super interesting.