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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.