Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

VacationView game page

Orca pooltoy TF hypnosis for Pico-8
Submitted by Kistaro — 10 days, 23 hours before the deadline
Add to collection

Play game

Vacation's itch.io page

Results

CriteriaRankScore*Raw Score
Kink#24.2694.269
Novelty#53.8083.808
Harmony#153.6153.615
Overall#163.3923.392
Stealth#203.3463.346
Sound#213.4233.423
Narrative#213.0383.038
Aesthetic#243.6923.692
Play#293.1153.115
Ambition#333.0773.077
Horny#432.5382.538

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (1 edit) (+1)

so, this game mentions something about hypnosis being like dreaming, and if that's really true for those who, like, know how to be hypnotized--that's absolutely fascinating to me. i've always thought that dreams are an unbelievably powerful ability of our brain, and that like, if we could use them as, say, a VR interface, it would be really cool.

and so like, if hypnosis can be used to induce and control a dreamlike state in a person, in a gamey way... like, that's really cool to me.

but, as you might be able to tell, i did not myself experience quite so much beyond the normal suspension of disbelief when playing this game.

i find i have a really difficult time relinquishing my brain or body to anything. i think my main experience whenever i've tried to interact with something hypnotic, is that i kind of get a headache as i overthink whether there's something dangerous about interacting with it, and then not much else happens.

i think i did manage to get into a somewhat relaxed state while playing this, but that may be in part due to the fact that i've been spending all day on some unrelated responsibilities for the past two days straight. but i do think there was something there. the experience felt slightly different from that of playing other games, in a sort of zoned-out way as the game seems to describe. just not so different that i would consider it super dreamlike or super hypnotic really.

like, i'm not quite sure if i'm really supposed to be able to feel the waves and the sun, etc.

but anyways.

everything that i can comprehend in this game is pretty nicely put together. the text is beautifully rendered, the controls are super satisfying, the sounds are great. everything is super polished. definitely seems like a great way to package a hypnosis experience, even if i can't figure out how to get it to work.

Developer(+1)

Different people experience different levels of response to hypnotic suggestion. Getting hypnotized is a skill that can improve with practice, but there’s wide variance in baseline experiences. Different “kinds” of suggestion work in different ways – some people experience vivid hallucination very easily (and would feel the sun and the waves quite directly!) while others might be more susceptible to identity-play, amnesia effects, etc.

Clinical hypnotherapy research suggests that it is possible to induce an REM state in someone hypnotized with their eyes closed. But I’m not going to get that when the eyes are busy reading text! Vivid, dreamlike sensory hallucination is definitely possible under hypnosis for some folks, but I’ve only experienced it myself on a couple of occasions, and never with a prerecorded file of any sort, only in a live session when I was unusually responsive and my friend hypnotizing me was especially on point. I typically get effects much closer to vivid daydreaming, from a sensory perspective. Bending my motivations, desires, behavior, cognition, and memory is all easier – but it’s taken a while to get to that level of experiential susceptibility. Behavior is the easiest thing to elicit but folks rarely subjectively “feel” particularly hypnotized – one technique that I used but needed to lean into more is that of using behavioral suggestions to produce something that a subject will recognize more directly as an altered state; that’s what the bit about “you can’t look away when you try, which you should do” was about.

“Zoned out” is a light trance state. People used to focused work (software engineering, including game dev, is a notable example) are typically familiar enough with a state of focus that it takes a bit more work to persuade them that they’re hypnotized, since “focus” and “hypnosis” are such closely related states that hypnosis doesn’t feel unfamiliar enough. I tried to lean into avolition – acting without experiencing intent to do so – but that’s hard to emphasize in a short session, since the subjective experience is of just going along with the suggestions. I can do more with it directly. It’s hard to convert skills I’ve built around noticing how someone is reacting to being hypnotized and using that into a “prerecorded” context like this. Which is pretty common, which goes back to why prerecorded things usually work poorly for less-experienced subjects. My ambition with this was to see if I could make it more participatory in ways that would help produce stronger effects for less-experienced subjects, as well as use hypnotic techniques not typically attempted in a text form, but overall I think I got a pretty “normal” level of response out of folks, reading the comments here.

Maybe I should still be pretty satisfied with that – I got a “normal” level of response out of folks from my first hypnosis software, which I did in Pico-8 (not known for its suitability for this use), in a shorter form with a non-traditional induction. I’d like to do more, and I already have ideas for what a rewritten script could do better – and I do plan to write an alternate version with a totally new script, aimed at slightly different kinks, pushing harder into them to an extent I wouldn’t put in a game jam because it’d be more than the other developers were signing up for when agreeing to rate games. (Which is part of why this was on the lower-key end.)

It’s reasonable to be vigiliant about whether a hypnotic thing is appropriate for you – “check out the file first without going into trance” is common advice in the hypnokink community. That internal hypervigilance can definitely be headache-inducing – I’ve been there – and I don’t think it’s unreasonable at all to have a hard time handing over that level of trust to, in this case, a computer program written by a complete stranger. Vacation is roughly the same every time – word spawning in the arcade stages is partially randomized, but the other text is constant. (The arcade stage text is structured to be suggestive in ways that might not be apparent at first, so it is suggestive, but its themes are constant.) You can also open up the source (vacation.p8) to review the script, including the word lists, in its entirety. But that only does so much; I guess what I’m saying with this long rambling comment is that I think you’re having a very normal experience for any prerecorded Hypnosis Thing. My writing in the game about how vivid the experience would be is, in a word, optimistic – if I don’t try for it I’ll never push anyone’s experience that far, but (like a lot of hypnotic suggestion) it is very exaggerated relative to a reasonable expectation.

Developer(+1)

uh, sorry for the info dump, I’m like that sometimes

Submitted(+1)

i meant to reply to this comment a while ago. i really appreciate the detailed response! a lot of this is super interesting to me.

i think (for me) the most interesting point you made is that being zoned out is a light trance state, and that, as i understand it, being focused (or "in the zone") is as well. in my experience these kinds of mental states are not only possible to induce through games but pretty commonplace. off the top of my head, i can say i have definitely experienced both of these kinds of states in minecraft, for example.

obviously as someone who has no experience being hypnotized specifically, i have no idea if it's possible to go from a state of being "in the zone" to any other interesting kind of trance state. that definitely seems like the most accessible kind of altered mental state, at least for someone like me... i can easily get "in the zone" in most creative games i think (e.g. i definitely have felt this kind of state when building stuff in mario maker or littlebigplanet).

along those lines, i think, you know, it's easy for me to accept "oh yeah, being zoned out is a trance state... that makes sense!" as i'm reading it now. but when i go into something that is explicitly stated to be hypnosis related, rather than say, a really chill kind of game to zone out to, i still do not know what specifically i am meant to be feeling, and i think that's part of why i come away thinking it didn't really accomplish anything at all. i think getting inexperienced players in one of these more commonplace mental states and then being like "yo, heads up, if you're zoned out right now, fun fact, you're in a trance state... do you want to go deeper?" might be a more effective strategy.

again, of course,  i have literally no idea what i'm talking about. but. this definitely made me think. again thank you so much for this detailed reply!

Submitted(+1)

Fairly well made. It was fun to jump and dive or just float to collect the words as they passed by. It was simple and nice. And the music and pixel art style were nice. It is a very interesting and fun game all in all. ~

Submitted(+1)

Nice and simple, relaxing to play, definitely accomplished what you wanted, good job!

Submitted(+1)

I enjoyed it. The way the watery background behind the text, and the breathing bubble looks are very pretty. The gameplay is simple and relaxing. I went as far as I was ready to before using the safety to come back up. Perhaps I will dream of floating on the water tonight.

Submitted(+1)

Interesting take! The gameplay you went with definitely seemed to fit what you were going for as it was perfect for fading into the background. Some of the elements were hard on the eyes but I think that was the point. All around, neat idea and you executed it well.

Submitted(+1)

Cute and relaxing experiential game.  I don't really understand hypnosis, and I don't think it'd work on me even if I did, so I can't vouch for its hypnotic efficacy, but the deep breathing and imagination sections did a good job of melting away my stress and putting me in an inflatable orca mindset.  I started noticing how the subliminal messages work part way through, and I can confirm that the game is true to its word and is only trying to provide positive and fun messages and isn't trying to screw with your mind.  I am slightly concerned about the concept of achieving euphoria through self-suggestion, since I've read that can make some people experience emotional instability and alternating periods of euphoria and despair as their body tries to balance its neurotransmitters (look up "dark night of the soul" in the context of meditation).  I doubt that can happen from a fun little game though; usually people have to practice intense meditation for months or years to reach that state.

In summary, it's a well made little thing, and I'm glad I played it.

Submitted(+1)

*squeak!*

Submitted(+1)

I feel like an inflatable pool toy already.

 Great to see a PICO entry. Love that little program for making this type of tiny games while utilizing its limited capabilities well!

Submitted(+1)

Hypno is definitely unusual to see, I'm glad there's a submission dealing with it!

My own reservation about orca characters, this game is really well made, I'm always amazed at pico 8 projects since I personally struggled with it in the past, I can respect anyone who can make it work well.

In general it's pretty to look at and listen to. The text does a good job at letting the player zone out and it's overall built very well!

Submitted(+1)

I enjoyed this game significantly because of it matching my intersecting kinks of transformation, hypnosis, and pet praise. The aesthetics are excellent, and I appreciate how it manipulates the limited capabilities of PICO-8 to its full extent. I especially enjoyed the subtle droning sound design in the background, though I would have liked the breathing to have an audio cue so that I could focus on the words visually while focusing on the breathing aurally.

This is going to be a specific complaint, but I often use these roleplays to manage my anxiety, and attaching a game to the project ignites my anxiety because of my unhealthy perfectionist nature. It’s unrealistic for you to change the design because of my mental illness, but I though it fitting to offer that perspective. I will emphasize that I still felt peace and comfort with the game, and I really enjoyed the emphasis on consent and personal pleasure, which makes me feel grateful for having my feelings considered.

It’s an evocative game that made me feel like a warm and squeaky good little pool toy, and that makes me happy :)

Developer (2 edits) (+1)

I sincerely considered having no scoring mechanism and no accuracy percentage at the end because accuracy in the arcade segment really isn’t the point – it’s primarily a means to occupy attention. Ultimately I figured that would garner more complaints by people who expect games to have an opinion at how well they did at activities core to their concept, so I implemented it. FWIW, I think being so hypnotized that you wind up missing targets actually represents playing the game better than getting them all, but I couldn’t figure out any effective way to communicate this.

(And it was fun to implement silly text acknowledging the difficult achievement for getting 0% or near-0% accuracy, because avoiding 100% of the center-row targets is damn near impossible! I strictly limited word length in the center row to 5 or less to make it theoretically acheivable)

Oh, and an auditory breathing cue was kinda part of my plans but I never got a sound I was even remotely satisfied with and gave up on it. Okay, “gave up on” isn’t quite right, “literally forgot about” might be more accurate. But now Pico-8 updated and lets me do arbitrary waveforms for sound effects so maybe I can get something I like. It was hard enough to make the splashing stop sounding like gunshots, although it started out as a variation off an “enemy spaceship exploding” sound effect so I should not be surprised that “too explodey” was a problem I had with it

Host(+1)

our cat threw up while we were playing this which i think interfered with the vibes slightly

also my spouse was the one playing so here is their Guest Comment:

"I liked how the up and down motion felt, as it did feel buoyant to control. So, even though there was not a whole lot of interactivity, what was there was nice.

I feel like... well, I have experience with trance state type work, and I actually didn't grasp it was a kink for a really long time. It's something I like as a concept normally and in safe for work contexts. But, I myself find it very hard to get into trance state when I'm around others, and even generally. So, playing with our cat interrupting us, did kind of make that harder... and also, playing alongside someone (anyone really) makes it hard for me to connect to works that are about altered states of consciousness. 

I feel like I can struggle when I don't know "who" is talking to me. The video game was talking to me, but who was that? Who was the voice? I mean, my guess is "you", but without knowing who "you" are, that kind of thing ends up feeling unsafe for me to connect to as well, and interferes with the hypnotic process. This feels like a bit of a shame, and I was thinking about what would have made this something I might have been able to feel... and what came to mind for me was "if a character had been doing this to me, and I had any idea who the character was, then I might have felt more emotional investment in this... but as it stands, I have no idea why I want to be a pooltoy or a toy at all, or what any of this has to do with me emotionally". So that felt a bit sad. I grasp this kind of thing can work for others who don't really want to connect with a character, or who have no problem reading the voice talking to them in a way that removes whoever is on the other side of it... but due to my own blocks with accepting hypnotic regression, I just couldn't connect very well. 

Regardless, I did like the concept of the game, and I thought to myself that I could easily imagine others having a good time with losing themselves to it. So, I hope you had fun making it and I hope others enjoyed it too."

Developer

In writing the hypnotic script, I went out of my way to avoid referring to the Unseen Narrator as a character – no use of “I” or other reflexive pronouns – because I didn’t think I had space to develop a character people would feel connected to, but pointing it out like this makes it clear that was a straight-up error on my part; hypnosis depends on rapport and it’s easier to develop that rapport with someone.

I’m already planning a mod with a new script rewritten around different themes, based on the prior work of another regular participant in this jam, which would have a character-centric presentation, but it will also push harder into its kink themes. Writing for a game jam creates some odd constraints – I was leaning on “curiosity” and “openness to trying new things” as a core motivation to wanting to participate, because its content revolves around specific kinks I don’t expect the majority of folks to have! When writing a version that doesn’t need to be evaluated by 75 people who are, statistically, not likely to be into my specific thing, I can assume more personal interest and get much further into kink-related suggestions that, even with all the “only if it’s your thing” safeties in the world attached, I was unwilling to push into game jam content. I felt like going all the way to “this isn’t just about hypnosis abstractly or specific hypnokink aesthetics, this is literally designed to hypnotize you” was pushing the line far enough as it was; I was concerned (and still remain concerned, in all honesty) about consent issues with dragging people trying to just review 75 or 76 games into a more personal experience with hypnokink than they had intended to sign up for.

I’m sorry to hear about your cat – I hope they’re feeling better now.

(1 edit) (+1)

Thank you for elaborating on this and sharing your thoughts! (Commenting from my account and not Eevee's now)

"hypnosis depends on rapport and it’s easier to develop that rapport with someone."

This is exactly what I was feeling! I'm just so resistant to connecting in trance states when I don't know what I'm connecting to and don't know how to trust them, and I definitely feel like I would've liked an emotional connection there to a degree with the "someone".

I think everything you're saying makes sense, about this being a game designed to hypnotize, and this bringing up questions of consent and discomfort around that with a jam where it's expected others who may not be into it will be reviewing it and playing. I could definitely see how that would make it harder to lean into the script. I felt that to a degree, wishing for more and wishing it went deeper!

I'm happy to hear about the character-centric presentation thing you're planning with a mod. I find that personally I connect the most with the work when people really go hard into their thing, and I like seeing that. I wish you luck with your future work on this and whatever else you explore!

(edit: Also thank you for the hope regarding our cat! He's doing better overall lately I think.)

Submitted(+1)

I can’t speak much for the hypnosis, but I guess the repetitiveness of the game and the slow wording work towards that. Although perhaps it’d work better with actual narration than text, I think it was impressive that you made this on PICO-8. The graphics and sound were great! Definitely an interesting experience.

Submitted(+1)

Not bad. I could feel trance. I don't think the gameplay segments entirely reinforced said trance, but I definitely liked the entire package as is, and I don't have anything to change. I quite liked this one, I'm impressed by you doing in on PICO-8, and I think it was definitely one of the more actually arousing experiences for me this jam. Kudos to you!

Submitted(+1)

It's got a good flow between the action and text segments. At first it felt like they were competing with each other since one was active and the other passive and immersive, but after a few levels the action started to feel like it sort of resets you for the next session. The sprites are neat and animated, and there's been  good bit of care put into the way the text is presented. Audio is also something that didn't feel like it fit the nature of the game at first, but it all starts to come together after a while for a hypnotic arcade experience.

Developer(+1)

I think it’s difficult to make the primary hypnotic content in “a hypnosis game” feel like they fit into the rest of the game in most circumstances; it has the most natural presentation in an adventure game with a first-person viewpoint, and this is most definitely not that…

So I swung for the fences on writing suggestions to merge them into the same state of flow, and tried to use the “two distinct modes” structure as a strength rather than a weakness. When using hypnosis to express concepts and kink other than the literal process of hypnosis itself, a hypnotist needs to find room for playing with the suggestions and altered state of consciousness they’ve induced, after getting them established in the first place. I think that’s hard to do in anything prerecorded, including a game, because with no feedback, how do you match the “play” portion to your subject’s attention span and the parts of the suggestions that resonated with them the most? Permissive phrasing and vague insinuation are the traditional tools here (for good reason; they’re also important elements of hypnotic suggestion in general!), but Vacation represents my experiment with a different approach: abandoning the structure of language and using words as items in and of themselves that the subject is using in an activity that has, itself, been associated with the hypnotic effects I intended to elicit.

Association gets stronger through repetition, so it doesn’t surprise me that the modes feel better-integrated later on, when the interplay between them feels more familiar. I also expect the mode alternation to produce fractionation effects and generally increasing hypnotic susceptibility, so the arcade portions get longer as I expect time loss / time dilation and extension-of-attention-span effects to be intensifying. Glad to hear the interaction between them worked out for you!

Submitted(+1)

It felt odd at first, but the game modes definitely fit together to make a singular whole in the end. It's certainly a different sort of approach to the kink than what I've seen in previous jams, you've handled it well!

Submitted(+1)

Oh, this is excellent.  🐟 Very relaxing, very cute, good mix of text and arcade segments. The arcade levels in particular are just engaging enough to let you build towards a sort of flow state, without becoming overwhelming or dragging on too long. And of course the writing is excellent.

Don't think I've ever seen PICO-8 used for something quite like this. Good job!

Developer(+1)

Hey, thank you! Yeah, one of my friends on Mastodon a while back noted that hypnosis games are impractical to pull off in Pico-8 because it’s very difficult to get reasonable, legible text out of it, and I concluded she was right. then Pico-8 added custom fonts!

Pico-8 is still a challenging tool to use for this primarily because of the compressed code size limit; there’s only so much prose you can fit into an exportable .p8 cart, even with minification, because it just doesn’t compress the way code does, it has substantially more entropy than repeated keywords, repeated variable names, etc.

Submitted(+1)

squeak!

Submitted(+1)

Comfy game, think I fell asleep near the end and got 95%

Developer

Losing points because you lost awareness of what was going on and kinda passed out and it’s sort of a blur in your memory means you actually won the game, I think

Developer

The game has landed its final version for the Jam (assuming nobody hits gamebreaking bugs) as of 2024-02-28 23:40:45 (in the time zone of the jam). I had almost 20 minutes to go, that’s plenty of time!

The game has been substantially improved over all prior versions – among other things, it now has clouds and fish. (not depicted in the cover image! although I think plainness suits a label better than it suits a title screen / gameplay screen.) If you ran through it before and didn’t hate it, but it did not have clouds, fish, and background music, I encourage you to give it another look before evaluating it.